About this mod
Master plugin required by several mods in the Environs series. Backported to LE.
- Requirements
- Permissions and credits
- Changelogs
A very simple backport of Siberpunk's Environs Series Master Plugin. Required by my backports of Hroggar's House, Riften Warehouse, The Ruined Tundra Farmhouse, and The Shrines of Talos. Done for personal use and tested thoroughly in-game.
With LE plugin limit in mind, it's safe to merge this plugin with any, combination of, or all other Environs plugins using tes5edit or any other method.
Refer to each separate mod page for info and installation instructions.
While the whole need for the master plugin is due to the limitations of ESL-flagging of plugins which is an issue exclusive to SE and AE, I've decided to keep it in for the LE version to keep the series' original composition.... and also because it wouldn't kind of make sense to have x number of plugins with duplicate entries, and updating them anytime a new version comes out would be truly a pain and a mess. As mentioned above, if you're running out of slots it's totally safe to just merge them all.
I'll try to keep up with updates but I don't promise anything since real life. Bye.
![](https://i.imgur.com/35pU1At.png)
*** Do not update this file or any Environs mods mid-game.
The Environs Master Plugin is a requirement for several mods in the Environs series.
This plugin is necessary is to avoid several engine-level bugs that can occur with ESL-flagged mods when they add new interiors. This plugin allows the Environs mods to be ESL-flagged while safely avoiding these bugs.
It’s been found that interior cells can break when they’re defined in ESL-flagged plugins and are edited by other plugins (such as patches). In addition, wSkeever has documented another bug on his post here, which relates to saving the game and object persistence, and also seems to pertain to ESL-flagged mods that add new cells.
This plugin solves these issues by creating new empty cells which can then be modified safely by ESL-flagged plugins. On a side note, the Update.esm actually does this for several Creation Club add-ons.
I don’t know what ultimately causes these bugs, I am not a clever man. I only know that they exist and that this method avoids them.
This file also contains several shared scripts used in the Environs series in order to reduce redundancy. If you still notice any conflicting files with any other Environs mods, don't worry about it, they're identical scripts (It's fine and load order doesn't matter).