Q: Cleaning Mods with TESPCD

Post » Mon Aug 16, 2010 8:35 pm

Well it seemed to state what it needed:
Loading Master: tr_data.esm
And that is what Wrye Mash shows as it needing as well.

My point being that the log shows the same results as any mod that does not need cleaning - so it is hard to differentiate between what does not need to be cleaned versus what is a crash in the cleaning procedure due to missing master.

make sense?

Does tes3cmd have a relz thread - maybe a good idea to report to John.moonsugar these things.

Or he may see them - as I'm a noob on this forum I'm not sure who is regular and who is not.

[edit] I know see your edit :ninja:

[edit 2] what does this mean?:

Cache Invalidated for: tr_map2.esm (curr_size == 20122980, prev_size == 20124860
) at script/tes3cmd line 4899.
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Richard
 
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Post » Mon Aug 16, 2010 10:10 pm

Yet another question ...

This time about implicit dependencies.

This is rarer in Oblivion modding.

I'm looking at the mod patches for Piratelords creatures and see that neither Creatures 6th house patch nor Creatures Great House Dagoth patch actually require those mods be active.

So if they are not required to be active - is that they only alter the creatures mod in a way that if they are active no harm done? Or are they actually referencing those mods just not in a way that is seen by mash or tes3cmd?

At this point I'm cleaning without them - hopefully no great harm from that.
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Sakura Haruno
 
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Post » Tue Aug 17, 2010 3:38 am

Oh wait - should Tribunal and Bloodmoon be cleaned? Sorry to be blowing up the thread, but this one is an important question.

I ran tes3cmd on Tribunal and got this:
Output saved in: "F:\Bethesda Games\Morrowind\Data Files\Tribunal.esm"Original backed up to: "F:\Bethesda Games\Morrowind\Data Files\Tribunal~1.esm"Cleaning Stats for "F:\Bethesda Games\Morrowind\Data Files\Tribunal.esm":             Evil-GMST Bloodmoon:    61              Evil-GMST Tribunal:     5                duplicate record:  1479                       junk-CELL:    14             redundant CELL.AMBI:     7             redundant CELL.WHGT:     7


First off - why does it say anything about Bloodmoon. Second Are these duplicate records the same as in Morrowind.esm?

Here is Bloodmoon results:
Cleaning Stats for "F:\Bethesda Games\Morrowind\Data Files\Bloodmoon.esm":             Evil-GMST Bloodmoon:    21              Evil-GMST Tribunal:     9                duplicate record:  1023                       junk-CELL:    15             redundant CELL.AMBI:     3             redundant CELL.WHGT:     5


Man if they should be cleaned then I gotta go back and start over in the cleaning. <_<

Hmm - doing this and I get an error on load of the game stating the ini is missing font 0 or something. Literally had to replace the ini. Happens with these cleaned esm, but not with the regulars.

Going to wait for help on this one - way over my head.
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Nikki Hype
 
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Post » Mon Aug 16, 2010 11:55 pm

Whew...not going to multiquote these...

I don't think you're supposed to individually clean those two. It would delete the GMSTs that they add and probably horrendously break the game. The duplicate items may be actual duplicates (it would take some checking) given some of Bethesda's other errors but you'd be right you'd have to quite the mess (if you disabled the GMST clean thing). Might try an experiment with that sometime in the future (evil grin!).

Yes it has a relz thread http://www.gamesas.com/index.php?/topic/934107-relz-tes3cmd-a-small-tool-for-modifying-tes3-plugins/page__st__160__p__16462042__hl__tes3cmd__fromsearch__1#entry16462042

The programs creates a directory in your data files named "tes3cmd". In that directory, it stores cached version of ESMs. Once cached, it doesn't need to refer to the original ESM anymore (although it might compare sizes). I recommend deleting the cache file. Next time the program needs to reference that one it will "regenerate" it from the actual ESM.

Unless a mod lists a master (and rarely an ESP) in the header, it won't be directly dependant on it. That being said, cleaning it against the official ESMs probably couldn't hurt them, they would just override any changes in the "master" esp files anyways.
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Clea Jamerson
 
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Post » Mon Aug 16, 2010 11:04 pm

Well I did clean those two esm and at first it gave me that font error.

replaced the ini and that fixed that - then I sorted he save out with Wrye Mash (I only have the vanilla game on the saves).

then it loaded.

I ran around ... fought a cliffracer - as it died the game crashed. But that happened yesterday too - I think that is an MGE XE issue, but have not sorted it out.

Well I'd like to hear other opinions if there are any. No offense meant. ... thinking though - if you clean duplicates from any other mod then they will be the same duplicates in those two esm - yeah probably doesn't even matter if you don't. I just wonder what others have done.

With Oblivion yes clean the DLC! I know it was recommended with Fallout to clean the DLC esm but it did cause issues in my game doing that.
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Tania Bunic
 
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Post » Tue Aug 17, 2010 4:42 am

No offense taken...I am curious too. I cleaned Tribunal and it loaded fine. No ini problem or anything (didn't playtest it much though).
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Stryke Force
 
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Post » Mon Aug 16, 2010 7:26 pm

No offense taken...I am curious too. I cleaned Tribunal and it loaded fine. No ini problem or anything (didn't playtest it much though).

I don't think you're supposed to clean Tribunal or Bloodmoon. The reason is that the "72 Evil GMSTs" are intentionally included in those ESM files, and the later version of the Construction Set introduces them into edited plugins as a workaround whenever you don't have Tribunal or Bloodmoon selected as masters, which is where they actually become "evil." Eeeeeeeviiiiiiillllllll !!!!! :evil:

I found this somewhere explaining it...

GMST are global game settings. They control all sorts of things. They've been there from the beginning, but they didn't become a problem until after bloodmoon and tribunal.

The expansions added some GMSTs to those defined by Morrowind. That's not the problem. The problem is that the construction set was changed to know about those GMSTs. With the new construction set, if you created a mod that relied only on Morrowind.esm, there were no values loaded for the new GMSTs. When you save your mod, the editor would set those new GMST values to 0!

That's not right. So, if you use the new construction set, and you make a mod that relies only on Morrowind.esm, you need to clean your mod before releasing it. If you have an unclean mod loaded, lots of things don't work properly. I recall snow falling in a city where it shouldn't, a summoning spell not functioning, trade interface text changing, and others.


Here are a couple links that explain it...

http://www.uesp.net/wiki/Tes3Mod:GMST_Contamination, http://www.mwmythicmods.com/evilgmsts.htm, and http://www.yacoby.net/es/forum/12/969031115780640.html.

That last link is the one that initiated my post with the question about what you should and shouldn't clean that started this whole thread to begin with, btw.


Now you might want to try cleaning Tribunal and Bloodmoon w/o cleaning the Evil GMSTs, which is explained on http://code.google.com/p/mlox/wiki/Tes3cmd. So a modified "Clean_TB_BM.bat" would contain this code instead of the one used to clean other plugins...

Replace this (which has the default options --instances --cell-params --dups --gmsts --junk-cells)...
tes3cmd clean --replace %1 > %1-cleaned.log

...with this (which simply drops the --gmsts from the list)...
tes3cmd clean --instances --cell-params --dups --junk-cells --debug --replace %1 > %1-cleaned.log

Try that and see what happens.

I'm trying to get the --debug option to output to the -cleaned.log file; unfortunately, it only seems to output to the cmd window. So doing a little research to add a verbatim switch to the beginning of the batch file and output that to a -debug.log file. It will give you far more info than you actually need, including the remarks about missing the required masters.

You could do the verbatim switch without the --debug option and still get the necessary messages, I suppose.

Will post here with an updated batch file ... heck, I might even include some logic to determine if the file is tribunal.esm or bloodmoon.esm, and if so, to use the long command above without the --gmsts option. =) Better than a menu, IMHO.

Regards,

-RMWChaos
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Rachael
 
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Post » Tue Aug 17, 2010 8:17 am

I'm new so that information will take a bit of time to absorb, but interesting and I'm surprised there isn't a ready answer for this. Certainly the DLC for Morrowind needed cleaning.

I think the advantage of menus (even context ones like with edit or wrye mash/bash) - is not for developers but the horde of users who are not developers. There is something to be said for the simple and usable.
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Sheila Reyes
 
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Post » Tue Aug 17, 2010 5:12 am

Certainly the DLC for Morrowind needed cleaning.

Not really IIRC, but you can use http://yacoby.silgrad.com/MW/index.htm http://yacoby.silgrad.com/MW/Mods/escog.htm to see if a mod needs to be cleaned or not.

The escog will detect mods with both non-evil (black text) and evil (red text) GMST. However you shouldn't remove those GMST's that MPP and the official plugins has because they're harmless afaik.
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Eileen Müller
 
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Post » Tue Aug 17, 2010 6:32 am

