Best tool for removing landcell entries?

Post » Tue May 08, 2012 9:25 am

Since I've been AWOL for some time, what is the best tool nowadays for removing specific cells changes?
Working on a mod that has globally modified the heightmap, but there are some cells I don't want touched, so I want to remove all the changes.
User avatar
Trish
 
Posts: 3332
Joined: Fri Feb 23, 2007 9:00 am

Post » Tue May 08, 2012 2:10 am

SmartMerger can remove any info from cells, be it in pieces or the entire thing. You just specify if you want the whole cell or just the landscape, the objects, the pathgrids, etc to be deleted.

When doing this, it is through the commandline (like how tes3cmd is used).

EDIT: it also might interest you to know that SM can move cells as well. It can raise lower the cells which should be of use to your project.
User avatar
Multi Multi
 
Posts: 3382
Joined: Mon Sep 18, 2006 4:07 pm

Post » Tue May 08, 2012 12:30 am

I really like Enchanted Editor. Very easy to use.
Be sure to make a back-up of your esp first, just in case you make a mistake.
User avatar
Jesus Duran
 
Posts: 3444
Joined: Wed Aug 15, 2007 12:16 am

Post » Tue May 08, 2012 12:53 am

I really like Enchanted Editor. Very easy to use.
Be sure to make a back-up of your esp first, just in case you make a mistake.
I second this, Enchanted Editor is still a great tool for removing things from an esp. It is not, however, great for removing dialogue entries because it lists all of them as numbers, so you either have to not have very many to begin with, or you have to know exactly what it is you are searching for.
Would be great if someone continued work on EE or created something new which would be better. EE is great, but there are definitly things that could be improved.

Any of you coding people out there wanna give it a wack?
User avatar
Ruben Bernal
 
Posts: 3364
Joined: Sun Nov 18, 2007 5:58 pm

Post » Mon May 07, 2012 6:19 pm

I second this, Enchanted Editor is still a grea tool for removing things from an esp. It is not, however, great for removing dialogue entries because it lists all of them as numbers, so you either have to not have very many to begin with, or you have to know exactly what it is you are searching for.
Would be great if someone continued work on EE or created something new which would be better. EE is great, but there are definitly things that could be improved.

Any of you coding people out there wanna give it a wack?
I seem to remember someone (Peachykeen?) stating their intent to do this but I haven't heard anything in a year or more. There was a basic GUI mockup, IIRC, but that was all.

But, yeah I'd suggest Enchanted Editor if you're after a GUI. Haven't used SmartMerger but I think tes3cmd could do it too, but they're both command line tools.
User avatar
Angela
 
Posts: 3492
Joined: Mon Mar 05, 2007 8:33 am

Post » Mon May 07, 2012 10:50 pm

How come that TES4Edit hasn't ever been modified to work on Morrowind too?
User avatar
SUck MYdIck
 
Posts: 3378
Joined: Fri Nov 30, 2007 6:43 am

Post » Mon May 07, 2012 8:04 pm

For removing whole cells changes, I think best tool is still the Construction Set mod details button. In theory, also TESfaith# can do it, but I'm not sure it removes all references so I prefer to use tesfaith# to visually see what cells to delete at a glance but still delete them from CS.
User avatar
lauren cleaves
 
Posts: 3307
Joined: Tue Aug 15, 2006 8:35 am

Post » Tue May 08, 2012 5:55 am

Ugh... So many tools! I have managed to remove some cell landscape edits from Indybank and Farmer mod, but I still want to check all mods to check if there are overwrites and fix them there, all in one place.
For example, Fligg's Slave mod and Farmer mod both edit slave trader guy in Suran and I don't know how to exactly see what's different and fix it.
User avatar
Donald Richards
 
Posts: 3378
Joined: Sat Jun 30, 2007 3:59 am

Post » Mon May 07, 2012 7:04 pm

You can always use TESAME, name the cell/cells something obvious, then open the plugin with TESAME. delete the references, save a copy, open in CS and save.
User avatar
Kelvin
 
Posts: 3405
Joined: Sat Nov 17, 2007 10:22 am

Post » Tue May 08, 2012 4:36 am

Ugh... So many tools! I have managed to remove some cell landscape edits from Indybank and Farmer mod, but I still want to check all mods to check if there are overwrites and fix them there, all in one place.
For example, Fligg's Slave mod and Farmer mod both edit slave trader guy in Suran and I don't know how to exactly see what's different and fix it.
A large number of conflicts are detailed in http://www.gamesas.com/topic/1167004-relz-mlox-a-tool-for-anolyzing-and-sorting-your-load-order/; which if you haven't tried you should give it a whirl over your mod list, it's a bit like BOSS. Whilst it doesn't have the mod coverage that BOSS does it gives much more information on things like mod conflicts and missing required mods. Anyway, it's a start. I'd appreciate posting any conflicts you come across in the mlox thread and I'll add them to the rule set. I'm nowhere near as quick as wrinklyninja is on the Oblivion side but I get there in the end.

As to how to identify conflicts... There is no TES4Edit edit port to Morrowind. The best option, I think, is still TES Plugin Conflict Detector (on PES). Select two mods and generate a conflict report which will detal which records are altered by both plugins, it doesn't include CELL records. You can remove LEVI and LEVC from those records to be checked (as those will be merged by creating a levelled list file in Mash or tes3cmd), use the Options dialogue to do that.

There's no fancy highlighting or formatting changes, just a straight dump of data from the plugins. At a guess, when TESPCD was created those kinds of graphically rich controls just weren't available.

Running TESPCD against ones entire mod list can be disheartening as there's often a bucket load of conflicts. What I tend to use is TESPCD's "single vs all" type of check, select a single, master mod and then select all my other mods. The conflict report is then generated for only those conflicts with the single, master mod.

When using TESPCD remember not to select your merged levelled list and/or merged object plugins. This is guaranteed to report a load of false positive conflicts.

Yacoby's http://mw.yacoby.net/Tuts/LoadOrder/LoadOrderTut.htm has some more info on TESPCD.
User avatar
Terry
 
Posts: 3368
Joined: Mon Jul 09, 2007 1:21 am

Post » Tue May 08, 2012 9:34 am

Thanks. I've been using Enchanted Editor and I find it very nice. Yes, well I still miss something like TES4Edit for loading whole load order. Programers, is there any particular reason that it wasn't ported for MW?
User avatar
Noraima Vega
 
Posts: 3467
Joined: Wed Jun 06, 2007 7:28 am


Return to III - Morrowind