What is the ESP file extension? ESP file extension How to open an esp file fallout 4.

Title (English): Fallout 3 Plugin File

Name (Russian): Fallout 3 Plugin File

Developer: Bethesda Softworks

Description: ESP or Fallout 3 Plugin File is an extension format used in the computer games Fallout 3 and Fallout: New Vegas. The format was developed by Bethesda Softworks. The main purpose of ESP files is to modify ESM files containing the main content of a computer game. ESP files can also be used to expand the game's capabilities. The ESP file contains a special plugin that makes modifications. ESP files can include various settings, properties, objects, dialogs, etc. If necessary, ESP files can be edited in a special utility G.E.C.K.

Format 2

Title (English): Elder Scrolls Plugin File

Name (Russian): Elder Scrolls Plugin File

Developer: Bethesda Softworks

Description: ESP or Elder Scrolls Plugin File is an Elder Scrolls plugin format used in the computer games The Elder Scrolls Morrowind, Skyrim and Oblivion. This format was developed by Bethesda Softworks, a well-known private company specializing in the creation of computer games and simulators. Files in this format have many similarities to ESM files, but unlike them, they are specifically used to expand the capabilities of the game by adding new functions. ESP files can contain new graphics, level objects, weapons, settings, etc. During the installation process, the ESP plugin interacts with the master files and makes the appropriate changes.

To open (edit) a file of this format, you can use the following programs:

Format 3

Title (English): ACD/Labs Dataset

Name (Russian): ACD/Labs Dataset

Developer: Advanced Chemistry Development

Description: ESP or ACD/Labs Dataset is a file format for an ACD/Labs data set created by special applications in the field of chemistry. This format was developed by Advanced Chemistry Development. ACD/Labs Dataset files are used to store various data obtained during laboratory work. Files of this type can be opened in programs such as Chromatography, Mass Spectrometry and NMR. This software is used to identify metabolites, determine the chemical structure of unknown substances, manage analytical and chemical data, as well as for other specific operations.

You"re here because you have a file that has a file extension ending in .esp. Files with the file extension .esp can only be launched by certain applications. It"s possible that .esp files are data files rather than documents or media , which means they"re not meant to be viewed at all.

what is a .esp file?

applications that open a .esp file

Bethesda Softworks The Elder Scrolls 5: Skyrim

Bethesda Softworks The Elder Scrolls 5: Skyrim is a role-playing video game or RPG that was released for Microsoft Windows, PlayStation 3, and Xbox 360. The game revolves around defeating a dragon called Alduin, who is prophesied to be the cause of the destruction of the world. The games is set in Tamriel, a fictional continent in the province of Skyrim and the planet of Nirn. It is a nonlinear game, which means it does not have a fixed sequence of challenges. Player have the freedom to choose between finishing the quest or playing subplots and side-quests in the duration of the game. In Skyrim, players can explore the open world, fast-travel to towns, cities and dungeon which they can do on foot or by riding a horse. Non-player characters that are set in the world gives players quests through the Radiant Story system that alters quests to accommodate a player's actions that influences the quest's characters and objectives. Players also have the choice to join factions, each faction has a headquarters and with their own quest paths where members can join and interact with each other.

a word of warning

Be careful not to rename the extension on .esp files, or any other files. This will not change the file type. Only special conversion software can change a file from one file type to another.

what is a file extension?

A file extension is the set of three or four characters at the end of a filename; in this case, .esp. File extensions tell you what type of file it is, and tell Windows what programs can open it. Windows often associates a default program to each file extension, so that when you double-click the file, the program launches automatically. When that program is no longer on your PC, you can sometimes get an error when you try to open the associated file.

If you have installed on your computer antivirus program Can scan all files on your computer, as well as each file individually. You can scan any file by right-clicking on the file and selecting the appropriate option to scan the file for viruses.

For example, in this figure it is highlighted file my-file.esp, then you need to right-click on this file and select the option in the file menu "scan with AVG". When you select this option, AVG Antivirus will open and scan the file for viruses.


Sometimes an error may occur as a result incorrect software installation, which may be due to a problem encountered during the installation process. This may interfere with your operating system link your ESP file to the correct application software, influencing the so-called "file extension associations".

Sometimes simple reinstallation of Bethesda Softworks TES Construction Set can solve your problem by properly linking ESP with Bethesda Softworks TES Construction Set. In other cases, problems with file associations may result from bad software programming developer and you may need to contact the developer for further assistance.


