[LIST] TES4Edit Cleaning List

Post » Wed Mar 30, 2011 10:16 am

with reguards of having the mod i want to clean load last . does it mean in the list of mods that pop up in the master plugin section that pops up first. or after i have unticked everything just make sure that only the mod i want to clean along with its masters gets ticked and the mod i want to clean ends up showing under the masters in the window. sorry if im not following it . but if i gotta restore a few files and reclean before i get to many installed would be great.
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Sami Blackburn
 
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Post » Wed Mar 30, 2011 6:29 am

For the most part, yes, that's what you want to do. Make sure the mod you want gets all its masters loaded (TES4Edit will load all masters automatically) and make sure the mod you are cleaning loads last.

Some mods have implicit dependencies (they require another mod to work, but the mod is not a master of it) but those are uncommon.
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James Shaw
 
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Post » Wed Mar 30, 2011 1:20 pm



Some mods have implicit dependencies (they require another mod to work, but the mod is not a master of it) but those are uncommon.


I could look this up, but aren't these "uncommon" ones usually (always?) patches? :shrug:
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Kerri Lee
 
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Post » Wed Mar 30, 2011 9:28 am

I could look this up, but aren't these "uncommon" ones usually (always?) patches? :shrug:


Usually yes, always no. Someone may create a house mod placing their house on a tall hill - a hill which only exists in-game when using a Unique Landscapes mod. Without that UL, there is no tall hill, and the house is floating high in the sky with no way to get to it.
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Silvia Gil
 
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Post » Wed Mar 30, 2011 3:13 pm

My Immersive Interiors.esp and Immersive Interiors - Lights Addon.esp are cleaned thoroughly before release, so they don't need to be cleaned :)
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jaideep singh
 
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Post » Wed Mar 30, 2011 9:12 am

NOTICE: Thread re-opened with moderator permission. Please stay on topic this time, guys.... <_<

1em_Vilja (v3.0.1) [11 ITM, 0 UDR]24HrArenaAliveV2.esp300_Artifacts.esp300_Lore_Dialogue_Updated.esp300 Regal Imperial City 2.esp [0 ITM, 130 UDR]300_White Stallion 4.esp/Feudal Empire [version 4.4, see crucial note below this list!]A Blades House.espAddendum - Diabloblivion.espAdenseEpicDungeon.espAdonnays Elven Weaponry.espAlchemistsCave-COBL.espAliveWaters.espAliveWaters - Koi Addon.espAliyah.espallinonebasemant_COBLnoCM.esp [2 ITM, 0 UDR]All Natural - Real Lights.esp  [Version 1.1] found zero ITM, 3 UDRAmajor7 Imperial Furniture.espAmbientTownSounds.espApachii_Goddess_Store.esp [v1.6] 0 ITM, 3 UDRApachii_Heroes_Store.espArcana Restored.esp  [zero ITM, 3 UDR]Artefacts of the Ancestors.esp [Corruption present in plugin, see special instructions. Also has wild edits, German names, needs manual cleaning.]Artifacts.esp [1 ref to undelete]Atmospheric Oblivion.espAuriel's Books.espAyleidArrows.esp bartholm.esp (version 7) [211 ITM, 553 UDR]BD&R - Deepgrave.espBeautiful_Women_NiceOnly.espBeldaElysium.esp Benirus Manor Remade.esp Better Clocks.espBHC_Expanded.esp Blood&Mud.esp 36 ITM, 401 UDMBob's Armory Oblivion.esp  [Version 1.1] found 6 ITM, zero UDRBook Jackets Oblivion.esp Bruma Mages Guild Restored.esp - 4 ITM, 0 UDRBruma Mages Guild Restored Frostcrag.esp - 10 ITM, 0 UDRBXX_Mines.esp  [40 ITM, 23 UDR]C&C - The Blackwood Company.esp 
Thanks for maintaining this.
Do the ESPs that are highlisted green mean anything or is that a quirk in the code object?
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Melanie Steinberg
 
