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May 30, 2022 11:11
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Decompressing ESM/ESP
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Editing master files is generally dangerous so proceed with caution, i won't be responsible for your broken games and load orders. | |
1. Back up your plugins in case something goes wrong | |
3. Run FNVEdit with -AllowMasterFilesEdit -IKnowWhatImDoing -IKnowIllBreakMyGameWithThis arguments | |
4. In Module Selection window, load everything from your load order | |
5. When FNVEdit finishes loading, press Ctrl+A in the left window | |
6. Click right mouse button - apply script | |
7. Select new script in the dropdown, paste the script below in the window and click OK | |
8. Press Ctrl+S to save decompressed plugins when it finishes applying the script | |
9. Close the program | |
This should help with loading times and cell loading stutter as decompression is the most performance intensive part of | |
loading. | |
Credits to zilav for xEdit script. |
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before and after decompressing: | |
FalloutNV.esm : 239 MB - 322 MB | |
HonestHearts.esm : 16 MB - 34 MB | |
DeadMoney.esm : 6 MB - 7 MB | |
OldWorldBlues.esm : 15 MB - 32 MB | |
LonesomeRoad.esm : 25 MB - 39 MB |
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unit userscript; | |
function Process(e: IInterface): Integer; | |
begin | |
if GetElementNativeValues(e, 'Record Header\Record Flags\Compressed') <> 0 then | |
SetElementNativeValues(e, 'Record Header\Record Flags\Compressed', 0); | |
end; | |
end. |
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