Advice: Try updating Bethesda Softworks TES Construction Set to the latest version to ensure you have the latest patches and updates.


This may seem too obvious, but often The ESP file itself may be causing the problem. If you received a file via an email attachment or downloaded it from a website and the download process was interrupted (such as a power outage or other reason), the file may become damaged. If possible, try getting a new copy of the ESP file and try opening it again.


Carefully: A damaged file can cause collateral damage to previous or existing malware on your PC, so it is important to keep your computer up-to-date with an up-to-date antivirus.


If your ESP file related to the hardware on your computer to open the file you may need update device drivers associated with this equipment.

This problem usually associated with media file types, which depend on successfully opening the hardware inside the computer, e.g. sound card or video card. For example, if you are trying to open an audio file but cannot open it, you may need to update sound card drivers.


Advice: If when you try to open an ESP file you receive .SYS file error message, the problem could probably be associated with corrupted or outdated device drivers that need to be updated. This process can be made easier by using driver update software such as DriverDoc.


If the steps do not solve the problem and you are still having problems opening ESP files, this could be due to lack of available system resources. Some versions of ESP files may require a significant amount of resources (e.g. memory/RAM, processing power) to properly open on your computer. This problem is quite common if you are using fairly old computer hardware and at the same time a much newer operating system.

This problem can occur when the computer is having difficulty keeping up with a task because the operating system (and other services running in the background) may consume too many resources to open ESP file. Try closing all applications on your PC before opening the Elder Scrolls Plugin File. Freeing up all available resources on your computer will provide the best conditions for attempting to open the ESP file.


If you completed all the steps described above and your ESP file still won't open, you may need to run equipment update. In most cases, even when using older versions of hardware, the processing power can still be more than sufficient for most user applications (unless you're doing a lot of CPU-intensive work, such as 3D rendering, financial/scientific modeling, or intensive multimedia work) . Thus, it is likely that your computer does not have enough memory(commonly called "RAM" or random access memory) to perform the task of opening a file.

How to create a plugin ( esp ) without using the Creation Kit editor

It's no secret that esp files for the game Skyrim began to appear almost immediately after the game's release. Many people had a question: how are these files created in general if the official editor itself from the development studio has not yet been released?

Again, the reason is the technical similarity of the latest games Fallout and Skyrim. Frankly, I tried loading esp in the Fallout editor (Geck), and unlike Construction Set, the files sometimes actually loaded. However, this was of no use; the editor did not show resources and did not provide any saving option.

Actually, I spent quite a lot of time looking for the solution itself, and then by chance I came across a tutorial on the bethsoft.com forum " Making New Smithing Recipes (pre-CK) without the Creation Kit"Also, taking this opportunity, I would like to express my gratitude busareas for invaluable assistance in resolving this issue.

Where to begin!

First of all, you will need a mod manager for Fallout 3, i.e. FOMM. Just don’t use Russified managers, there may be problems with them. You will also probably need Fallout 3 installed, but perhaps there is a way to do without it, I have not checked.

Actually, you don’t even need FOMM itself, but rather one of the tiny utilities built into it. More precisely, we are talking about the hexadecimal editor TESSnip. This simple program allows you to open esm /esp, ignoring the file version, as well as dependencies on master files, edit them and save the changes as a separate esp, i.e. just what you need.

Duplicate Skyrim .esm into the Fallout 3/Data folder, because... FOMM refers to this by default.

Note: in the original tutorial there was a mention that you can create a duplicate of TESV.exe and rename it to falloutnv.exe. toFOMM referenced a folderSkyrim. However, no matter how hard I tried to do it, it didn’t work out. This trick may not work when the game is installedFallout 3, or it does not work at all on a licensed copy of the game.

Creating a blankesp

Launch FOMM. In the window that opens with a list of available plugins, select Skyrim .esm and use LMB to open the window. Select Open in TESsnip. The download may take quite a long time, depending on the strength of your PC. After the download is complete, a window like this will open with a list of groups of objects/parameters. Actually, this window shows almost the same thing that FNVEdit or the new Skyrim Viewer demonstrator demonstrates, only more condensed:

First you need to create a so-called template, a template for subsequent esp files. Click on the File button and select New. A New plugin template will immediately appear under the master (the name is given by default), we’ll immediately give it a link to the master, and then we’ll arrange all the data. Click on the Edit button and select Add Master (Ctrl + M). In the window that opens, either specify the path to the desired wizard, or simply enter it.

