Ver0.2 - This update should fix the issues with the error on line 91 that some people were getting. It was a simple oversight on my end.
I have now removed the blacklist feature to keep things simple. I don't think it was necessary. I have also added a REVERT option. This will be a dialogue prompt that will only show up if you have a LOG file generated from a previous run that is not empty. Each time you run the utility, any changed plugins will populate the log file. You can rerun the utility and will be asked if you wish to revert. NOTE: This will only revert the plugins changed on the last successful run, if you run the utility multiple times then any previously modified plugins will be overwritten in the log file and will have to be manually reverted if you change your mind. Repeat, only the plugins on the LAST run will be able to be reverted through the utility.
Please report any errors or issues after carefully reading the decsription page.
Where you launc the game there is a dropdown. click that, click edit. in the new window popup click the + sign to add an execuatble, navigate to the bat file from my mod (must be in the same directory as XEdit.exe, SSEEdit.exe or FO4Edit.exe). Click ok. Now click the dropdown to select the bat file and hit run to launch the bat.
The reason this needs to be done is that MO2 stores all your mods in its own directory, when you launch the game it creates hotlinks in the games data folder so the game thinks the files are there but they are still in their original MO2 directory. This is called the VFS (Virtual File System). Launching any program outside of MO2 will result in it not being able to see any of your mod added data (plugins, meshes, etc) and will only load with the base game content (vanilla ESMs only, unless youve also manually installed certain things directly to the data folder which should be avoided unless otherwise advised to, such as with ENBs). My BAT file must be launched through MO2 so that it uses this VFS and loads XEdit with all your mods.
Ive used this succsufully on other modlist, but now it only shows the base game files and the cc stuff, i have it in the same folder as xedit. what am i missing?
So quick question. I'm using Mo2, and I'm using the game root feature because I installed it using Wabbajack. It's the SSE Modding Essentials list, if that's important. It comes with Xedit pre-installed and it has arguments preloaded to point the program towards the game root folder instead of the base Steam Install.
The problem is, I've installed Eslify properly and it runs, but it automatically looks at the base install, not the game root folder, so it doesn't see my active mods. Is there a way to redirect it?
I am running into this same issue. I have ran skyrim.exe from the game root folder and the steamapps folder and it still wont populate with all my mods. Just the original ESMs. I am also doing this from MO2 and I have the tool in the same folder as SSEedit. Any help is much appreciated!
So just to follow up, I have changed the default game path in regedit, and I've run Skyrim.exe from the game root folder, and neither of them worked, and I'm still getting the exact same problem.
The solution lies in how Eslify works. Essentially it's just a regular xEdit script, but in this case it's being called through command line by the bat file. So the Wabbajack install isn't able to tell xEdit where the game root folder is, because MO2 isn't able to pass the arguments through the Bat file.
So I opened up the bat file and read through the code, and found where it is actually calling xEdit. It's adding it's own arguments to xEdit to call the Eslify script and all your plugins. So I found out how to bypass the annoying cmd window part of running xEdit and get MO2 to do that job instead.
Open your MO2 executables menu (green and blue gear icon) Select SSEedit or FO4edit depending on your game, and we're going to go up to the little plus shaped drop down menu for adding a new executable. But instead of Add from file, you're going to select "Clone Selected." This will copy your currently selected xEdit entry. In the "Arguments" bar, you should see some text already there. It will have your Wabbajack game root file path, and some other arguments. This is how MO2 knows to look at the Wabbajack version and not the main Steam install. At the end of the line you'll see an argument "-IKnowWhatImDoing." This argument disables the warning screen that usually greets you when you open xEdit to warn you that you can screw crap up with this tool.
If you don't see that argument, that's fine, because we're actually going to remove it and add our own. Just paste this at the end of the arguments line: -nobuildrefs -autoload -pseudoESL -script:"R88_ESLify.pas" You have to include the quotes around "R88_ESLify.pas"
Please note, you're not removing the file path. Just the "-IKnowWhatImDoing" argument.
Don't forget to rename this executable entry to something like SSEEdit ESLify or something to differentiate it from the regular xEdit entry. Now you just run this from MO2 whenever you want to run eslify and trim that plugin list down some.
