Legacy - xEdit plugin filter scripts and harmful consistency patches
2 different things: An xEdit script to automate the process of selecting plugins to load in zEdit when patching Legacy (the new race overhaul). If you have more than 254 plugins, you can use this to generate a plugin that adds all necessary plugins to the master. and there is a separate patch that removes any inconsistencies between Legacy and Imperio
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About this mod Machine translation
2 different things: An xEdit script to automate the process of selecting plugins to load in zEdit when patching Legacy (the new race overhaul). If you have more than 254 plugins, you can use this to generate a plugin that adds all necessary plugins to the master. and there is a separate patch that removes any inconsistencies between Legacy and Imperio
5000/5000 Character Cap: 5000 Continued Translation (Also 5000 characters can be translated) To install Legacy, the new race overhaul for tjhm4, you will need to run the zEdit patch to assign a race to every NPC in your load order. Unfortunately, at the time of writing, zEdit does not support loading more than 254 plugins at a time. So if you have more than 254 plugins (including Vanilla Master) you could be wasting a lot of time trying to figure out which plugins you need to load without having to check to get rid of them. The zEdit patch only relates to NPC logging, so if you're not over the limit you can remove all the plugins you know to make sure they don't have anything to do with NPCs. But if, like me, you have over 500 plugins, it's just a waste of time.
So this xEdit script (like the others available on other zEdit patches) will scan your entire load order, list all plugins that add or override NPC records, then make a new plugin and add each plugin in the list as a master new dummy plugin. It is only a temporary plugin as it does not contain any records itself. So you downloaded the xEdit scripts, unzipped it, and dragged the Edit Scripts folder into the xEdit folder. (or drag its contents into xEdit's Edit Scripts folder), then load xEdit (make sure Legacy is installed, it needs to be loaded), right-click on any plugin in the navigation menu, click Apply Script... and find the new script, then run it. Save the plugin with any name you want and...
Load zEdit
Right click > Select all
Right click > Uncheck
Scroll to the bottom to find the new virtual plugin
Check it, then uncheck it
It automatically checks for every plugin you need
Now load and run zEdit patcher
Save and exit
Remove dummy plugins generated using xEdit script
Make sure legacy_patch.esp is loaded after all other dynamic patches that are loaded when running the patch
I also made some consistency patches for EnaiSiaion's racial overhaul (Legacy and Imperious). Well, not really that much actually, since adding match recording to any plugin would make the file size quite large, but yeah. By the way, this is in English.
This is a simple ESL-branded plugin that modifies the race and ability descriptions and loading screens to keep all the details about Imperious and Legacy and just make some literary revisions. Legacy can be installed without Imperious as long as you load Imperious after Legacy. However, if you do this, every NPC will gain the abilities of both mods, but most in-game descriptions/infodumps will only mention Imperious's abilities. I've basically merged them, though not by accident. The main reason I play Skyrim is immersion, and even the text descriptions can break that immersion for me. I added gameplay-related content from both modules, as well as interesting lore points from Empire, and recapped everything to make it smooth and as concise as possible without gleaning any important information.
I modified several non-conflicting descriptions of Imperious, Legacy, and Vanilla to eliminate any typos or awkward wording, capitalize proper nouns, make the meaning clearer, or make the description more immersive. For example I'd rather say "Nords are much less susceptible to frost magic" than "Nords are 50% resistant to frost" because the acknowledgment of statistics and numbers kind of shatters my illusions about reality. That said, I'm left with numerical descriptions that seem necessary to understand the relative impact of abilities, or are the sole/final source of that information. Like the magic effects themselves, if you're going to the Active Effects page, that means you probably want speci …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.