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Post » Wed Mar 30, 2011 11:45 am

The color coded text means absolutely nothing, it's just an artifact of the codebox auto-coloring gamesas introduced in the latest forum upgrade.
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TOYA toys
 
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Post » Wed Mar 30, 2011 1:31 am

Dirty mod report:

PearlFarm.esp [12 ITM, 0 UDR, CRC: 590DE30D]
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Milagros Osorio
 
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Post » Wed Mar 30, 2011 3:28 pm

Okay, I have this ITM cleaning down pat. But I am having trouble finding anything but vague descriptions of how to determine what to undelete. Any nice tuts, or a brief instruction from you guys? I have been wary to try it without knowing EXACTLY what I might be borking up by accident. Thanks in advance!
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Emma louise Wendelk
 
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Post » Wed Mar 30, 2011 3:35 pm

Everything. There is no picking and choosing, if an object is deleted, it should be undeleted and disabled using the undelete & disable feature found in TES4Edit.
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cosmo valerga
 
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Post » Wed Mar 30, 2011 5:30 am

Dear all,

I've created an own mod which I believe to be clean:
http://www.tesnexus.com/downloads/file.php?id=33089
It has been downloaded frequently and running stable since some time. I consider the current version 2.6 complete and final.

So I'd be very happy if one of the experts could find the time to verify if it is clean and (if it is) add it to the list of clean mods in the cleaning guide!
That's just a polite request, don't feel urged to do so, as I guess that there's still a long list of other mods to go.

Thanks to anyone who wants to do it!
jaime74

-------------------------------------------
Here's what I already did myself to clean my mod:

I have ensured that there are are no ITMs nor UDRs:

I removed one critical FormID conflict some time ago (thanks to Vorians from the UL project who helped me detect it).

I ran the "Check for errors" check: It reports only one specific error that has to do with setting enchantments via script, but I believe it to be harmless: I posted it some time ago http://www.thenexusforums.com/index.php?/topic/297960-two-strange-script-errors-help-needed/, but have received only one feedback since then (via PM) from another modder stating that he gets the same error message with his mod, but without any obvious effect (seems to be an issue of TES4Edit rather than the mod)

I have seen this error in CSE (Extended), It has no adverse effect. It is because there is no global reference to an item ID in a script, I see it when I reference an item only my mod has in it. Could this be the same?

Thanks DisplayName. Much appreciated. This was my conclusion and I needed that confirmation.
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Kelly Osbourne Kelly
 
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Post » Wed Mar 30, 2011 1:53 pm

Some dirty mod reports. These are all in the list IIRC, but I'm recording their UDR & ITM info and CRCs here too so I can add the latter to BOSS later.

MIS Low Wind.esp - [0 UDR, 2 ITM, CRC: F343D8EA]

Atmospheric Oblivion.esp - [0 UDR, 1 ITM, CRC: 9A266EC1]

Book Jackets Oblivion.esp - [234 UDR, 8 ITM, CRC: 88936850]

Ivellon.esp - [13 UDR, 9 ITM, CRC: 645E2C6D]

Artifacts.esp - [1 UDR, 0 ITM, CRC: 66B9B580]

AyleidArrows.esp - [77 UDR, 32 ITM, CRC: 1B13049A]

BHC_Expanded.esp - [12 UDR, 2 ITM, CRC: C73A3567]

GTAesgaard.esp - [8 UDR, 107 ITM, CRC: 94A96B7D]

Haunted_House_v1.5.esp - [5 UDR, 13 ITM, CRC: C61B8314]

HauntedHouse.esp - [5 UDR, 38 ITM, CRC: 2F2F9619]

Kragenir's Death Quest.esp is clean in v2.1.

KDQ - Rural Line Additions.esp - [0 UDR, 2 ITM, CRC: A93FE8B0]

Only 21 to go...
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Sara Johanna Scenariste
 
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Post » Wed Mar 30, 2011 11:02 am

Thanks for those.