The fun thing is this also works if you're not using a Wabbajack install and you just want Eslify to go faster.
For some reason, it looks like its not seeing the arguments. It still is at the original steam skyrim folder not the stock game folder and the console still comes up. Here are the arguments:
So for those that care. While you can do what was described above, you can also just add the argument "-pseudoESL" without quotes to your base SSEedit install executable in MO2.
Then after you load in, Control+A to select every mod. Right click any mod -> Apply Script -> Type ESL into the top / Use the drop down to find R88 ESLify Script -> Run it.
ive got to be doing something wrong even after followjng all these steps it doesnt detect anything as convertable to esl when i know for a fact there is mods that can be theres got be something im doing wrong ive deleted the script and reinstalled it and that didnt work ive looked up heaps of guides and tried everything and it refuses to work
For everyone who is still pulling their hair out today with this problem, there is another solution you can try: I've noticed that the argument lines of every single one of my executables on MO2 would signal to the right path (eg: F:\Skyrim Modlist Standard\Game Root\Data), but the thing is, the "Data" folder inside my modlist folder is empty, because the mods stay outside of it (I'm currently using the ADT modlist). So what I did was to repeat the same process of adding the -nobuildrefs -autoload -pseudoESL -script:"R88_ESLify.pas", but before doing that I've deleted the "Data" at the end of my line, and it finally worked, since my mods folder is just on the root folder.
First off, this is a great tool, kudos to the author for all of his hard work.
That said, I am running into the strangest problem. I ran this and in playing a couple of hours, everything was fine. Then I wanted to add some more mods and run it over again, so I reversed the process as you should. I then installed some other mods to do some testing, when I noticed that any time I picked up scrap, I was getting caps. Heck, when Heather was operating a water pump, I started getting caps. The values looked close to whatever I was gathering. Turned some mods on and off, no luck. I went back to my starting list before I did this process and still had problems.
Then the only other thing was the eslify process. So I did that over again, started up the game, and lo and behold the problem went away!?
So undoing eslify with the same mods somehow created this problem. Anyone see anything like this or have any idea what is going on? Very strange, but at least it goes away if I eslify again.
Ok Here's how to fix things not loading in Mod organizer 2 for anyone getting plugins not loading correctly. as this worked for me ^.^
Add Scripts to FO4Edit Directory. Then make a profile and Set things like this.
[ Change Binary ] to location of FO4Edit.exe [ Change Start in ] Location of Game directory using Fallout4.exe [ Add to Arguments ] -nobuildrefs -autoload -pseudoESL -script:"R88_ESLify.pas"
I ran into the same problem, but fixed it by modifying the R88_Elsify.bat I am on EdeavourOS (Arch). Here is the whole thing. Obviously, set the path in this line to what yours is: start SSEEdit.exe -D:"Z:\Games\SteamLibrary\steamapps\common\Skyrim Special Edition\Data" -nobuildrefs -autoload -pseudoESL -script:"R88_ESLify.pas"