Here are the complete results of cleaning the DLC (not expansions - just the DLC):
Spoiler
CLEANING: "F:\Bethesda Games\Morrowind\Data Files\adamantiumarmor.esp" ...Loaded cached Master: /morrowind.esm Cleaned duplicate object instance (de_p_chest_02_meldor FRMR: 41679) from CELL: balmora, meldor: armorer Cleaned duplicate object instance (crate_01_armorbonemold_ FRMR: 41692) from CELL: balmora, meldor: armorer Cleaned redundant AMBI,WHGT from CELL: balmora, meldor: armorer Cleaned redundant AMBI,WHGT from CELL: caldera, hodlismod: armorer Cleaned redundant AMBI,WHGT from CELL: vivec, ralen tilvur: smithOutput saved in: "F:\Bethesda Games\Morrowind\Data Files\adamantiumarmor.esp"Original backed up to: "F:\Bethesda Games\Morrowind\Data Files\adamantiumarmor~1.esp"Cleaning Stats for "F:\Bethesda Games\Morrowind\Data Files\adamantiumarmor.esp":       duplicate object instance:     2             redundant CELL.AMBI:     3             redundant CELL.WHGT:     3CLEANING: "F:\Bethesda Games\Morrowind\Data Files\AreaEffectArrows.esp" ...Loaded cached Master: /morrowind.esm Cleaned duplicate record (GMST): ssavegamenomemory Cleaned duplicate record (GMST): smaximumsavegamemessage Cleaned duplicate record (GMST): sauto_run Cleaned duplicate record (GMST): screateclassmenuwarning Cleaned duplicate record (GMST): s3dhardware Cleaned duplicate record (GMST): s3dsoftware Cleaned duplicate record (GMST): sdifficulty Cleaned duplicate record (GMST): seasy Cleaned duplicate record (GMST): shard Cleaned duplicate record (GMST): fnpchealthbartime Cleaned duplicate record (GMST): fnpchealthbarfade Cleaned duplicate record (GMST): fdifficultymult Cleaned duplicate record (STAT): in_velothismall_hall_04 Cleaned duplicate record (WEAP): steel crossbow Cleaned duplicate record (WEAP): bonemold long bow Cleaned duplicate record (WEAP): steel longbow Cleaned duplicate record (DOOR): in_velothismall_ndoor_01 Cleaned duplicate record (MISC): misc_hook Cleaned duplicate record (CONT): com_chest_01_arrows Cleaned duplicate object instance (Active_De_Bar_Door FRMR: 11823) from CELL: suran, desele's house of earthly delights Cleaned redundant AMBI,WHGT from CELL: suran, desele's house of earthly delights Cleaned redundant AMBI,WHGT from CELL: vivec, foreign quarter lower waistworks Cleaned duplicate object instance (com_chest_02_v_trader01 FRMR: 13373) from CELL: vivec, hlaalu general goods Cleaned redundant AMBI,WHGT from CELL: vivec, hlaalu general goodsOutput saved in: "F:\Bethesda Games\Morrowind\Data Files\AreaEffectArrows.esp"Original backed up to: "F:\Bethesda Games\Morrowind\Data Files\AreaEffectArrows~1.esp"Cleaning Stats for "F:\Bethesda Games\Morrowind\Data Files\AreaEffectArrows.esp":       duplicate object instance:     2                duplicate record:    19             redundant CELL.AMBI:     3             redundant CELL.WHGT:     3CLEANING: "F:\Bethesda Games\Morrowind\Data Files\bcsounds.esp" ...Loaded cached Master: /morrowind.esm Cleaned duplicate record (GMST): ssavegamenomemory Cleaned duplicate record (GMST): smaximumsavegamemessage Cleaned duplicate record (GMST): sauto_run Cleaned duplicate record (GMST): screateclassmenuwarning Cleaned duplicate record (GMST): s3dhardware Cleaned duplicate record (GMST): s3dsoftware Cleaned duplicate record (GMST): sdifficulty Cleaned duplicate record (GMST): seasy Cleaned duplicate record (GMST): shard Cleaned duplicate record (GMST): fnpchealthbartime Cleaned duplicate record (GMST): fnpchealthbarfade Cleaned duplicate record (GMST): fdifficultymult Cleaned duplicate object instance (Sound_Boat_Creak00 FRMR: 7054) from CELL: an abandoned shack Cleaned redundant AMBI,WHGT from CELL: an abandoned shack Cleaned redundant AMBI,WHGT from CELL: gnaar mok, rostlogi's shackOutput saved in: "F:\Bethesda Games\Morrowind\Data Files\bcsounds.esp"Original backed up to: "F:\Bethesda Games\Morrowind\Data Files\bcsounds~1.esp"Cleaning Stats for "F:\Bethesda Games\Morrowind\Data Files\bcsounds.esp":       duplicate object instance:     1                duplicate record:    12             redundant CELL.AMBI:     2             redundant CELL.WHGT:     2CLEANING: "F:\Bethesda Games\Morrowind\Data Files\EBQ_Artifact.esp" ...Loaded cached Master: /morrowind.esm Cleaned duplicate record (GMST): ssavegamenomemory Cleaned duplicate record (GMST): smaximumsavegamemessage Cleaned duplicate record (GMST): sauto_run Cleaned duplicate record (GMST): screateclassmenuwarning Cleaned duplicate record (GMST): s3dhardware Cleaned duplicate record (GMST): s3dsoftware Cleaned duplicate record (GMST): sdifficulty Cleaned duplicate record (GMST): seasy Cleaned duplicate record (GMST): shard Cleaned duplicate record (GMST): fnpchealthbartime Cleaned duplicate record (GMST): fnpchealthbarfade Cleaned duplicate record (GMST): fdifficultymult Cleaned duplicate object instance (com_chest_Daed_cursed FRMR: 15059) from CELL: almurbalarammi, shrine Cleaned redundant AMBI,WHGT from CELL: almurbalarammi, shrine Cleaned redundant AMBI,WHGT from CELL: onnissiralis, shrine Cleaned duplicate object instance (chest_tomb_Sandas FRMR: 63374) from CELL: sandas ancestral tomb Cleaned redundant AMBI,WHGT from CELL: sandas ancestral tomb Cleaned duplicate object instance (In_Hlaalu_Door_01 FRMR: 24240) from CELL: suran, suran slave market Cleaned duplicate object instance (In_Hlaalu_Door_01 FRMR: 24323) from CELL: suran, suran slave market Cleaned duplicate object instance (In_Hlaalu_Door_01 FRMR: 24238) from CELL: suran, suran slave market Cleaned redundant AMBI,WHGT from CELL: suran, suran slave marketOutput saved in: "F:\Bethesda Games\Morrowind\Data Files\EBQ_Artifact.esp"Original backed up to: "F:\Bethesda Games\Morrowind\Data Files\EBQ_Artifact~1.esp"Cleaning Stats for "F:\Bethesda Games\Morrowind\Data Files\EBQ_Artifact.esp":       duplicate object instance:     5                duplicate record:    12             redundant CELL.AMBI:     4             redundant CELL.WHGT:     4CLEANING: "F:\Bethesda Games\Morrowind\Data Files\entertainers.esp" ...Loaded cached Master: /morrowind.esm Cleaned duplicate record (GMST): ssavegamenomemory Cleaned duplicate record (GMST): smaximumsavegamemessage Cleaned duplicate record (GMST): sauto_run Cleaned duplicate record (GMST): screateclassmenuwarning Cleaned duplicate record (GMST): s3dhardware Cleaned duplicate record (GMST): s3dsoftware Cleaned duplicate record (GMST): sdifficulty Cleaned duplicate record (GMST): seasy Cleaned duplicate record (GMST): shard Cleaned duplicate record (GMST): fnpchealthbartime Cleaned duplicate record (GMST): fnpchealthbarfade Cleaned duplicate record (GMST): fdifficultymult Cleaned redundant AMBI,WHGT from CELL: ald-ruhn, morvayn quarters Cleaned redundant AMBI,WHGT from CELL: balmora, south wall cornerclub Cleaned redundant AMBI,WHGT from CELL: seyda neen, fargoth's houseOutput saved in: "F:\Bethesda Games\Morrowind\Data Files\entertainers.esp"Original backed up to: "F:\Bethesda Games\Morrowind\Data Files\entertainers~1.esp"Cleaning Stats for "F:\Bethesda Games\Morrowind\Data Files\entertainers.esp":                duplicate record:    12             redundant CELL.AMBI:     3             redundant CELL.WHGT:     3Cleaning Stats for "F:\Bethesda Games\Morrowind\Data Files\LeFemmArmor.esp":       duplicate object instance:     4                duplicate record:     6                       junk-CELL:     2             redundant CELL.AMBI:     3             redundant CELL.WHGT:     3CLEANING: "F:\Bethesda Games\Morrowind\Data Files\master_index.esp" ...Loaded cached Master: /morrowind.esm Cleaned duplicate record (GMST): ssavegamenomemory Cleaned duplicate record (GMST): smaximumsavegamemessage Cleaned duplicate record (GMST): sauto_run Cleaned duplicate record (GMST): screateclassmenuwarning Cleaned duplicate record (GMST): s3dhardware Cleaned duplicate record (GMST): s3dsoftware Cleaned duplicate record (GMST): sdifficulty Cleaned duplicate record (GMST): seasy Cleaned duplicate record (GMST): shard Cleaned duplicate record (GMST): fnpchealthbartime Cleaned duplicate record (GMST): fnpchealthbarfade Cleaned duplicate record (GMST): fdifficultymult Cleaned duplicate object instance (potion_cyro_brandy_01 FRMR: 37970) from CELL: gnisis, arvs-drelen Cleaned redundant AMBI,WHGT from CELL: gnisis, arvs-drelen Cleaned duplicate object instance (index_falas FRMR: 19960) from CELL: maar gan, shrine Cleaned redundant AMBI,WHGT from CELL: maar gan, shrine Cleaned duplicate object instance (index_valen FRMR: 19800) from CELL: urshilaku camp, wise woman's yurt Cleaned redundant AMBI,WHGT from CELL: urshilaku camp, wise woman's yurtOutput saved in: "F:\Bethesda Games\Morrowind\Data Files\master_index.esp"Original backed up to: "F:\Bethesda Games\Morrowind\Data Files\master_index~1.esp"Cleaning Stats for "F:\Bethesda Games\Morrowind\Data Files\master_index.esp":       duplicate object instance:     3                duplicate record:    12             redundant CELL.AMBI:     3             redundant CELL.WHGT:     3CLEANING: "F:\Bethesda Games\Morrowind\Data Files\Siege at Firemoth.esp" ...Loaded cached Master: /morrowind.esm Cleaned duplicate record (STAT): in_velothilarge_connector_01 Cleaned duplicate record (DOOR): in_impsmall_door_01 Cleaned duplicate record (STAT): in_impsmall_endcap_01 Cleaned duplicate record (STAT): furn_bone_01 Cleaned duplicate record (STAT): in_impbig_4way_01 Cleaned duplicate record (DOOR): in_impsmall_trapdoor_01a Cleaned duplicate record (STAT): furn_redoran_shelf2_01 Cleaned duplicate record (DOOR): ex_imp_loaddoor_02 Cleaned duplicate record (DOOR): ex_imp_loaddoor_03 Cleaned duplicate record (STAT): in_moldcave_lroom4_02 Cleaned duplicate record (DOOR): door_cavern_doors10 Cleaned duplicate record (DOOR): in_com_traptop_01 Cleaned duplicate record (STAT): in_impsmall_r_3way_01 Cleaned duplicate record (STAT): in_impsmall_r_corner_01 Cleaned duplicate record (MISC): misc_com_bottle_03 Cleaned duplicate record (DOOR): in_impsmall_door_jail_01 Cleaned duplicate record (STAT): furn_com_rm_bench_02 Cleaned duplicate record (DOOR): ex_de_shack_door Cleaned duplicate record (DOOR): in_impsmall_d_hidden_01 Cleaned duplicate record (DOOR): in_velothismall_ndoor_01 Cleaned duplicate record (STAT): furn_imp_stoneblock_01 Cleaned duplicate record (STAT): in_mold_rock_09 Cleaned duplicate record (STAT): in_impsmall_door_jail_01_static Cleaned duplicate record (STAT): ex_longboat02 Cleaned duplicate object instance (ex_cave_door_01 FRMR: 25765) from CELL: bitter coast region (-1, -9) Cleaned junk-CELL: bitter coast region (-1, -10) Cleaned junk-CELL: bitter coast region (-5, -9) Cleaned junk-CELL: bitter coast region (-6, -8) Cleaned junk-CELL: bitter coast region (-6, -9) Cleaned junk-CELL: bitter coast region (-6, -11) Cleaned junk-CELL: bitter coast region (-6, -12) Cleaned junk-CELL: bitter coast region (-7, -8) Cleaned junk-CELL: bitter coast region (-9, -8) Cleaned duplicate object instance (barrel_01_cheapfood5 FRMR: 29399) from CELL: sudanit mine Cleaned redundant AMBI,WHGT from CELL: sudanit mine Cleaned duplicate record (INFO): 17516113621450112980 Cleaned duplicate record (INFO): 455315669676314909Output saved in: "F:\Bethesda Games\Morrowind\Data Files\Siege at Firemoth.esp"Original backed up to: "F:\Bethesda Games\Morrowind\Data Files\Siege at Firemoth~1.esp"Cleaning Stats for "F:\Bethesda Games\Morrowind\Data Files\Siege at Firemoth.esp":       duplicate object instance:     2                duplicate record:    26                       junk-CELL:     8             redundant CELL.AMBI:     1             redundant CELL.WHGT:     1