Next, click on TES 4 (don’t be confused by the involuntary hint of Oblivion, the program originated with OBMM), and below you will see 4 parameters responsible for the esp header.

HEDR stores:

File version. It should be equal to 0.94 (precisely a comma, not a period), just like the Skyrim master version... Strange thing, I've metesp with versions 0.85 and they work successfully.

Number of records. You don’t have to change the value in the template, but for the future, the number of entries should be equal to the number of changes (including TES 4) included in esp. It is better to edit this parameter immediately before the final saving of esp .

Three-dimensional space (or something like it) (Unknown). It is recommended to set the value to 2048.

CNAM is stored:

That's all, the workpiece is ready. Now, in order not to constantly register all this data, it will be enough to upload this blank to TESsnip. Click on the File button and select Save. You can save the file anywhere, and save not only in esp, but also in esm. I named the blank Empty .esp

ShreddingSkyrim.esm

It would probably be better to show how playable esps are created using small examples. I myself have not yet fully mastered the capabilities of this editor, but I think its use will be relevant even after the release of the official editor for Skyrim.

Upload the Empty .esp template to TESsnip, and also download Skyrim .esm in tandem with it as a source of resources. As an example, let's change the time the game restarts in the event of a hero's death. I made this fix for myself a long time ago so as not to constantly wait for 5 seconds, now you can do it too.

The game setting fPlayerDeathReloadTime is responsible for the reboot time; it is located in the GameSettings (GMST) group. Copy the GMST group from Skyrim .esm to Empty .esp using the well-known combination Ctrl + C -> Ctrl + V . Then delete all unnecessary settings ( Delete button), but don’t rush to do this yet, you may want to change something else. Find the fPlayerDeathReloadTime setting, change the Float Value indicator via DATA .EDID do not touch, this is EditorID, it should not change under any circumstances!

As a 2nd example, consider the possibility of changing the course of playing time in a game. The global variable TimeScale, which is located in the GLOB group, is responsible for the flow of game time. In the same way, we copy the group from Skyrim .esm to Empty .esp and then delete the excess. By default, the time in the game is balanced in a ratio of 20:1 from the real one. Decreasing the value of 20 will slow down the passage of time, increasing it will, on the contrary, speed it up. To edit FLTV, use the appropriate footnote below.

Let's look at a more complicated example - creating a unique item, enchanting it and adding it to the game. Let's load the template in the editor.

You need to create the item itself. The resource can again be taken from Skyrim .esm, for example, a Dwemer sword. All weapons in the game are in the WEAP group, copy it into the template and that’s all for now. Next you need to find an enchantment. The entire enchant is contained in the ENCH group, copy it in the same way. Now you need to add the item to the game - the best (and easiest) way to do this is through a container, for example, a merchant container. All containers in the game are a CONT group.

Now let's start processing. From the copied WEAP group, delete all entries except EnchDwarvenSwordTurn04, we will use it as a basis. Change its EditorID via EDID, for example to zM EnchDwarvenSword, which makes it unique. You can also change FormID by double clicking on the item itself. If this is not done, all copies of the default Dwarven sword that we have chosen may undergo further changes. Next - from the copied ENCH group, select the charm. Try to choose a spell that has Weap/Weapon (for weapons) in its entry. You can use the default selected enchant, then you do not need to change the EditorID, but if you decide to change it, then also edit the EditorID of this enchant, creating a new variety. You can change the parameters of the charm itself through the footnotes E -NIT (magic effect), E -FID (duration), E -FIT (strength).

As a sample, I took the enchant EnchWeaponFireDamage03, without editing. Now the container. When choosing a container, you should immediately understand two simple things: 1. Merchant containers almost always have a Merchant insert in their EditorID. 2. Remember - you can’t add just anything to just anyone. If you add a weapon to a container at an alchemist vendor, of course you won't find it for sale. The same goes for the other way around - adding herbs to a gunsmith, don't expect to find them in the game... I decided to add my sword to a merchant in Drunken Hunter (Whiterun). All other entries can be deleted. As a result, you should end up with something like this:

Of course, that's not all. Now let's put an enchantment on the sword. We select the sword and in the EITM footnote we select our only enchantment remaining in the mod. Click Save, all the charms are installed. If you wish, you can change the EAMT indicator - this is the number of charges of the sword, by default it is 2000, but you can change it to 5000, or otherwise. In the FULL footnote give a name to your item, I named my sword simply "My Dwemer Sword"... You might be interested in the MODL footnote, this is the path to the sword model. You can change it by specifying the path to another model, for example, one you created yourself. Note: you can also change the name and path to the model through the programFNVEdit.