@echo off set hasSSEEdit=0 set hasFO4Edit=0 set hasXEdit=0 set hasAnyEdit=1 set hasESLifyScript=0 set hasMXPF=0 set hasMTEFunctions=0 set hasRequiredFiles=0 IF EXIST "SSEEdit.exe" set hasSSEEdit=1 IF EXIST "FO4Edit.exe" set hasFO4Edit=1 IF EXIST "XEdit.exe" set hasXEdit=1 IF NOT EXIST "SSEEdit.exe" IF NOT EXIST "FO4Edit.exe" IF NOT EXIST "XEdit.exe" set hasAnyEdit=0 IF EXIST "Edit Scripts\R88_ESLify.pas" set hasESLifyScript=1 IF EXIST "Edit Scripts\lib\mxpf.pas" set hasMXPF=1 IF EXIST "Edit Scripts\lib\mteFunctions.pas" set hasMTEFunctions=1 echo : echo : echo ::: "Ruddy88's ESLify Utility" ::: echo : echo : echo ::: Checking for required files ::: echo : echo : IF %hasSSEEdit%==1 ( echo ::: SSEEdit found ) IF %hasFO4Edit%==1 ( echo ::: FO4Edit found ) IF %hasXEdit%==1 ( echo ::: XEdit found ) IF %hasAnyEdit%==0 ( echo ::: WARNING: XEdit/SSEEdit/FO4Edit.exe not found ) IF %hasESLifyScript%==1 ( echo ::: R88_ESLify.pas found ) ELSE ( echo ::: WARNING: R88_ESLify.pas not found ) IF %hasMXPF%==1 ( echo ::: mxpf.pas found ) ELSE ( echo ::: WARNING: mxpf.pas not found ) IF %hasMTEFunctions%==1 ( echo ::: mteFunctions.pas found ) ELSE ( echo ::: WARNING: mteFunctions.pas not found ) IF %hasAnyEdit%==1 IF %hasESLifyScript%==1 IF %hasMXPF%==1 IF %hasMTEFunctions%==1 set hasRequiredFiles=1 IF %hasRequiredFiles%==1 ( echo : echo : echo ::: All required files installed. echo : echo : ) ELSE ( echo : echo : echo ::: Required files not found. Terminating process. echo : echo : pause exit ) %game% set /P c=::: Which game are you trying to load? [FO4/SSE/EXIT] if /I "%c%" EQU "FO4" goto :runPatchFO4 if /I "%c%" EQU "SSE" goto :runPatchSSE if /I "%c%" EQU "EXIT" goto :exitPatch goto :game :runPatchFO4 echo : echo : echo ::: Fallout 4 game selected... echo : echo : echo ::: Launching ESLify script... echo : echo : pause IF %hasFO4Edit%==1 ( start FO4Edit.exe -nobuildrefs -autoload -pseudoESL -script:"R88_ESLify.pas" ) ELSE IF %hasXEdit%==1 ( start XEdit.exe -FO4 -nobuildrefs -autoload -pseudoESL -script:"R88_ESLify.pas" ) ELSE IF %hasSSEEdit%==1 ( start SSEEdit.exe -FO4 -nobuildrefs -autoload -pseudoESL -script:"R88_ESLify.pas" ) ELSE ( echo : echo : echo ::: Unexpected Error. Terminating process. echo : echo : pause exit ) goto :exitPatch :runPatchSSE echo : echo : echo ::: Skyrim SE game selected... echo : echo : echo ::: Launching ESLify script... echo : echo : pause IF %hasSSEEdit%==1 ( start SSEEdit.exe -D:"Z:\Games\SteamLibrary\steamapps\common\Skyrim Special Edition\Data" -nobuildrefs -autoload -pseudoESL -script:"R88_ESLify.pas" ) ELSE IF %hasXEdit%==1 ( start XEdit.exe -SSE -nobuildrefs -autoload -pseudoESL -script:"R88_ESLify.pas" ) ELSE IF %hasFO4Edit%==1 ( start FO4Edit.exe -SSE -nobuildrefs -autoload -pseudoESL -script:"R88_ESLify.pas" ) ELSE ( echo : echo : echo ::: Unexpected Error. Terminating process. echo : echo : pause exit ) goto :exitPatch :exitPatch exit
Mark as ESL (light plugin) from within Vortex (credits: these instructions are from a Reddit thread, author is RattleDagger) : To help you find the plugins Vortex can ESL-flag for you, on Vortex plugins-tab use the "Flags"-column and filter on "Could be light".
From the plugins Vortex indicates can be ESL-flagged, if you only want to ESL-flag one of them (or only one can be ESL-flagged), double-click the plugin to open-up extra dialogue on the right and choose "Mark light" to ESL-flag the plugin.
If on the other hand Vortex indicates multiple plugins can be ESL-flagged and you want to flag two or more plugins, select all of the ESL-flaggable plugins you want to ESL-flag and in the extra menu opening-up near the bottom choose "Mark as Light" to ESL-flag the selected plugins.