So you are saying that these should not be cleaned either?

And further you are stating that one should use a different program to see if a mod needs cleaning than one uses to clean with? I thought the point of ttes3cmd was that it was able to catch what other tools missed? Am I off base on this?
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Kortknee Bell
 
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Post » Tue Aug 17, 2010 7:35 am

Phew... That was huge list you got there Psymon. I think RMWChaos has explain about the mod cleaning quite well imo.

Here are the complete results of cleaning the DLC (not expansions - just the DLC):
Spoiler
CLEANING: "F:\Bethesda Games\Morrowind\Data Files\adamantiumarmor.esp" ...Loaded cached Master: /morrowind.esm Cleaned duplicate object instance (de_p_chest_02_meldor FRMR: 41679) from CELL: balmora, meldor: armorer Cleaned duplicate object instance (crate_01_armorbonemold_ FRMR: 41692) from CELL: balmora, meldor: armorer Cleaned redundant AMBI,WHGT from CELL: balmora, meldor: armorer Cleaned redundant AMBI,WHGT from CELL: caldera, hodlismod: armorer Cleaned redundant AMBI,WHGT from CELL: vivec, ralen tilvur: smithOutput saved in: "F:\Bethesda Games\Morrowind\Data Files\adamantiumarmor.esp"Original backed up to: "F:\Bethesda Games\Morrowind\Data Files\adamantiumarmor~1.esp"Cleaning Stats for "F:\Bethesda Games\Morrowind\Data Files\adamantiumarmor.esp":       duplicate object instance:     2             redundant CELL.AMBI:     3             redundant CELL.WHGT:     3CLEANING: "F:\Bethesda Games\Morrowind\Data Files\AreaEffectArrows.esp" ...Loaded cached Master: /morrowind.esm Cleaned duplicate record (GMST): ssavegamenomemory Cleaned duplicate record (GMST): smaximumsavegamemessage Cleaned duplicate record (GMST): sauto_run Cleaned duplicate record (GMST): screateclassmenuwarning Cleaned duplicate record (GMST): s3dhardware Cleaned duplicate record (GMST): s3dsoftware Cleaned duplicate record (GMST): sdifficulty Cleaned duplicate record (GMST): seasy Cleaned duplicate record (GMST): shard Cleaned duplicate record (GMST): fnpchealthbartime Cleaned duplicate record (GMST): fnpchealthbarfade Cleaned duplicate record (GMST): fdifficultymult Cleaned duplicate record (STAT): in_velothismall_hall_04 Cleaned duplicate record (WEAP): steel crossbow Cleaned duplicate record (WEAP): bonemold long bow Cleaned duplicate record (WEAP): steel longbow Cleaned duplicate record (DOOR): in_velothismall_ndoor_01 Cleaned duplicate record (MISC): misc_hook Cleaned duplicate record (CONT): com_chest_01_arrows Cleaned duplicate object instance (Active_De_Bar_Door FRMR: 11823) from CELL: suran, desele's house of earthly delights Cleaned redundant AMBI,WHGT from CELL: suran, desele's house of earthly delights Cleaned redundant AMBI,WHGT from CELL: vivec, foreign quarter lower waistworks Cleaned duplicate object instance (com_chest_02_v_trader01 FRMR: 13373) from CELL: vivec, hlaalu general goods Cleaned redundant AMBI,WHGT from CELL: vivec, hlaalu general goodsOutput saved in: "F:\Bethesda Games\Morrowind\Data Files\AreaEffectArrows.esp"Original backed up to: "F:\Bethesda Games\Morrowind\Data Files\AreaEffectArrows~1.esp"Cleaning Stats for "F:\Bethesda Games\Morrowind\Data Files\AreaEffectArrows.esp":       duplicate object instance:     2                duplicate record:    19             redundant CELL.AMBI:     3             redundant CELL.WHGT:     3CLEANING: "F:\Bethesda Games\Morrowind\Data Files\bcsounds.esp" ...Loaded cached Master: /morrowind.esm Cleaned duplicate record (GMST): ssavegamenomemory Cleaned duplicate record (GMST): smaximumsavegamemessage Cleaned duplicate record (GMST): sauto_run Cleaned duplicate record (GMST): screateclassmenuwarning Cleaned duplicate record (GMST): s3dhardware Cleaned duplicate record (GMST): s3dsoftware Cleaned duplicate record (GMST): sdifficulty Cleaned duplicate record (GMST): seasy Cleaned duplicate record (GMST): shard Cleaned duplicate record (GMST): fnpchealthbartime Cleaned duplicate record (GMST): fnpchealthbarfade Cleaned duplicate record (GMST): fdifficultymult Cleaned duplicate object instance (Sound_Boat_Creak00 FRMR: 7054) from CELL: an abandoned shack Cleaned redundant AMBI,WHGT from CELL: an abandoned shack Cleaned redundant AMBI,WHGT from CELL: gnaar mok, rostlogi's shackOutput saved in: "F:\Bethesda Games\Morrowind\Data Files\bcsounds.esp"Original backed up to: "F:\Bethesda Games\Morrowind\Data Files\bcsounds~1.esp"Cleaning Stats for "F:\Bethesda Games\Morrowind\Data Files\bcsounds.esp":       duplicate object instance:     1                duplicate record:    12             redundant CELL.AMBI:     2             redundant CELL.WHGT:     2CLEANING: "F:\Bethesda Games\Morrowind\Data Files\EBQ_Artifact.esp" ...Loaded cached Master: /morrowind.esm Cleaned duplicate record (GMST): ssavegamenomemory Cleaned duplicate record (GMST): smaximumsavegamemessage Cleaned duplicate record (GMST): sauto_run Cleaned duplicate record (GMST): screateclassmenuwarning Cleaned duplicate record (GMST): s3dhardware Cleaned duplicate record (GMST): s3dsoftware Cleaned duplicate record (GMST): sdifficulty Cleaned duplicate record (GMST): seasy Cleaned duplicate record (GMST): shard Cleaned duplicate record (GMST): fnpchealthbartime Cleaned duplicate record (GMST): fnpchealthbarfade Cleaned duplicate record (GMST): fdifficultymult Cleaned duplicate object instance (com_chest_Daed_cursed FRMR: 15059) from CELL: almurbalarammi, shrine Cleaned redundant AMBI,WHGT from CELL: almurbalarammi, shrine Cleaned redundant AMBI,WHGT from CELL: onnissiralis, shrine Cleaned duplicate object instance (chest_tomb_Sandas FRMR: 63374) from CELL: sandas ancestral tomb Cleaned redundant AMBI,WHGT from CELL: sandas ancestral tomb Cleaned duplicate object instance (In_Hlaalu_Door_01 FRMR: 24240) from CELL: suran, suran slave market Cleaned duplicate object instance (In_Hlaalu_Door_01 FRMR: 24323) from CELL: suran, suran slave market Cleaned duplicate object instance (In_Hlaalu_Door_01 FRMR: 24238) from CELL: suran, suran slave market Cleaned redundant AMBI,WHGT from CELL: suran, suran slave marketOutput saved in: "F:\Bethesda Games\Morrowind\Data Files\EBQ_Artifact.esp"Original backed up to: "F:\Bethesda Games\Morrowind\Data Files\EBQ_Artifact~1.esp"Cleaning Stats for "F:\Bethesda Games\Morrowind\Data Files\EBQ_Artifact.esp":       duplicate object instance:     5                duplicate record:    12             redundant CELL.AMBI:     4             redundant CELL.WHGT:     4CLEANING: "F:\Bethesda Games\Morrowind\Data Files\entertainers.esp" ...Loaded cached Master: /morrowind.esm Cleaned duplicate record (GMST): ssavegamenomemory Cleaned duplicate record (GMST): smaximumsavegamemessage Cleaned duplicate record (GMST): sauto_run Cleaned duplicate record (GMST): screateclassmenuwarning Cleaned duplicate record (GMST): s3dhardware Cleaned duplicate record (GMST): s3dsoftware Cleaned duplicate record (GMST): sdifficulty Cleaned duplicate record (GMST): seasy Cleaned duplicate record (GMST): shard Cleaned duplicate record (GMST): fnpchealthbartime Cleaned duplicate record (GMST): fnpchealthbarfade Cleaned duplicate record (GMST): fdifficultymult Cleaned redundant AMBI,WHGT from CELL: ald-ruhn, morvayn quarters Cleaned redundant AMBI,WHGT from CELL: balmora, south wall cornerclub Cleaned redundant AMBI,WHGT from CELL: seyda neen, fargoth's houseOutput saved in: "F:\Bethesda Games\Morrowind\Data Files\entertainers.esp"Original backed up to: "F:\Bethesda Games\Morrowind\Data Files\entertainers~1.esp"Cleaning Stats for "F:\Bethesda Games\Morrowind\Data Files\entertainers.esp":                duplicate record:    12             redundant CELL.AMBI:     3             redundant CELL.WHGT:     3Cleaning Stats for "F:\Bethesda Games\Morrowind\Data Files\LeFemmArmor.esp":       duplicate object instance:     4                duplicate record:     6                       junk-CELL:     2             redundant CELL.AMBI:     3             redundant CELL.WHGT:     3CLEANING: "F:\Bethesda Games\Morrowind\Data Files\master_index.esp" ...Loaded cached Master: /morrowind.esm Cleaned duplicate record (GMST): ssavegamenomemory Cleaned duplicate record (GMST): smaximumsavegamemessage Cleaned duplicate record (GMST): sauto_run Cleaned duplicate record (GMST): screateclassmenuwarning Cleaned duplicate record (GMST): s3dhardware Cleaned duplicate record (GMST): s3dsoftware Cleaned duplicate record (GMST): sdifficulty Cleaned duplicate record (GMST): seasy Cleaned duplicate record (GMST): shard Cleaned duplicate record (GMST): fnpchealthbartime Cleaned duplicate record (GMST): fnpchealthbarfade Cleaned duplicate record (GMST): fdifficultymult Cleaned duplicate object instance (potion_cyro_brandy_01 FRMR: 37970) from CELL: gnisis, arvs-drelen Cleaned redundant AMBI,WHGT from CELL: gnisis, arvs-drelen Cleaned duplicate object instance (index_falas FRMR: 19960) from CELL: maar gan, shrine Cleaned redundant AMBI,WHGT from CELL: maar gan, shrine Cleaned duplicate object instance (index_valen FRMR: 19800) from CELL: urshilaku camp, wise woman's yurt Cleaned redundant AMBI,WHGT from CELL: urshilaku camp, wise woman's yurtOutput saved in: "F:\Bethesda Games\Morrowind\Data Files\master_index.esp"Original backed up to: "F:\Bethesda Games\Morrowind\Data Files\master_index~1.esp"Cleaning Stats for "F:\Bethesda Games\Morrowind\Data Files\master_index.esp":       duplicate object instance:     3                duplicate record:    12             redundant CELL.AMBI:     3             redundant CELL.WHGT:     3CLEANING: "F:\Bethesda Games\Morrowind\Data Files\Siege at Firemoth.esp" ...Loaded cached Master: /morrowind.esm Cleaned duplicate record (STAT): in_velothilarge_connector_01 Cleaned duplicate record (DOOR): in_impsmall_door_01 Cleaned duplicate record (STAT): in_impsmall_endcap_01 Cleaned duplicate record (STAT): furn_bone_01 Cleaned duplicate record (STAT): in_impbig_4way_01 Cleaned duplicate record (DOOR): in_impsmall_trapdoor_01a Cleaned duplicate record (STAT): furn_redoran_shelf2_01 Cleaned duplicate record (DOOR): ex_imp_loaddoor_02 Cleaned duplicate record (DOOR): ex_imp_loaddoor_03 Cleaned duplicate record (STAT): in_moldcave_lroom4_02 Cleaned duplicate record (DOOR): door_cavern_doors10 Cleaned duplicate record (DOOR): in_com_traptop_01 Cleaned duplicate record (STAT): in_impsmall_r_3way_01 Cleaned duplicate record (STAT): in_impsmall_r_corner_01 Cleaned duplicate record (MISC): misc_com_bottle_03 Cleaned duplicate record (DOOR): in_impsmall_door_jail_01 Cleaned duplicate record (STAT): furn_com_rm_bench_02 Cleaned duplicate record (DOOR): ex_de_shack_door Cleaned duplicate record (DOOR): in_impsmall_d_hidden_01 Cleaned duplicate record (DOOR): in_velothismall_ndoor_01 Cleaned duplicate record (STAT): furn_imp_stoneblock_01 Cleaned duplicate record (STAT): in_mold_rock_09 Cleaned duplicate record (STAT): in_impsmall_door_jail_01_static Cleaned duplicate record (STAT): ex_longboat02 Cleaned duplicate object instance (ex_cave_door_01 FRMR: 25765) from CELL: bitter coast region (-1, -9) Cleaned junk-CELL: bitter coast region (-1, -10) Cleaned junk-CELL: bitter coast region (-5, -9) Cleaned junk-CELL: bitter coast region (-6, -8) Cleaned junk-CELL: bitter coast region (-6, -9) Cleaned junk-CELL: bitter coast region (-6, -11) Cleaned junk-CELL: bitter coast region (-6, -12) Cleaned junk-CELL: bitter coast region (-7, -8) Cleaned junk-CELL: bitter coast region (-9, -8) Cleaned duplicate object instance (barrel_01_cheapfood5 FRMR: 29399) from CELL: sudanit mine Cleaned redundant AMBI,WHGT from CELL: sudanit mine Cleaned duplicate record (INFO): 17516113621450112980 Cleaned duplicate record (INFO): 455315669676314909Output saved in: "F:\Bethesda Games\Morrowind\Data Files\Siege at Firemoth.esp"Original backed up to: "F:\Bethesda Games\Morrowind\Data Files\Siege at Firemoth~1.esp"Cleaning Stats for "F:\Bethesda Games\Morrowind\Data Files\Siege at Firemoth.esp":       duplicate object instance:     2                duplicate record:    26                       junk-CELL:     8             redundant CELL.AMBI:     1             redundant CELL.WHGT:     1

