Cleaning the DLC with TES4Edit

Post » Tue Mar 29, 2011 11:10 pm

Just a quick question.The TES4Edit Wiki says NOT to clean the Official DLC's.However when I ran BOSS the notes said that they all should be cleaned.Which do I listen to?
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JD FROM HELL
 
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Post » Wed Mar 30, 2011 1:11 pm

Perhaps you should read the guide again. :slap:
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Hussnein Amin
 
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Post » Wed Mar 30, 2011 12:28 pm

You should clean the official DLC's. Particularly Knights of the Nine. It has hundreds of duplicate edits.

When your cleaning, be sure to remove identical to master edits, undelete and remove references, and sort masters and clean masters.
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Johanna Van Drunick
 
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Post » Wed Mar 30, 2011 2:43 am

You should clean the official DLC's. Particularly Knights of the Nine. It has hundreds of duplicate edits.

When your cleaning, be sure to remove identical to master edits, undelete and remove references, and sort masters and clean masters.

Sort masters and clean masters? You sure? I've never heard of that before ^^

Is this supposed to be done for any .esp when cleaning or just the DLCs?
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Aman Bhattal
 
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Post » Tue Mar 29, 2011 10:01 pm

The official DLC plugins only have one master (Oblivion.ESM), so the sort masters step is completely unnecessary for them. You only need that if the order between what your current LO is and the order of the dependencies of the plugin differ (that is, you have orange checkboxes in a plugin's masters entry in Bash). If a plugin is only dependent on Oblivion.ESM, you already know that Oblivion.ESM is always going to load first, so why bother? Waste of time.

Clean Masters sounds beneficial, though. It checks the plugin in question for unused dependent records and removes them, for those curious minds. Since these records serve no other purpose but to make your mod dependent on another mod, they are completely useless.
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Brittany Abner
 
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Post » Wed Mar 30, 2011 4:06 am

The official DLC plugins only have one master (Oblivion.ESM), so the sort masters step is completely unnecessary for them. You only need that if the order between what your current LO is and the order of the dependencies of the plugin differ (that is, you have orange checkboxes in a plugin's masters entry in Bash). If a plugin is only dependent on Oblivion.ESM, you already know that Oblivion.ESM is always going to load first, so why bother? Waste of time.

Clean Masters sounds beneficial, though. It checks the plugin in question for unused dependent records and removes them, for those curious minds. Since these records serve no other purpose but to make your mod dependent on another mod, they are completely useless.

Hm... okay. Thanks a bunch for explaining :D
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kennedy
 
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Post » Wed Mar 30, 2011 1:41 am

You should clean the official DLC's. Particularly Knights of the Nine. It has hundreds of duplicate edits.

When your cleaning, be sure to remove identical to master edits, undelete and remove references, and sort masters and clean masters.

Whoa! I too have not seen reference to "Clean Masters" before. Is it safe to use on every esp we run the two standard cleaning processes on? Do the same filter settings apply? Should it be ran only after the others, or does order not matter?

-Decrepit-
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cassy
 
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Post » Wed Mar 30, 2011 1:09 pm

Perhaps you should read the guide again. :slap:

Touche....Mis read the SM refurbish bit...... :whistling:
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Lily
 
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Post » Wed Mar 30, 2011 2:36 am

Whoa! I too have not seen reference to "Clean Masters" before. Is it save to use on every esp we run the two standard cleaning processes on? Do the same filter settings apply? Should it be ran only after the others, or does order not matter?

-Decrepit-


You don't need a filter for Clean Masters. You won't see any info about the command in the window either. I've been using it for all my New Vegas and Oblivion mods without any problems.

Also, when setting the filter to clean identical to master edits, you should tick "conflict status inherited by master", AND "identical to master", found in the second box. Under "by conflict status for this particular record (that's the text color)".
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gemma king
 
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Post » Wed Mar 30, 2011 9:04 am

Clean Masters sounds beneficial, though. It checks the plugin in question for unused dependent records and removes them, for those curious minds. Since these records serve no other purpose but to make your mod dependent on another mod, they are completely useless.


Not entirely correct. It checks the current loaded plugin for unused MASTERS, not unused records. If a plugin has a master listed that it has no used records for, then that master will be removed from the plugin. No other records will be affected.

This function is generally something users will never need to do, because if a plugin has errant masters, a user will not be able to load it anyway unless they have the same master file already. This is best left in the hands of mod authors.
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BaNK.RoLL
 
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Post » Wed Mar 30, 2011 1:17 pm

You should clean the official DLC's. Particularly Knights of the Nine. It has hundreds of duplicate edits.

When your cleaning, be sure to remove identical to master edits, undelete and remove references, and sort masters and clean masters.


@OP Yes.

I did this (except the last part).

Over the period of a week of doing nothing but working on getting Oblivion mods installed and working (FCOM + numerous others) I found the biggest thing to help my game being stable was doing the TES4Edit cleaning. It would really make much more sense for people to do this before uploading and even having a certification program where TESNexus or whoever ensures each mod hosted is pre-cleaned then given the tick or something.

Other than that it was a matter of using http://www.tesnexus.com/downloads/file.php?id=21862 on missing meshes and hunting down where I'd gone wrong in installing. Or even updating older mods to be more compatible. (I recall editing the paths in Slof's Robe Trader.esp to be up to date.)

For someone new to the modding scene the early recommendations appear to be OBMM but after a few days it becomes clear WyreBash is required for the larger combination of mods so now I use a mix of both. (Primarily using WyreBash.) Also took me a while to figure out the best archive invalidation method is the "ArchiveInvalidationInvalidated!.bsa". There is way too many old sources referring to BSA redirection etc.
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Vickey Martinez
 
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Post » Wed Mar 30, 2011 4:20 am

Yeah I've been using TES4Edit and PyFFIing the hell out of it all.Both have helped considerably.The last install I had the full FCOMplus about 100 or more mods on top of it.In retrospect I probably should've kept all those cleaned plug-ins and PyFFI'd meshes,would've saved me a lot of time.But whatever,I had to clean my computer of some stuff so it's allright.My only regret of the great purge is I lost a Great rendition of the Soul Reaver from my Blender files.All I needed to do was texture it and put it in the CS.As for modding my game I still use OBMM as my primary installer and Wrye Bash to make it all work.So far I haven't spent much time on learning Bain,which at first glance seems confusing.
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lydia nekongo
 
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