Using the "R88_ESLify.pas" script for SSEEdit.exe or xEdit.exe, as a Tool launched by Vortex: 1. Go to Vortex -> Dashboard -> Tools section (right corner usually) 2. Scroll down the existing list of Tools, till you see the "+" button - click it to Add a New Tool. 3. Type these parameters in the popup screen (note: change the location to wherever you have installed SSEEdit.exe/xEdit.exe; make sure you installed Ruddy88 ESLify in same folder, so "R88_ESLify.pas" is in "Edit Scripts" subfolder there):
Name: ESLify Target (change location as needed): E:\GAMES\steamapps\common\Skyrim Special Edition\SSEEdit\SSEEdit.exe Commandline Parameters: -nobuildrefs -autoload -pseudoESL -script:"R88_ESLify.pas" Start In (leave this untouched, it will default to correct folder): E:\GAMES\steamapps\common\Skyrim Special Edition\SSEEdit Icon: (suggestion: download any freely available Light Bulb image from the Internet as a PNG file, and use it here)
4. Save it (leave the "Run in Shell" and "Run detached" to defaults (OFF and ON respectively)). 5. You can now use Ruddy88's ESLify from Vortex as a tool. Recommended practice is to run it after installing any mods.
Hello hope this finds you well, so i added this to my MO2, however, for the way mine is set up all my mods are in a separate base game folder leaving my actual game folder clean (so that if ever i don't want mods anymore i don't have to do a fresh reinstall of my actual game) everything on MO2 pulls up from the modded games folder, but yours doesn't and pulls from my clean game folder. do you know how to fix this?
568 comments
Ver0.2 -
This update should fix the issues with the error on line 91 that some people were getting. It was a simple oversight on my end.
I have now removed the blacklist feature to keep things simple. I don't think it was necessary.
I have also added a REVERT option. This will be a dialogue prompt that will only show up if you have a LOG file generated from a previous run that is not empty. Each time you run the utility, any changed plugins will populate the log file. You can rerun the utility and will be asked if you wish to revert.
NOTE: This will only revert the plugins changed on the last successful run, if you run the utility multiple times then any previously modified plugins will be overwritten in the log file and will have to be manually reverted if you change your mind. Repeat, only the plugins on the LAST run will be able to be reverted through the utility.
Please report any errors or issues after carefully reading the decsription page.
Now click the dropdown to select the bat file and hit run to launch the bat.
The reason this needs to be done is that MO2 stores all your mods in its own directory, when you launch the game it creates hotlinks in the games data folder so the game thinks the files are there but they are still in their original MO2 directory. This is called the VFS (Virtual File System).
Launching any program outside of MO2 will result in it not being able to see any of your mod added data (plugins, meshes, etc) and will only load with the base game content (vanilla ESMs only, unless youve also manually installed certain things directly to the data folder which should be avoided unless otherwise advised to, such as with ENBs).
My BAT file must be launched through MO2 so that it uses this VFS and loads XEdit with all your mods.
Stickying this post for future users.
The problem is, I've installed Eslify properly and it runs, but it automatically looks at the base install, not the game root folder, so it doesn't see my active mods. Is there a way to redirect it?
The solution lies in how Eslify works. Essentially it's just a regular xEdit script, but in this case it's being called through command line by the bat file. So the Wabbajack install isn't able to tell xEdit where the game root folder is, because MO2 isn't able to pass the arguments through the Bat file.
So I opened up the bat file and read through the code, and found where it is actually calling xEdit. It's adding it's own arguments to xEdit to call the Eslify script and all your plugins. So I found out how to bypass the annoying cmd window part of running xEdit and get MO2 to do that job instead.
Open your MO2 executables menu (green and blue gear icon) Select SSEedit or FO4edit depending on your game, and we're going to go up to the little plus shaped drop down menu for adding a new executable. But instead of Add from file, you're going to select "Clone Selected." This will copy your currently selected xEdit entry. In the "Arguments" bar, you should see some text already there. It will have your Wabbajack game root file path, and some other arguments. This is how MO2 knows to look at the Wabbajack version and not the main Steam install. At the end of the line you'll see an argument "-IKnowWhatImDoing." This argument disables the warning screen that usually greets you when you open xEdit to warn you that you can screw crap up with this tool.
If you don't see that argument, that's fine, because we're actually going to remove it and add our own. Just paste this at the end of the arguments line: -nobuildrefs -autoload -pseudoESL -script:"R88_ESLify.pas"
You have to include the quotes around "R88_ESLify.pas"
Please note, you're not removing the file path. Just the "-IKnowWhatImDoing" argument.
