Good afternoon.
I thought TESTOOL cleans out dirty refs in cells easy. At least that was the advice given to me. :shrug:
TESTOOL is a useful utility, but it has definite limits. Yes, it WILL clean certain types of dirty refs from a mod, namely references that are IDENTICAL to vanilla ones, as well as a couple other useful things. However, it will not properly clean accidentally applied reference changes, which are both very common and absurdly easy to add.
For example, when I was finishing up my mod yesterday, I was adding a lantern to a post. The problem is, that post had an NPC hovering over it, in almost the exact same position as the final resting point of the lantern. Even though I was very careful placing the lantern, at some point I made a tiny change to that NPC, and BOOM, dirty ref in the mod. If any OTHER mod tried to change that NPC for a legitimate reason, and my mod loaded after it, that legitimate change would be thrown out by my tiny, insignificant accidental contamination.
This is why proper and thorough mod cleaning is so essential. The changes may make no substantive difference in your mod, but when your mod is running along with others, maybe even HUNDREDS of others, the possibility for your dirty refs to screw up something else important becomes very great.
Using EE, you can load up a mod and see listed all the object changes made IN the mod. Cleaning these is quite easy, and very effective. What's more complicated is displaying and cleaning REFERENCE changes. To see them you have to load the cell(s) where the references live, and see what's included. If a given reference is included in your mod, either a change was made to that ref (NPC, object, etc), OR it was "touched" in some way during the mod process, and marked permanently as "changed." To delete these refs, you must find them each in the cell list, click their boxes to flag them for deletion, and then click on "delete checked." Make sure you have (in most cases) "safe edit" on, or you could end up making an even bigger mess if the relevant subrecords don't also get remove cleanly.
There are exceptions. For example, somehow I ended up making an OBJECT change to a very common door item. This added that changed object to the ESP file, which was NOT necessary or good. But, in this case, when I went to delete the door object, I had to DIS-able safe editing, because otherwise when I deleted the changed OBJECT it would have also tried to delete EVERY reference to that object in the entire mod. That would have left a lot of houses without doors!
EE is an extremely useful tool, but like any other it requires a certain degree of knowledge and care to be used to its full potential. That's one of the reasons TESTOOL remains popular. It cleans CERTAIN types of mod contamination quickly and AUTOMATICALLY, without requiring any knowledge on the user's part. Unfortunately, it can also quickly and automatically really screw up a mod. Again, it pays to be aware what your tools do, how they work, and to choose the right one for the job with care.
Rochndil, who now needs to address some unrelated inter-mod conflicts so he can PLAY THE GAME already...