Well, and the last thing - you need to add the item to the merchant container. We select a container and duplicate any of the CNTO indicators (this is an item in the container), you do not need to change any default settings of existing items in the container, just duplicate one of them and that’s it. Now open it, you will see this window:

You need to change Hex, these are the numbers in the upper left corner of the window. The same numbers indicate the FormID of the item. Replace the existing numbers with FormID, only the numbers need to be entered in pairs and backwards. For example, the ID of my sword is 010acc4c, but I enter it like this: 4C CC 0A 01. The last digit means the quantity, I change it to 01, i.e. Now only 1 sword will be on sale. You can check your result by pressing the Look Up key. If you did everything correctly, the EditorID of your item will appear in the line opposite. Click Save, all data for the mod has been entered.

Note: A little trick - there is an even simpler way to add an item, and many people know it well.With the helpTESsnip assign to your itemFormID , whose numbers start with zeros, for example, 000ххххх. After this, you can safely add an item in the game through the console using the commandplayer.additem.

In the same way, you can add absolutely any item to the game with a variety of parameters and choose different methods of obtaining it. If the idea of ​​buying doesn't appeal to you, add the item to any other container, or you can make it appear, for example, in the corpse of a dragon...

Testing.

Well, all that remains is to connect the esp and test it in the game.

Those that add new items or any other functionality contain esp files. Today I want to tell you about a program with which you can view/edit/create new esp files. This is very relevant, because... The official creation kit tool has not yet been released, and adding something new to the game is no longer possible.

This program

It is created on a voluntary basis, so any errors are possible in it.

Using it, you can open esp/esm files of plugins and make any changes to them, and you can also create your own plugins and attach any models/textures/animations and anything else to them.

Unfortunately, I myself am very far from mod-building, so I can’t teach you how to create your own modifications yet, but I’ll try to explain how to make any changes to existing plugins, and based on the example, you can do it yourself with any other plugins.

1 . We need to download and install the program itself.

2. Unpack the program to any location and run Skyedit.exe

3. A window opens:

because at the moment we will edit the esp file - click on the File->Open button (N+O or click on the folder icon)

4 . In the window that opens we see a list of installed plugins and game files (update.esm and skyrim.esm I do not recommend changing) In this lesson we will look at the Skyrim plugin - the new “Dynasty” armor, so I put a tick in front of the DynastyArmor.esp file, select it and press button Set Active and then OK

5 . A new window opens in which we see all the plugin data

In this example, we will look at the method of changing the armor indicator of a cuirass (for bot gloves, etc., everything is similar)

5.1 Open the Armors tab

5.2 Click on the Chests line

A window opens with a list of cuirasses used in the mod:

In this modification there are 2 completely identical cuirasses: regular and chain mail, so that we have something to compare with, we will edit the armor indicator of only the first one, chain mail.

6. To do this, double-click on the DynastyChainCuirass line and see a window with armor parameters:

In this window we see that:

Name - name of the armor in the game

Rating is the armor indicator, in this case it is equal to 4600 - for my character with all the perks and lvl 100, he is in the game with this rating, the armor indicator is 65:

Value - cost of the reservation

Armor type - armor type (light/heavy/regular)

Weight - armor weight

Body parts - which part of the body it belongs to (body, head, shield, etc.)

7. To do this, in the Rating field, instead of the value 4600, enter 46000:

Now we need the changes to take effect, for this we move on to the next point.

8. Click the Apply button and then Save, the window will automatically close.

We see that the value of the Rating field has changed, which means we did everything correctly.

9. Save the changes. To do this, click File—>Save (or ctrl + s or on the floppy disk icon)

That's all, start the game and look at the armor indicator:

As you can see, the armor became 644, instead of 65. Everything worked out.

I don’t know the exact and correct formula by which the armor indicator from the rating is calculated, but using simple calculations:

after change 46000/644=~71

We can conclude that the armor value of an item in the game is approximately Rating/70 - but this is just logic, nothing more.

P.s.