So you are saying that these should not be cleaned either?

And further you are stating that one should use a different program to see if a mod needs cleaning than one uses to clean with? I thought the point of ttes3cmd was that it was able to catch what other tools missed? Am I off base on this?

I was just telling you what I know and my suggestion about using escog was only to show you how easy it was to use it, but of course if you want to use a different cleaning tool go right ahead I'm not stopping you. :)

Btw... Here two mods I found with http://search.yacoby.net/search?general=Official+plugin&game=3&act=Search&page=1 and one of them is http://www.tesnexus.com/downloads/file.php?id=3882 IIRC the other http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5987 isn't if the uploaders readme is accurate.
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Monika Fiolek
 
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Post » Mon Aug 16, 2010 7:16 pm

Hey I'm not trying to be confrontational or anything - It is just that coming from Oblivion where there is 1 tool for cleaning (OK with Gecko 2 tools, but who cleans with gecko - when knowing that edit does it better?) this plethora of half finished and sometimes outdated tools is a bit frustrating.

So yeah I'm shooting for a knowledge of what is the latest and greatest. Me posting that was just to show that according to what I understand so far they do need to be cleaned.

I can't recall where I got them though. Not nexus, but I forget - it has been a few years.

But asking this is within scope of the thread (as is asking whether to clean Bloodmoon or Tribunal) ... according to the http://www.yacoby.net/es/forum/12/969031115780640.html there is a claim that cleaning adamantium armor esp will result in missing body parts.

Pinkertonius http://www.gamesas.com/index.php?/topic/1184424-q-cleaning-mods-with-tespcd/page__view__findpost__p__17584054 that:
I think most (if not all) "don't clean this mod" type comments come from the days when the ONLY cleaning tool was TESTOOL. It sometimes cleans improperly and likely those are the mods that it does so with and would break them somehow.
So that, to me, brings up the question as to whether it should be.

I try and be thorough when installing - not just to be that way, but out of necessity.
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Khamaji Taylor
 
Posts: 3437
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Post » Mon Aug 16, 2010 10:21 pm

Well in Oblivion those duplicate records are more often called Identical to master records (or ITM for short), but there is another set of records that are even more dangerous and that is deletions. So say a modder doesn't like that tree where he wants to place a house - he deletes it. This is no big deal if his mod loads last but if any mod loads after it that then tries to reference that deleted tree there are problems (usually ranging from crash on exit to an immediate ctd).

Are deletions an issue with morrowind mods too?
Yes it can happen in Morrowind mods; when running Vality's Bitter Coast Addon with Illuminated Windows you'll get:
'Object reference "flora_bc_fern_03" missing in master file.'
Can't remember which of the two does it but the one loading first has deleted the fern and then the one loading second wants to move it (for example) and the error is reported.

It sounds like these kind of errors are more serious in Oblivion. That's not the case with Morrowind. I think a lot of people will click Yes to continue (or have already learnt about AllowYesToAll=1 in morrowind.ini and don't even see the error message) and their game will carry on.

So, this happens but appears to be not as prevalent / not as serious in Morrowind than in Oblivion.

Note I have no experience of modding Oblivion (got the Collector's Edition sitting round here somewhere...)
Yeah, unfortunately while Morrowind has quite a few tools available for it, most aren't completely done so we have this kind of thing happen. That leads right back to why TESPCD didn't became the "IT" tool to replace TESTOOL despite the excellent GUI :(
I never used TESPCD before, but I'm curious what it did not do.

Then why is this the case when Morrowind has a long history of modding - Way longer than Oblivion and yet Oblivion has completed and functioning tools.

