Badfrog88 Posted June 18, 2022 Posted June 18, 2022 I'm trying to learn the reasons why certain things are done when modding the game and this is a situation where I haven't been successful in finding an answer yet. Why are the plugins for certain mods disabled - moved to "Optional ESPs" in MO2? Enhanced Lights and FX being a prime example. How does one know when this can be safely done? Is it just trial and error or is there something about the mod contents that gives a hint? Thanks.
DoubleYou Posted June 18, 2022 Posted June 18, 2022 Sometimes it is done because the plugin is completely overridden by other plugins. This can be seen when you open your load order in xEdit and all its records are being provided by other mods. Other times, like in the case of ELFX, it is done because we do not want to use the plugin as it is incompatible with our setup. In this case we remove the plugin because we only want to use the provided meshes.
Badfrog88 Posted June 18, 2022 Author Posted June 18, 2022 OK, That makes sense. So we are only getting the looks and not the actual FX which is being provided by another mod? Correct?
z929669 Posted June 18, 2022 Posted June 18, 2022 1 hour ago, Badfrog88 said: OK, That makes sense. So we are only getting the looks and not the actual FX which is being provided by another mod? Correct? In the case of ELFX mods, we don't want any of the lighting or other changes the plugin makes. We just want the more light-responsive and improved meshes, so yes, the FX are either redundant or not wanted.
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