Don't forget to rename this executable entry to something like SSEEdit ESLify or something to differentiate it from the regular xEdit entry. Now you just run this from MO2 whenever you want to run eslify and trim that plugin list down some.
The fun thing is this also works if you're not using a Wabbajack install and you just want Eslify to go faster.
-D:"D:\SSEE\Stock Game\Data" -nobuildrefs -autoload -pseudoESL -script:"R88_ESLify.pas"
Absolute legend, cheers mate!
Then after you load in, Control+A to select every mod. Right click any mod -> Apply Script -> Type ESL into the top / Use the drop down to find R88 ESLify Script -> Run it.
ive deleted the script and reinstalled it and that didnt work ive looked up heaps of guides and tried everything and it refuses to work
That said, I am running into the strangest problem. I ran this and in playing a couple of hours, everything was fine. Then I wanted to add some more mods and run it over again, so I reversed the process as you should. I then installed some other mods to do some testing, when I noticed that any time I picked up scrap, I was getting caps. Heck, when Heather was operating a water pump, I started getting caps. The values looked close to whatever I was gathering. Turned some mods on and off, no luck. I went back to my starting list before I did this process and still had problems.
Then the only other thing was the eslify process. So I did that over again, started up the game, and lo and behold the problem went away!?
So undoing eslify with the same mods somehow created this problem. Anyone see anything like this or have any idea what is going on? Very strange, but at least it goes away if I eslify again.
I love you forever <3
as this worked for me ^.^
Add Scripts to FO4Edit Directory.
Then make a profile and Set things like this.
[ Change Binary ] to location of FO4Edit.exe
[ Change Start in ] Location of Game directory using Fallout4.exe
[ Add to Arguments ] -nobuildrefs -autoload -pseudoESL -script:"R88_ESLify.pas"
Can't recognize ') ELSE (' as an internal or external command, or batch script.
This is occurring after it says it initially found all the required files: SSEEdit, R88_ESLify.pas, mxpf.pas, and mteFunctions.pas.
I am on EdeavourOS (Arch).
Here is the whole thing. Obviously, set the path in this line to what yours is:
start SSEEdit.exe -D:"Z:\Games\SteamLibrary\steamapps\common\Skyrim Special Edition\Data" -nobuildrefs -autoload -pseudoESL -script:"R88_ESLify.pas"
@echo off
set hasSSEEdit=0
set hasFO4Edit=0
set hasXEdit=0
set hasAnyEdit=1
set hasESLifyScript=0
set hasMXPF=0
set hasMTEFunctions=0
set hasRequiredFiles=0
IF EXIST "SSEEdit.exe" set hasSSEEdit=1
IF EXIST "FO4Edit.exe" set hasFO4Edit=1
IF EXIST "XEdit.exe" set hasXEdit=1
IF NOT EXIST "SSEEdit.exe" IF NOT EXIST "FO4Edit.exe" IF NOT EXIST "XEdit.exe" set hasAnyEdit=0
IF EXIST "Edit Scripts\R88_ESLify.pas" set hasESLifyScript=1
IF EXIST "Edit Scripts\lib\mxpf.pas" set hasMXPF=1
IF EXIST "Edit Scripts\lib\mteFunctions.pas" set hasMTEFunctions=1
echo :
echo :
echo ::: "Ruddy88's ESLify Utility" :::
echo :
echo :
echo ::: Checking for required files :::
echo :
echo :
IF %hasSSEEdit%==1 (
echo ::: SSEEdit found
)
IF %hasFO4Edit%==1 (
echo ::: FO4Edit found
)
IF %hasXEdit%==1 (
echo ::: XEdit found
)
IF %hasAnyEdit%==0 (
echo ::: WARNING: XEdit/SSEEdit/FO4Edit.exe not found
)
IF %hasESLifyScript%==1 (
echo ::: R88_ESLify.pas found
) ELSE (
echo ::: WARNING: R88_ESLify.pas not found
)
IF %hasMXPF%==1 (
echo ::: mxpf.pas found
) ELSE (
echo ::: WARNING: mxpf.pas not found
)
IF %hasMTEFunctions%==1 (
echo ::: mteFunctions.pas found
) ELSE (
echo ::: WARNING: mteFunctions.pas not found
)
IF %hasAnyEdit%==1 IF %hasESLifyScript%==1 IF %hasMXPF%==1 IF %hasMTEFunctions%==1 set hasRequiredFiles=1
IF %hasRequiredFiles%==1 (
echo :
echo :
echo ::: All required files installed.