Well anyway - don't want to come off as bashing.
Well, the latest version (0.31) of TES Plugin Conflict Detector came out in 2003 and TESTool's final version was 2004. So, TESPCD's development was completed pretty much before Ghostwheel and TESTool came on the scene.

"Cleaning" of mods was something that started with TESPCD. It would compare a mod's records to those in the ESMs and delete those where the values were an exact match, "dirty" in TESPCD parlance. Also the evil GMSTS would be deleted.

You can tell TESPCD's age as it compares to all ESMs rather than just the Bethesda ones, I think it was released before modders were releasing their mods as ESMs.

TESTool then took this as a stage further by checking a Cell's ambient light and water height values. And some other stuff.

When TESTool came out I didn't even realise this was a problem. Most modders who knew what they were doing (and weren't just releasing another Daedric armour recolour that was stuffed in the chargen barrel in Seyda Neen) would manually clean their mods using TESAME (TES Advanced Mod Editor), which allowed someone to manually inspect each record and subrecord and delete ones that were unintentionally changed.

Basically, before TESTool cleaning wasn't something the average mod user knew about let alone did.

I guess the difference between Oblivion and Morrowind is that people's experience of Morrowind led them to realise that mod cleaning was something that was needed and so tool(s) to do this were prepared before its release and developed afterwards. That's pretty much what Timeslip did with Oblivion Mod Manager.

So, for six years or so we've been perfectly happy cleaning mods with TESTool. There's a lot of gumf about "plugins you shouldn't clean with TESTool" (check out the discussion page on UESP, I really must get round to making that edit). I believe most of the plugins reported as being unsafe for cleaning were reported under the mistaken assumption that all GMSTs were removed regardless of whether they were evil or not. I dunno. People, eh?

John.Moonsugar then tipped up and added to the things to clean with tes3cmd; the Junk Cells cleaning is, I believe unique. There could be other stuff as well.

[edit 2] what does this mean?:

Cache Invalidated for: tr_map2.esm (curr_size == 20122980, prev_size == 20124860
) at script/tes3cmd line 4899.
The cache file that was originally created isn't valid. I guess it goes; load tes3cmd, create cache file for tr_map2.esm, clean tr_map2.esm, load tes3cmd, notice tr_map2.esm has changed and so the previously created cache file is invalid and recreate it.
Yet another question ...

This time about implicit dependencies.

This is rarer in Oblivion modding.

I'm looking at the mod patches for Piratelords creatures and see that neither Creatures 6th house patch nor Creatures Great House Dagoth patch actually require those mods be active.

So if they are not required to be active - is that they only alter the creatures mod in a way that if they are active no harm done? Or are they actually referencing those mods just not in a way that is seen by mash or tes3cmd?

At this point I'm cleaning without them - hopefully no great harm from that.
In Morrowind plugin masters are invariably ESMs, I've only ever come across one plugin where an ESP was listed in the file's masters (RoHT TLSH Patch.esp). And that caused Mash to throw a tizzy so Wrye didn't expect it either. AFAIK, you'd need to manually edit the plugin header to get an ESP as a master; you couldn't do it through the Construction Set.
Oh wait - should Tribunal and Bloodmoon be cleaned?
I don't see the point. The reason behind cleaning is to remove any unnecessary, default entries from a plugin. The main reason for doing this is if plugin A has these default entries in and loads after plugin B which intentionally changes them you don't get the benefit of plugin B.

As the Bethesda ESMs load before everything else then you're not going to run into this problem.

I guess you may get a fractionally quicker game load (like pico seconds or something...)
Not really IIRC, but you can use http://yacoby.silgrad.com/MW/index.htm http://yacoby.silgrad.com/MW/Mods/escog.htm to see if a mod needs to be cleaned or not.

The escog will detect mods with both non-evil (black text) and evil (red text) GMST. However you shouldn't remove those GMST's that MPP and the official plugins has because they're harmless afaik.

And further you are stating that one should use a different program to see if a mod needs cleaning than one uses to clean with? I thought the point of ttes3cmd was that it was able to catch what other tools missed? Am I off base on this?
Yacoby's escog came out before tes3cmd. It merely runs through your Data Files folder and identifies those mods with the evil GMSTS in. It's nice to have everything checked at once but personally, I just use tes3cmd and let it do it's magic.
Here are the complete results of cleaning the DLC (not expansions - just the DLC):

So you are saying that these should not be cleaned either?
Clean them. Again, Bethesda's stuff was released before we knew about a lot of this dirty mod stuff.

[continued...]

[Edit: typos]
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Philip Rua
 
Posts: 3348
Joined: Sun May 06, 2007 11:53 am

Post » Tue Aug 17, 2010 3:42 am

[...continued]
Hey I'm not trying to be confrontational or anything - It is just that coming from Oblivion where there is 1 tool for cleaning (OK with Gecko 2 tools, but who cleans with gecko - when knowing that edit does it better?) this plethora of half finished and sometimes outdated tools is a bit frustrating.
Hope you've got some idea of the history now. Really for automated mod cleaning you're using the latest and greatest. OK, it doesn't have a GUI. There's a number of people round these parts who still swear by TESAME.

But asking this is within scope of the thread (as is asking whether to clean Bloodmoon or Tribunal) ... according to the http://www.yacoby.net/es/forum/12/969031115780640.html there is a claim that cleaning adamantium armor esp will result in missing body parts.

Pinkertonius http://www.gamesas.com/index.php?/topic/1184424-q-cleaning-mods-with-tespcd/page__view__findpost__p__17584054 that:
I think most (if not all) "don't clean this mod" type comments come from the days when the ONLY cleaning tool was TESTOOL.
So that, to me, brings up the question as to whether it should be.

I try and be thorough when installing - not just to be that way, but out of necessity.
Just running that through TESTool does delete a load of BODY records. However, those records are in Tribunal.esm

The adamantium armour plugin was designed to let non-Tribunal players get some of the new shinies as it doesn't have Tribunal.esm as a Master.

At a guess if you tried to use the plugin without Tribunal then you would get missing bits to NPCs and the PC but if you do use Tribunal then, with the BODY records defined they would display OK.
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Neko Jenny
 
Posts: 3409
Joined: Thu Jun 22, 2006 4:29 am

Post » Tue Aug 17, 2010 6:41 am

Thanks for all the replies.

My concern about the Tribunal and Bloodmoon.esm files had to do with - if there was now a benefit to cleaning them - then I'd better find out as I'd prefer to have them cleaned prior to cleaning the many many mods dependent upon them.

But the logic is sound - they load so early and if they have duplicate records - it won't matter as anything that changes those records will still load later. I recall though reading with Oblivion that even if this was the case the game would be more stable than not if you cleaned duplicate records - even if they were not conflicting or referenced by another plugin later.

fyi though - Oblivion Mod Manager has never offered mod cleaning and the only tools that one can use is Tes4edit, Tes4Gecko, and the CS of course. Edit provided the fasted and most complete cleaning and is the single standard with Oblivion.

thanks again.
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Neko Jenny
 
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Post » Mon Aug 16, 2010 6:16 pm

Well, it's nearly done... I just can't quite seem to get the "--backup-dir" option working right. It wants to change the file's path to clean as well, which it should not. Will have to play with it a bit.

Anyway, here's two things for you to play with...

First, for those of you who like to KISS (Keep It Simple Stupid), here's a very minor change to the previous batch command to add more verbose logging to the -cleaned.log file, including those pesky errors you get in the cmd window when a master is missing, but wasn't showing up in the log file. Turns out, this is just DOS terminology, and has nothing to do with tes3cmd itself. Duh, I should have known that, but it's been ages since I messed with DOS commands.
@echo offtes3cmd clean --replace %1 > %1-cleaned.log 2>&1type %1-cleaned.log


All this does is add the "2>&1" err-out and std-out (error and standard output, respectively) to the logfile. Easy. You can actually add that to the end of your existing batch file tes3cmd line and be done with it.

Remember, drop your plugins to be cleaned onto a SHORTCUT somewhere pointing to the batch file in the /Data Files directory, not directly onto the batch file itself; otherwise it will fail in oh-so-many different ways depending upon where your plugins are located and what they're called. Just try dropping anything with a hyphen " - " in the name directly on the batch file if you want to see what weirdness can happen. I thought my code was broken for hours this afternoon, thanks to "MCA - Guards Patch.ESP". :brokencomputer:

The addition of the err-out and std-out to the log file will let you know when something goes horribly wrong, for instance, a master is missing. Here are some examples of what you might see...

Master file (or other file dependency) is missing from /Data Files directory...
[ERROR (C:\Games\Bethesda Softworks\MW Installers\(NPCS) Morrowind Comes Alive v6.1\03 Guards Help\MCA - Guards Patch.ESP): FATAL ERROR(C:\Games\Bethesda Softworks\MW Installers\(NPCS) Morrowind Comes Alive v6.1\03 Guards Help\MCA - Guards Patch.ESP): no plugin(s) specified!" at script/tes3cmd line 4702]CLEANING: "C:\Games\Bethesda Softworks\MW Installers\(NPCS) Morrowind Comes Alive v6.1\03 Guards Help\MCA - Guards Patch.ESP" ...Loaded cached Master: /morrowind.esmLoaded cached Master: /tribunal.esmLoaded cached Master: /bloodmoon.esmLoading Master: mca.esmC:\Games\Bethesda Softworks\MW Installers\(NPCS) Morrowind Comes Alive v6.1\03 Guards Help\MCA - Guards Patch.ESP was not modified


Plugin dropped directly onto the batch file instead of the shortcut...
'tes3cmd' is not recognized as an internal or external command,operable program or batch file.


