Removing .ESM Dependancy

Post » Fri Jun 04, 2010 7:17 am

it's a long story how my mod wound up using a .ESM (not just the Oblivion.esm)...anyways...basically I made a house mod, but I wound up building it on a .esm...well..I am not using any of the .esm's resources, so I just want to remove my mod's dependancy for the .esm since all the resources I have used in this mod are not from the .esm's stuff.

Any clue? is it possible?

Basically - if you don't understand what I am talking about - I loaded up a .esp which required the Oblivion.esm and another .esm and I started editing on that .esp that required those two .esms....so....now my mod requires that additional .esm which I don't want it to...
So -again - is it possible to remove it's dependancy from that .esm?
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Marine Arrègle
 
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Post » Fri Jun 04, 2010 7:55 am

Wrye Bash can edit the Master Files for a mod. I think TES4Edit can too, but I know Wrye Bash has that function.
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Danny Blight
 
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Post » Fri Jun 04, 2010 6:24 pm

Wrye Bash can edit the Master Files for a mod. I think TES4Edit can too, but I know Wrye Bash has that function.


well I know Wrye bash can "ESMify" .esps and convert esms to .esps but can it remove the dependancy? if so, mind explaining how?
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K J S
 
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Post » Fri Jun 04, 2010 4:54 am

TES 4 Gecko has the "Edit Master List" function and it can rename, move up, move down and delete master file, however if loaded plugin has any references to a master, it will not allow to delete this master.
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Ashley Tamen
 
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Post » Fri Jun 04, 2010 8:33 am

TES4Edit also has a function. It is as simple as it can get. Right-click on the esp (in TesEdit), choose 'clean masters' and it will remove all dependencies from masters that aren't used by the esp.
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xxLindsAffec
 
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Post » Fri Jun 04, 2010 12:10 pm

Removing a master file by force can produce bad results if the mod is using a dependency you aren't aware of. It's safest to use tes4edit's "clean masters" function. If it succeeds, the mod will have one less master. If it fails, that means tes4edit knows it has a dependency that you'll need to address first.
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KU Fint
 
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Post » Fri Jun 04, 2010 6:55 am

Removing a master file by force can produce bad results if the mod is using a dependency you aren't aware of. It's safest to use tes4edit's "clean masters" function. If it succeeds, the mod will have one less master. If it fails, that means tes4edit knows it has a dependency that you'll need to address first.


lol thank you, and thank you Phitt! It's really great knowledge to have, but there were some other problems I over looked with the mod so I trashed it. (besides, it was for my personal use anyways, not for TES Nexus).

Thank you very much :)
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Ellie English
 
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