echo :
echo :
) ELSE (
echo :
echo :
echo ::: Required files not found. Terminating process.
echo :
echo :
pause
exit
)
%game%
set /P c=::: Which game are you trying to load? [FO4/SSE/EXIT]
if /I "%c%" EQU "FO4" goto :runPatchFO4
if /I "%c%" EQU "SSE" goto :runPatchSSE
if /I "%c%" EQU "EXIT" goto :exitPatch
goto :game
:runPatchFO4
echo :
echo :
echo ::: Fallout 4 game selected...
echo :
echo :
echo ::: Launching ESLify script...
echo :
echo :
pause
IF %hasFO4Edit%==1 (
start FO4Edit.exe -nobuildrefs -autoload -pseudoESL -script:"R88_ESLify.pas"
) ELSE IF %hasXEdit%==1 (
start XEdit.exe -FO4 -nobuildrefs -autoload -pseudoESL -script:"R88_ESLify.pas"
) ELSE IF %hasSSEEdit%==1 (
start SSEEdit.exe -FO4 -nobuildrefs -autoload -pseudoESL -script:"R88_ESLify.pas"
) ELSE (
echo :
echo :
echo ::: Unexpected Error. Terminating process.
echo :
echo :
pause
exit
)
goto :exitPatch
:runPatchSSE
echo :
echo :
echo ::: Skyrim SE game selected...
echo :
echo :
echo ::: Launching ESLify script...
echo :
echo :
pause
IF %hasSSEEdit%==1 (
start SSEEdit.exe -D:"Z:\Games\SteamLibrary\steamapps\common\Skyrim Special Edition\Data" -nobuildrefs -autoload -pseudoESL -script:"R88_ESLify.pas"
) ELSE IF %hasXEdit%==1 (
start XEdit.exe -SSE -nobuildrefs -autoload -pseudoESL -script:"R88_ESLify.pas"
) ELSE IF %hasFO4Edit%==1 (
start FO4Edit.exe -SSE -nobuildrefs -autoload -pseudoESL -script:"R88_ESLify.pas"
) ELSE (
echo :
echo :
echo ::: Unexpected Error. Terminating process.
echo :
echo :
pause
exit
)
goto :exitPatch
:exitPatch
exit
Hope this helps.
'Unhandled USVFS proxy exception (line 112); The system cannot find the file specified.'
It started off after around 1060 active plugins.
My plugin list had 800+ stuff, with your mod it now have 215 and the rest are considered light versions (on vortex), so far no problems
Mark as ESL (light plugin) from within Vortex (credits: these instructions are from a Reddit thread, author is RattleDagger) :
To help you find the plugins Vortex can ESL-flag for you, on Vortex plugins-tab use the "Flags"-column and filter on "Could be light".
From the plugins Vortex indicates can be ESL-flagged, if you only want to ESL-flag one of them (or only one can be ESL-flagged), double-click the plugin to open-up extra dialogue on the right and choose "Mark light" to ESL-flag the plugin.
If on the other hand Vortex indicates multiple plugins can be ESL-flagged and you want to flag two or more plugins, select all of the ESL-flaggable plugins you want to ESL-flag and in the extra menu opening-up near the bottom choose "Mark as Light" to ESL-flag the selected plugins.
Using the "R88_ESLify.pas" script for SSEEdit.exe or xEdit.exe, as a Tool launched by Vortex:
1. Go to Vortex -> Dashboard -> Tools section (right corner usually)
4. Save it (leave the "Run in Shell" and "Run detached" to defaults (OFF and ON respectively)).
2. Scroll down the existing list of Tools, till you see the "+" button - click it to Add a New Tool.
3. Type these parameters in the popup screen (note: change the location to wherever you have installed SSEEdit.exe/xEdit.exe; make sure you installed Ruddy88 ESLify in same folder, so "R88_ESLify.pas" is in "Edit Scripts" subfolder there):
5. You can now use Ruddy88's ESLify from Vortex as a tool. Recommended practice is to run it after installing any mods.