Second, for those who like their code to be all fancy-shmancy, like yours truly, then try this little beauty out ... coding this was more fun than actually working today. I tried all sorts of FOR loops, IF conditionals, and all sorts of other useless stuff before I rememberd that I had a purpose here. :bonk: Anyway, here's the result... (that --backup-dir option is really irritating me!!!)
@ECHO off:STARTCLSREM *******************************************************************************REM   "Drag and Dropable" batch file...REM   Copy TES3CMD.exe to /morrowind/data files directoryREM   Create a batch file with this code in the /morrowind/data files directoryREM   (OPTIONAL) Create a SHORTCUT to this batch file on your desktopREM   Drag ESP/M files onto the desktop shortcut or the actual batch fileREM   The new "clean" file will have the original plugin name ".ESP/MREM   The old "dirty" file will be renamed ~1.ESP/M" REM   A log file will be created called -cleaned.logREM   Tribunal.esm and Bloodmoon.esm will use a different cleaning method so as notREM      to REMove required GMSTs.REM   Debugging is disabled by default. To enable debugging verbose logging, un-REMREM      the first tes3cmd instance, and REM the second in each section below. BeREM      warned - this is A LOT of data!REM *******************************************************************************REM **** DO NOT USE: NOT WORKING YET **********************************************REM To change the location where the original "dirty" mod is stored, un-REM theREM    following line and change the path to your preferred target. You must useREM    the shortname for this to work; so if your destination folder is in longnameREM    format, go to the parent directory in command line and type "dir /x" to getREM    the shortname format.REM SET BKUP="C:\Games\Bethesda Softworks\MW ESPM Backups\"REM --backup-dir %BKUP%REM **** DO NOT USE: NOT WORKING YET **********************************************REM Check for Morrowind.esm (you know SOMEBODY is going to try it) ...IF "%~nx1" == "Morrowind.esm" GOTO MORRREM Check for Bloodmoon.esm ...IF "%~nx1" == "Bloodmoon.esm" GOTO NO_GMSTREM Check for Tribunal.esm ...IF "%~nx1" == "Tribunal.esm" GOTO NO_GMSTREM If none of the previous conditions match, file is standard ESP/M ...GOTO GMSTREM If file is Morrowind.esm ...:MORRECHO You cannot clean %~nx1!PAUSEGOTO ENDREM If file is Tribunal.esm or Bloodmoon.esm ...:NO_GMSTECHO Detected %~nx1 . . . GMSTs will not be cleaned.PAUSEREM Add --debug after "clean" in the line below to enable verbose debugging mode ...tes3cmd clean --instances --cell-params --dups --junk-cells --replace %1 > %1-cleaned.log 2>&1GOTO EXITREM If file is any other plugin or master ...:GMSTREM Add --debug after "clean" in the line below to enable verbose debugging mode ...tes3cmd clean --replace %1 > %1-cleaned.log 2>&1GOTO EXITREM Output results of tes3cmd cleaning to CMD window ...REM Outputting results to file via "> %1-cleaned.log 2>&1" as above will not print to screenREM   without explicitly using 'type' command below ...:EXITTYPE %1-cleaned.logPAUSEGOTO END:END


Let me know how this works out for you. I've tested it with various plugins from multiple locations, with Bloodmoon, Tribunal, and yes, even Morrowind to see how it responded.

The key is to remember what I stated above ... run it by dragging your plugins onto the SHORTCUT, not the batch file itself, or it will fail out on you in very weird ways, most often related to pathing errors.

Take care,

-RMWChaos

[edit] BTW, if you want to try the --debug option just to see what it posts, be aware it dumps a whole lot more information into the log file ... a whole lot ... and I'm not sure how very useful it is to anyone who isn't coding tes3cmd.exe itself anyway, but maybe there's something of interest in there for you if a mod is behaving weirdly after cleaning or won't clean or whatever. :shrug:
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Rinceoir
 
Posts: 3407
Joined: Thu Jun 29, 2006 1:54 am

Post » Mon Aug 16, 2010 7:06 pm

Tried the more verbose one you first have above and it works as you say.

The second one though - are you saying that using it will make it safer to clean the Tribunal & Bloodmoon esm by not touching their gmst?

does it do anything else, or is the rest only something a coder would appreciate?

ohh and I so get the shortcut method - that I won't forget.

[edit]Using the fancy version - it seemed to work on the two esm. I was prompted in the cmd window that gmst would not be cleaned then this is the results:
Cleaning Stats for "F:\Bethesda Games\Morrowind\Data Files\Bloodmoon.esm":                duplicate record:  1023                       junk-CELL:    15             redundant CELL.AMBI:     3             redundant CELL.WHGT:     5


and
Cleaning Stats for "F:\Bethesda Games\Morrowind\Data Files\Tribunal.esm":                duplicate record:  1479                       junk-CELL:    14             redundant CELL.AMBI:     7             redundant CELL.WHGT:     7

But after the various feedback I've gotten most are saying that these should not be cleaned. I'm confused.
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Jade
 
Posts: 3520
Joined: Mon Jul 10, 2006 6:42 am

Post » Mon Aug 16, 2010 8:09 pm

Yes it can happen in Morrowind mods; when running Vality's Bitter Coast Addon with Illuminated Windows you'll get:Can't remember which of the two does it but the one loading first has deleted the fern and then the one loading second wants to move it (for example) and the error is reported.

I didn't know that about Vality's Bitter Coast Addon mod with the other mod, because I used vurt Bitter Coast Tree mod but not of other mods that you mentioned and vurt's mod gave me a CTD just after a little distance of that the wooden bridge on Odai river behind me the game show me almost the same error below. If I click Yes to continue the game crashed. Since then I haven't have the time to report it to vurt perhaps later.

'Object reference "flora_bc_fern_03" missing in master file.'

It sounds like these kind of errors are more serious in Oblivion. That's not the case with Morrowind. I think a lot of people will click Yes to continue (or have already learnt about AllowYesToAll=1 in morrowind.ini and don't even see the error message) and their game will carry on.

So, this happens but appears to be not as prevalent / not as serious in Morrowind than in Oblivion.

From my experience that's true and yes those error are more serious in Oblivion than in Morrowind.

When TESTool came out I didn't even realise this was a problem. Most modders who knew what they were doing (and weren't just releasing another Daedric armour recolour that was stuffed in the chargen barrel in Seyda Neen) would manually clean their mods using TESAME (TES Advanced Mod Editor), which allowed someone to manually inspect each record and subrecord and delete ones that were unintentionally changed.

Me either and it took me a long time before I finally understood the importance of cleaning a mod.

Basically, before TESTool cleaning wasn't something the average mod user knew about let alone did.

I guess the difference between Oblivion and Morrowind is that people's experience of Morrowind led them to realise that mod cleaning was something that was needed and so tool(s) to do this were prepared before its release and developed afterwards. That's pretty much what Timeslip did with Oblivion Mod Manager.

I agree and I was one of them those people who didn't realise the difference between Morrowind and Oblivion, but now I understand how different these games really are compared to each other.

So, for six years or so we've been perfectly happy cleaning mods with TESTool. There's a lot of gumf about "plugins you shouldn't clean with TESTool" (check out the discussion page on UESP, I really must get round to making that edit). I believe most of the plugins reported as being unsafe for cleaning were reported under the mistaken assumption that all GMSTs were removed regardless of whether they were evil or not. I dunno. People, eh?

Please do and update the information on UESP Wiki. :)


@Psymon: The http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=getit&lid=96 is powerful with a lot features if you learn how to use it and I think you would agree that Enchanted Editor is similar to TES4Edit. Another tool that's useful is http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=getit&lid=376 and here is ElricM's http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewsdownload&sid=20 category.
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Yvonne Gruening
 
Posts: 3503
Joined: Mon Apr 23, 2007 7:31 pm

Post » Tue Aug 17, 2010 9:25 am

Yay more tools ... :unsure2:

Thanks though.

RMWChaos - Well I tried running the fancy version cleaning on Vality's grass mod (I know people are more apt to recoomend vurt ground cover, but this is one I wanted to test) and it seems to have hung. Going on 15 minutes of the cmd window being open and the tmp file unfinished.

Seems this is not right.

all the esp in it seem to hang.

[edit] same with Vurts ground cover esp ... again these may not need cleaning, but just wanted to report that with this method the tes3cmd is hanging.

