How to remove, clean masters .esp from required list

Post » Tue Feb 18, 2014 9:25 pm

Hi.

I don't know how, why,when but once I had to check "Faalskar.esm" when I was working on my mod and saving it. And now my mod requires Falskaar.esm (only esm, I checked and remove manually all the of other files from Alexander's V. mod) to work. When I remove it, I cannot even load,start game.

I tried to make new esp and copy paste the interiors, but when I save it, it automatically needs Falskaar.esm as one of needed, required to work files.
Of course I didn't use, didn't copy anything from Falskaar, stupid accident.
If it would be a simple cave, dungeon I would begin from scratches, but it already cost me so much work, and this is a main place, undergound city for my mod...

I've already written to Alexander J.V. and he adviced me to use TesVEdit. I did as he said:

a)loaded up onlu my DwemerOdyssei.esp

B) "ensure it's clean of all traces of Falskaar.esm, then right click it and select "Clean Masters".

Here is problem- I didn't know how to ensure if my mod is clean, how to do this? I couldn't delete Falskaar.esm from the right, above my mods name (among other esms). I've just clicked CleanMaster and save

as a newbie of course I had to do sth wrong- I get new file in TesVEdit backupcs, shorten its name to DwemerOdyssei.esp but it still requires Falskaar...;/

Could somebady tell my, step by step, how to use TesVEdit to remov Falskaar from list of required .esm for my mod?

Thanks for explanation.

If it isn't a problem I can send my esp (obly 1,3 Mb) and SEQ to sb to check it- of course If I wan't be still able to do it by myself.I would prefer to learn how to do it, for future;)

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jodie
 
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Post » Tue Feb 18, 2014 11:28 pm

The way I do it is load up the CK and select File > Data. When the box appears, click on your esp and the master files that are required will appear in the box on the right hand side.

Left click on Falskaar to highlight it and press Ctrl + Delete (not Backspace).

If you get errors when loading the esp, take a note of the FormID. Do a search and delete them.

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Kelly John
 
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Post » Wed Feb 19, 2014 12:27 am

Ok,I'll try right now

Ok, It was error but I Cancelled,did'nt want to load and after a second on the right it was only Skyrim and Dawnguard;)

Loading, and yes!It seems to work, now I will only change sth and check if it works in game.

Thanks very much, I think this was it.

By the way- what do you mean by "take a note of the FormID. Do a search and delete them."? I don't know what FormID I should search?Where?

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Ben sutton
 
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Post » Tue Feb 18, 2014 9:39 pm

Every entry in the CK has a FormID. All the FormID's of Skyrim.esm begin with 00. All the FormID's of Update.esm begin with 01. If you have Skyrim, Update and Falskaar.esm as masters, then all references to Falskaar will begin 02. All the new FormID's for your mod will begin 03.

The FormID can be seen in both the Object Window and Cell View window.

Suppose you create a new NPC. If Falskaar was still a required master file, then the NPC would get a FormID beginning with 03. If you look at all the vanilla NPC's, they all have a FormID that begins with 00. If there was a NPC for Falskaar that was accidently referenced in your mod, it will / would've have a Form ID starting with 02 (presuming Update.esm is one of your required master files).

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Lauren Dale
 
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Post » Tue Feb 18, 2014 3:53 pm

Ok, thank you very much for clear, full explanation. Now I understand it ;)

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m Gardner
 
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