Updates are going to have to wait for a bit, since the CS Wiki has gone down. I'd prefer to have it back up again before I start tinkering around.

EDIT: They're up now. I'm gonna see if I can obtain CRCs for a few other mods I have on backlog now, too.

EDIT 2: Using the calculate checksum feature in 7-Zip gives me a very unhelpful "Operation is not supported" error message, but I do notice there is a list entry for CRCs in the GUI window when viewing the files in question. I'm going to assume those are the numbers you are after, so I'll be posting those.
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.X chantelle .x Smith
 
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Post » Wed Mar 30, 2011 8:56 am

Here's a few more CRCs:

CUO_Bruma.esp: CRC 79E62DCD
CUO_Bravil.esp: CRC A1A0CAA2
CUO_Chorrol.esp: CRC A7AF03A3
CUO_Leyawiin: CRC FF5FEEE3
FightersGuildContracts.esp: CRC BB0D71D0
Harvest [Flora] - DLCFrostcrag.esp: CRC ADFEEDB5
Harvest [Flora] - Shivering Isles.esp: CRC 05003A29
kingdomofAlmar.esp: CRC 72392FC9
KvatchAftermath.esp: CRC 8997D4F1
Kvatch Rebuilt.esp: CRC 34A9FAC9
KvatchRising.esp: CRC 6C91CBEB
MannimarcoRevisited.esp: CRC E2BE41DA
Origin of the Mages Guild.esp: CRC 0440FF00
Rainbows.esp: CRC 71BDDEC0
Sheogoraths_Accords_Of_Madness.esp: CRC C7AFC21D
Tales From The Tomb.esp: CRC 090F0F66
TheElderCouncil_TempleOfTheOne.esp: CRC 5BEE0900
TheElderCouncil.esp: CRC 763FC748
The Lost Spires.esp: CRC 8F8965FC
TheNecromancer.esp: CRC 06798B41
TR_Stirk.esp: CRC BAEEF8CF
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Sandeep Khatkar
 
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Post » Wed Mar 30, 2011 11:13 am

Are those the CRCs for the cleaned mods, or the dirty mods before cleaning? I need the latter, so just checking. :)
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Natalie Harvey
 
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Post » Wed Mar 30, 2011 1:13 pm

They are for the dirty mods. :wink_smile:
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STEVI INQUE
 
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Post » Wed Mar 30, 2011 1:54 am

They are for the dirty mods. :wink_smile:

Great. :)
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Philip Rua
 
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Post » Wed Mar 30, 2011 5:55 am

i was wondering if its still safe to clean esp files that show warnings after the filtering has been done.



ive only came across 2 esp.s so far that have given warnings and in both cases i just left them alone.
thats from Tamriel Snacks btw.
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Sammygirl
 
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Post » Wed Mar 30, 2011 12:15 pm

Yes, perfectly safe. Those messages are just some debug messages for Elminster to spot when he's testing the program to make sure that things work as intended. They are harmless, and will likely be disabled in a future release, one day.
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Sophie Miller
 
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Post » Wed Mar 30, 2011 4:12 pm

I could not find an active tes4edit thread for making feature requests, so http://www.gamesas.com/index.php?/topic/1122569-relzbetawipz-fnvedit/page__view__findpost__p__17771376 on the FONVedit thread, but no sign of Elminster there either.

Is there a more appropriate place to make requests that I don't know about?
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Vivien
 
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Post » Wed Mar 30, 2011 4:46 am

That thread is probably as good as any unless you want to send it to his PM box.
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Penny Flame
 
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Post » Wed Mar 30, 2011 6:34 am

Elminster is extremely busy in his work life, and may not have the time to make any further updates to xEdit, at least in the near future. I wouldn't be surprised if he is currently ignoring any PMs sent to him.
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Logan Greenwood
 
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