[edit] wait I spoke too soon. Here is the log from trying to clean Vurts Groundcover
Spoiler
CLEANING: "F:\Bethesda Games\Morrowind\Data Files\Vurt's Groundcover - BC, AI, WG, GL.esp" ...Loading Master: morrowind.esmCleaned Evil-GMST Tribunal: steleportdisabled Cleaned Evil-GMST Tribunal: slevitatedisabled Cleaned Evil-GMST Bloodmoon: swerewolfrefusal Cleaned Evil-GMST Bloodmoon: swerewolfpopup Cleaned Evil-GMST Bloodmoon: swerewolfrestmessage Cleaned Evil-GMST Bloodmoon: swerewolfalarmmessage Cleaned Evil-GMST Tribunal: smaxsale Cleaned Evil-GMST Tribunal: sdeletenote Cleaned Evil-GMST Bloodmoon: seditnote Cleaned Evil-GMST Tribunal: sprofitvalue Cleaned Evil-GMST Tribunal: scompanionshare Cleaned Evil-GMST Tribunal: scompanionwarningmessage Cleaned Evil-GMST Tribunal: scompanionwarningbuttonone Cleaned Evil-GMST Tribunal: scompanionwarningbuttontwo Cleaned Evil-GMST Bloodmoon: fwerewolfrunmult Cleaned Evil-GMST Bloodmoon: fwerewolfsilverweapondamagemult Cleaned Evil-GMST Bloodmoon: iwerewolfbounty Cleaned Evil-GMST Bloodmoon: fwerewolfstrength Cleaned Evil-GMST Bloodmoon: fwerewolfagility Cleaned Evil-GMST Bloodmoon: fwerewolfendurance Cleaned Evil-GMST Bloodmoon: fwerewolfspeed Cleaned Evil-GMST Bloodmoon: fwerewolfhandtohand Cleaned Evil-GMST Bloodmoon: fwerewolfunarmored Cleaned Evil-GMST Bloodmoon: iwerewolfleveltoattack Cleaned Evil-GMST Bloodmoon: iwerewolffightmod Cleaned Evil-GMST Bloodmoon: iwerewolffleemod Cleaned Evil-GMST Bloodmoon: fwerewolfathletics Cleaned Evil-GMST Bloodmoon: fwerewolfacrobatics Cleaned Evil-GMST Bloodmoon: fwerewolfhealth Cleaned Evil-GMST Bloodmoon: fwerewolffatigue Cleaned Evil-GMST Bloodmoon: fwerewolfmagicka Cleaned Evil-GMST Bloodmoon: fwerewolfintellegence Cleaned Evil-GMST Bloodmoon: fwerewolfwillpower Cleaned Evil-GMST Bloodmoon: fwerewolfpersonality Cleaned Evil-GMST Bloodmoon: fwerewolfluck Cleaned Evil-GMST Bloodmoon: fwerewolfblock Cleaned Evil-GMST Bloodmoon: fwerewolfarmorer Cleaned Evil-GMST Bloodmoon: fwerewolfmediumarmor Cleaned Evil-GMST Bloodmoon: fwerewolfheavyarmor Cleaned Evil-GMST Bloodmoon: fwerewolfbluntweapon Cleaned Evil-GMST Bloodmoon: fwerewolflongblade Cleaned Evil-GMST Bloodmoon: fwerewolfaxe Cleaned Evil-GMST Bloodmoon: fwerewolfspear Cleaned Evil-GMST Bloodmoon: fwerewolfdestruction Cleaned Evil-GMST Bloodmoon: fwerewolfalteration Cleaned Evil-GMST Bloodmoon: fwerewolfillusion Cleaned Evil-GMST Bloodmoon: fwerewolfconjuration Cleaned Evil-GMST Bloodmoon: fwerewolfmysticism Cleaned Evil-GMST Bloodmoon: fwerewolfrestoration Cleaned Evil-GMST Bloodmoon: fwerewolfenchant Cleaned Evil-GMST Bloodmoon: fwerewolfalchemy Cleaned Evil-GMST Bloodmoon: fwerewolfsecurity Cleaned Evil-GMST Bloodmoon: fwerewolfsneak Cleaned Evil-GMST Bloodmoon: fwerewolflightarmor Cleaned Evil-GMST Bloodmoon: fwerewolfshortblade Cleaned Evil-GMST Bloodmoon: fwerewolfmarksman Cleaned Evil-GMST Bloodmoon: fwerewolfmerchantile Cleaned Evil-GMST Bloodmoon: fwerewolfspeechcraft Cleaned Evil-GMST Bloodmoon: fcombatdistancewerewolfmod Cleaned Evil-GMST Bloodmoon: ffleedistance Cleaned Evil-GMST Tribunal: seffectsummonfabricant Cleaned Evil-GMST Bloodmoon: seffectsummoncreature01 Cleaned Evil-GMST Bloodmoon: seffectsummoncreature02 Cleaned Evil-GMST Bloodmoon: seffectsummoncreature03 Cleaned Evil-GMST Bloodmoon: seffectsummoncreature04 Cleaned Evil-GMST Bloodmoon: seffectsummoncreature05 Cleaned Evil-GMST Tribunal: smagicfabricantid Cleaned Evil-GMST Bloodmoon: smagiccreature01id Cleaned Evil-GMST Bloodmoon: smagiccreature02id Cleaned Evil-GMST Bloodmoon: smagiccreature03id Cleaned Evil-GMST Bloodmoon: smagiccreature04id Cleaned Evil-GMST Bloodmoon: smagiccreature05id Cleaned duplicate object instance (ex_imp_govman_stair FRMR: 9709) from CELL: caldera (-2, 2) Cleaned duplicate object instance (ex_hlaalu_b_17 FRMR: 32631) from CELL: balmora (-2, -2) Cleaned duplicate object instance (flora_bc_tree_02 FRMR: 4602) from CELL: seyda neen (-2, -9) Cleaned duplicate object instance (ex_hlaalu_steps_04 FRMR: 32679) from CELL: balmora (-Terminating on signal SIGHUP(1)^C
So it was doing something but just getting that far took 40 minutes! I thought for sure it was hanging - are those records concerning?
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Breanna Van Dijk
 
Posts: 3384
Joined: Mon Mar 12, 2007 2:18 pm

Post » Tue Aug 17, 2010 5:13 am

Yay more tools ... :unsure2:

Thanks though.

RMWChaos - Well I tried running the fancy version cleaning on Vality's grass mod (I know people are more apt to recoomend vurt ground cover, but this is one I wanted to test) and it seems to have hung. Going on 15 minutes of the cmd window being open and the tmp file unfinished.

Seems this is not right.

all the esp in it seem to hang.

[edit] same with Vurts ground cover esp ... again these may not need cleaning, but just wanted to report that with this method the tes3cmd is hanging.

[edit] wait I spoke too soon. Here is the log from trying to clean Vurts Groundcover
Spoiler
CLEANING: "F:\Bethesda Games\Morrowind\Data Files\Vurt's Groundcover - BC, AI, WG, GL.esp" ...Loading Master: morrowind.esmCleaned Evil-GMST Tribunal: steleportdisabled Cleaned Evil-GMST Tribunal: slevitatedisabled Cleaned Evil-GMST Bloodmoon: swerewolfrefusal Cleaned Evil-GMST Bloodmoon: swerewolfpopup Cleaned Evil-GMST Bloodmoon: swerewolfrestmessage Cleaned Evil-GMST Bloodmoon: swerewolfalarmmessage Cleaned Evil-GMST Tribunal: smaxsale Cleaned Evil-GMST Tribunal: sdeletenote Cleaned Evil-GMST Bloodmoon: seditnote Cleaned Evil-GMST Tribunal: sprofitvalue Cleaned Evil-GMST Tribunal: scompanionshare Cleaned Evil-GMST Tribunal: scompanionwarningmessage Cleaned Evil-GMST Tribunal: scompanionwarningbuttonone Cleaned Evil-GMST Tribunal: scompanionwarningbuttontwo Cleaned Evil-GMST Bloodmoon: fwerewolfrunmult Cleaned Evil-GMST Bloodmoon: fwerewolfsilverweapondamagemult Cleaned Evil-GMST Bloodmoon: iwerewolfbounty Cleaned Evil-GMST Bloodmoon: fwerewolfstrength Cleaned Evil-GMST Bloodmoon: fwerewolfagility Cleaned Evil-GMST Bloodmoon: fwerewolfendurance Cleaned Evil-GMST Bloodmoon: fwerewolfspeed Cleaned Evil-GMST Bloodmoon: fwerewolfhandtohand Cleaned Evil-GMST Bloodmoon: fwerewolfunarmored Cleaned Evil-GMST Bloodmoon: iwerewolfleveltoattack Cleaned Evil-GMST Bloodmoon: iwerewolffightmod Cleaned Evil-GMST Bloodmoon: iwerewolffleemod Cleaned Evil-GMST Bloodmoon: fwerewolfathletics Cleaned Evil-GMST Bloodmoon: fwerewolfacrobatics Cleaned Evil-GMST Bloodmoon: fwerewolfhealth Cleaned Evil-GMST Bloodmoon: fwerewolffatigue Cleaned Evil-GMST Bloodmoon: fwerewolfmagicka Cleaned Evil-GMST Bloodmoon: fwerewolfintellegence Cleaned Evil-GMST Bloodmoon: fwerewolfwillpower Cleaned Evil-GMST Bloodmoon: fwerewolfpersonality Cleaned Evil-GMST Bloodmoon: fwerewolfluck Cleaned Evil-GMST Bloodmoon: fwerewolfblock Cleaned Evil-GMST Bloodmoon: fwerewolfarmorer Cleaned Evil-GMST Bloodmoon: fwerewolfmediumarmor Cleaned Evil-GMST Bloodmoon: fwerewolfheavyarmor Cleaned Evil-GMST Bloodmoon: fwerewolfbluntweapon Cleaned Evil-GMST Bloodmoon: fwerewolflongblade Cleaned Evil-GMST Bloodmoon: fwerewolfaxe Cleaned Evil-GMST Bloodmoon: fwerewolfspear Cleaned Evil-GMST Bloodmoon: fwerewolfdestruction Cleaned Evil-GMST Bloodmoon: fwerewolfalteration Cleaned Evil-GMST Bloodmoon: fwerewolfillusion Cleaned Evil-GMST Bloodmoon: fwerewolfconjuration Cleaned Evil-GMST Bloodmoon: fwerewolfmysticism Cleaned Evil-GMST Bloodmoon: fwerewolfrestoration Cleaned Evil-GMST Bloodmoon: fwerewolfenchant Cleaned Evil-GMST Bloodmoon: fwerewolfalchemy Cleaned Evil-GMST Bloodmoon: fwerewolfsecurity Cleaned Evil-GMST Bloodmoon: fwerewolfsneak Cleaned Evil-GMST Bloodmoon: fwerewolflightarmor Cleaned Evil-GMST Bloodmoon: fwerewolfshortblade Cleaned Evil-GMST Bloodmoon: fwerewolfmarksman Cleaned Evil-GMST Bloodmoon: fwerewolfmerchantile Cleaned Evil-GMST Bloodmoon: fwerewolfspeechcraft Cleaned Evil-GMST Bloodmoon: fcombatdistancewerewolfmod Cleaned Evil-GMST Bloodmoon: ffleedistance Cleaned Evil-GMST Tribunal: seffectsummonfabricant Cleaned Evil-GMST Bloodmoon: seffectsummoncreature01 Cleaned Evil-GMST Bloodmoon: seffectsummoncreature02 Cleaned Evil-GMST Bloodmoon: seffectsummoncreature03 Cleaned Evil-GMST Bloodmoon: seffectsummoncreature04 Cleaned Evil-GMST Bloodmoon: seffectsummoncreature05 Cleaned Evil-GMST Tribunal: smagicfabricantid Cleaned Evil-GMST Bloodmoon: smagiccreature01id Cleaned Evil-GMST Bloodmoon: smagiccreature02id Cleaned Evil-GMST Bloodmoon: smagiccreature03id Cleaned Evil-GMST Bloodmoon: smagiccreature04id Cleaned Evil-GMST Bloodmoon: smagiccreature05id Cleaned duplicate object instance (ex_imp_govman_stair FRMR: 9709) from CELL: caldera (-2, 2) Cleaned duplicate object instance (ex_hlaalu_b_17 FRMR: 32631) from CELL: balmora (-2, -2) Cleaned duplicate object instance (flora_bc_tree_02 FRMR: 4602) from CELL: seyda neen (-2, -9) Cleaned duplicate object instance (ex_hlaalu_steps_04 FRMR: 32679) from CELL: balmora (-Terminating on signal SIGHUP(1)^C
So it was doing something but just getting that far took 40 minutes! I thought for sure it was hanging - are those records concerning?

