Removing a Master from a Mod already made

Post » Tue Oct 13, 2015 12:57 pm

I have a mod that I created , and used a Master file in it that I didn't end up using assets from. How can i remove the required master from my mod without recreating it completely ?

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Budgie
 
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Post » Wed Oct 14, 2015 12:24 am

Tes5edit should let you do that quite easily.

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Zach Hunter
 
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Post » Tue Oct 13, 2015 10:25 am

TES5Edit has a "Clean Masters" in the right-click menu in the left-side module pane. If the master dependency in question is truly is extraneous, that function will remove it from the master list in the module's header. If that doesn't remove the extraneous master, then something in that module is still referring to that master.

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The Time Car
 
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Post » Tue Oct 13, 2015 3:00 pm

Alright, thanks. Its all I can think of , why I am recieving an option to archive some shader on the mod. When I haven't done anything other than alter recipes of food. I had looked in tesedit to see if any asset was amiss, if there was some kind of object i touched or messed with by mistake.

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Juan Cerda
 
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