Psymon, there is no need to clean grass mods. They are not used in the game in any way. Only MGE needs them to generate distant grass. tes3cmd will take forever just because there are 1000s of statics in every exterior cell.
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Amanda savory
 
Posts: 3332
Joined: Mon Nov 27, 2006 10:37 am

Post » Mon Aug 16, 2010 7:30 pm

Yay more tools ... :unsure2:

Thanks though.

RMWChaos - Well I tried running the fancy version cleaning on Vality's grass mod (I know people are more apt to recoomend vurt ground cover, but this is one I wanted to test) and it seems to have hung. Going on 15 minutes of the cmd window being open and the tmp file unfinished.

Seems this is not right.

all the esp in it seem to hang.

[edit] same with Vurts ground cover esp ... again these may not need cleaning, but just wanted to report that with this method the tes3cmd is hanging.

[edit] wait I spoke too soon. Here is the log from trying to clean Vurts Groundcover
So it was doing something but just getting that far took 40 minutes! I thought for sure it was hanging - are those records concerning?


As FW says, no need to clean grass mods 'cuz while you install them into the /Data Files directory for MGE to use, you do not activate them in the load list.

However, there is no problem with you having cleaned them anyway. Those EVIL GMSTs are the ones that are created by TES CS if you don't include Bloodmoon and Tribunal as masters - so those should be cleaned in any mod, and the duplicate entries are just that and should be safe to clean.

But 40 minutes!? Man that's a lot of records to go through! :nope:
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Your Mum
 
Posts: 3434
Joined: Sun Jun 25, 2006 6:23 pm

Post » Tue Aug 17, 2010 12:36 am

Yeah 40 minutes and not even finished.

Here are a couple others I put through the process, but then thought again - maybe I shouldn't clean?

Mods by Slartibartfast:
Cleaning Stats for "F:\Bethesda Games\Morrowind\Data Files\Texture Fix 1.8.esm":       duplicate object instance:     6                       junk-CELL:   867Cleaning Stats for "F:\Bethesda Games\Morrowind\Data Files\Texture Fix - Bloodmoon 1.1.esm":                       junk-CELL:   106Cleaning Stats for "F:\Bethesda Games\Morrowind\Data Files\TR_Map1+(1.2).esp":                duplicate record:    51                       junk-CELL:     8
Thoughts?
Junk Cells? How are they problematic?
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no_excuse
 
Posts: 3380
Joined: Sun Jul 16, 2006 3:56 am

Post » Mon Aug 16, 2010 11:09 pm

My 2 septims...
For big MGE grass mods better clean GMSTS with TESTool, tes3cmd.exe is simply not fast enough.
I use a http://www.gamesas.com/index.php?/topic/1158537-most-recentcommunity-accepted-utilities/page__view__findpost__p__16987334 in Mash to integrate tes3cmd, I can clean multiple (but only those I need to clean) .esp with tes3cmd using Mash as GUI. After cleaning, I can delete any/all tes3cmd backups from Mash GUI.
Maybe a tes3cmd parameter to avoid backup generation completely in tes3cmd could be of use for people having mod copies in multiple Morrowind directories already, anyway I think backups are always good and you can delete them all at once eventually from Mash GUI or from OS GUI.
I found that tes3cmd cleans most and more things than TESTools, but sometimes TESTools cleans some things that tes3cmd still misses (ususally starting/ending dialog entries in double-linked dialog lists which can be reconstructed on the fly by Morrowind engine, and some other junk cells created by TESCS).
So, all in all, my current state-of-the-art standard automated modding/cleaning procedure is:
1) tes3cmd.exe clean --replace [selected files in Mash]
2) TESTool.exe, with options http://www.gamesas.com/index.php?showtopic=1101245&view=findpost&p=16105643 depending on mods to clean and how well you know their internal working.

other useful things:
heavy dialog mods should be checked with tes3cmd overdial, then you can inspect the entries and see if they are intentional changes to the original topic or not (http://www.gamesas.com/index.php?showtopic=1152587&view=findpost&p=16867307).
Also, those mods should also be ckecked in TESCS using the Dialog/error check results button to check for dialog result syntax errors (without saving the mod after the check)
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josie treuberg
 
Posts: 3572
Joined: Wed Feb 07, 2007 7:56 am

Post » Mon Aug 16, 2010 6:48 pm

Interesting.

well at the rate I'm going it will be about 3-4 weeks before I'm even done modding the morrowind game.

Dialogue mods being things like LGNPC? Cleaning those does not seem like fun. I can't even imagine me putting up with testing of the cleaning went right on something like that.

It seems that no matter what Bethesda game I get into - cleaning mods is just part of it. Even with F3 and NV - mods are being released dirty over and over.

Sorry to whine - tired - need sleep.
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Cool Man Sam
 
Posts: 3392
Joined: Thu May 10, 2007 1:19 pm

Post » Mon Aug 16, 2010 11:33 pm

Interesting.

well at the rate I'm going it will be about 3-4 weeks before I'm even done modding the morrowind game.

Dialogue mods being things like LGNPC? Cleaning those does not seem like fun. I can't even imagine me putting up with testing of the cleaning went right on something like that.

It seems that no matter what Bethesda game I get into - cleaning mods is just part of it. Even with F3 and NV - mods are being released dirty over and over.

Sorry to whine - tired - need sleep.


ONLY 3-4 WEEKS!!?? Hell, I've been working on this since March! More like 3-4 months! My 8-year old son has (finally) given up on asking me - several times per day - "When it will be ready, Daddy?" and, "Can I test it out now?" and he just does not let things go ... ever.

To properly and massively mod a game, at least the TES series, takes a great deal of research, preparation, testing, and fiddling. It's not for the feint of heart. Even running through a pre-generated list of recommended mods like http://www.legittorrents.info/downlo...2.1%20.torrent , which packages all the mods in a bundle for you, or http://knotstheinane.blogspot.com/p/morrowind-modding-guide.html, which just lists all the download links, you still only have a base to work from, need to do a great deal of cleaning and testing, and may want to add in or replace mods with your own preferences.

My 2 septims...
For big MGE grass mods better clean GMSTS with TESTool, tes3cmd.exe is simply not fast enough.
I use a http://www.gamesas.com/index.php?/topic/1158537-most-recentcommunity-accepted-utilities/page__view__findpost__p__16987334 in Mash to integrate tes3cmd, I can clean multiple (but only those I need to clean) .esp with tes3cmd using Mash as GUI. After cleaning, I can delete any/all tes3cmd backups from Mash GUI.
Maybe a tes3cmd parameter to avoid backup generation completely in tes3cmd could be of use for people having mod copies in multiple Morrowind directories already, anyway I think backups are always good and you can delete them all at once eventually from Mash GUI or from OS GUI.
I found that tes3cmd cleans most and more things than TESTools, but sometimes TESTools cleans some things that tes3cmd still misses (ususally starting/ending dialog entries in double-linked dialog lists which can be reconstructed on the fly by Morrowind engine, and some other junk cells created by TESCS).
So, all in all, my current state-of-the-art standard automated modding/cleaning procedure is:
1) tes3cmd.exe clean --replace [selected files in Mash]
2) TESTool.exe, with options http://www.gamesas.com/index.php?showtopic=1101245&view=findpost&p=16105643 depending on mods to clean and how well you know their internal working.

other useful things:
heavy dialog mods should be checked with tes3cmd overdial, then you can inspect the entries and see if they are intentional changes to the original topic or not (http://www.gamesas.com/index.php?showtopic=1152587&view=findpost&p=16867307).
Also, those mods should also be ckecked in TESCS using the Dialog/error check results button to check for dialog result syntax errors (without saving the mod after the check)


Abot!!!! I use your mods, too! But who doesn't? By the way, where do all the birds go? :spotted owl:

As to your points above, there is a param for tes3cmd not to make backup copies, but, like you, I think you should always make backups when making any change to a mod, particularly when cleaning one.

tes3cmd does have a parameter to change the default backup location "--backup-dir " and setting the "--hide-backups" param tells it to move backups there instead of the folder the original plugin came from. However, this appears to be broken. When you set --backup-dir, tes3cmd will error out trying to clean the plugin because it now uses that path for the plugin to clean as well.

I can easily code DOS batch commands to move the file instead if I can't figure out what Perl is doing to cause this error. That would be my preference, and since I'm going to be coding some other little batch command hacks to look for the masters, copy them into the /Data Files directory, ask if you want to clean it first, then clean the plugin, then move the cleaned or original master(s) back to where they came from ... I might just code moving the backup of the cleaned plugin to a preferred directory as well.

Debating whether to just go ahead and code this in javascript, as I can do so much more with that than I can with DOS commands. Might just build a brower-based GUI around tes3cmd to go along with it.

Then again, I might just use your method with Mash, which is what I've been trying to do for the last couple days. Unfortunately, http://www.gamesas.com/index.php?/topic/1180562-yacobys-wrye-mash-fork/page__pid__17602738__st__60#entry17602738 is giving me fits loading the Installers tab; so I haven't been able to test it.

Definitely going to use the tools and methods you mentioned, including the .py hack I think, if I can't get Yakoby's to work, but he says he has a "hacky fix" for the problem I posted.

What version of Mash are you using? Wrye's original with wxPython? Melchor's WMSA? Yakoby's WMSA?

Thanks!

-RMWChaos
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Shaylee Shaw
 
Posts: 3457
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