Removing Masters from a .esp

Post » Thu Jul 17, 2014 4:07 pm

While building a test mod I somehow added a master file to plugin that I did not intend to use. I have not used any resources of the particular ESM in the mod and was wondering if there was any way to remove an ESM from a plugin?

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Jimmie Allen
 
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Post » Thu Jul 17, 2014 1:50 pm

TESVEdit will do it.

1) Load up your mod in TESVEdit

2) Go to File Header

3) find the master's list, and right-click.

4) Select Remove.

5) Close and save.

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Inol Wakhid
 
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Post » Thu Jul 17, 2014 7:43 am

I loaded my mod in TES5Edit, went to File Header, it shows the Master Files that are attached to the mod, but there is no option to remove them. Am I missing something? I am using version 3.0.32.

EDIT: I was able to remove the unwanted Master in TESVsnip.

1. load esp. in TESVsnip

2. open the branch and click TES4

3. in the sub record list find the Plugin Master Dependency you want to remove, highlight it then click the Delete Record button & save.

4. Go into Creation Kit and resave your plugin.

Then go in TES5Edit load your esp. to make sure you receive no errors.

Seemed to work fine I loaded the plugin in game and all is good.

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carla
 
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Post » Thu Jul 17, 2014 8:24 pm

Eeek never manually remove masters from a mod. Use the clean masters option instead. Removing a master that is used will leave broken formIDs and has not safety checks. The clean masters option actually checks what is used and what isn't and will only remove unused masters. To do it just right click the plugin in the left panel and choose Clean Masters. http://i.imgur.com/4jXv9OL.jpg

TesVSnip is not safe to use. Its known to have data corruption issues.

Edit: If clean masters doesn't remove a master then its in use. To see what is used from it right click the mod and choose apply script, then from the script pulldown menu choose "List records referencing specific plug" and hit OK. Then put the load order number of the master in the box (as listed in the left panel, like [1b] SomeMod.esp on the left would be 1b). It will then list all records using that master in the message tab in the right pane.

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Nick Tyler
 
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Post » Thu Jul 17, 2014 12:18 pm

DT,

True, but they did say they hadn't used anything from the Master (and if OP is anything like me, they'd have already double-checked before hand); so it should still be safe, I believe? I've never had a problem, and I've manually removed Skyrim.esm itself as a Master (but again, only when I specifically KNOW nothing is being used).

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Jaylene Brower
 
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Post » Thu Jul 17, 2014 4:43 pm

I did not use any assets from the master that I removed. When navigating through the CK and checking how quests work, I did not check the Masters list when I reloaded my plugin. As soon as I noticed it, I closed the CK but my saves had the unwanted master in it as did all my backups. The Master in question was ApachiiSkyHair and I know definitely did not use any of that mods content. I am trying to keep the mod as vanilla as possible so it can be used by anyone if I ever get it to work correctly and release it.

Thanks for all the advice,

John

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SamanthaLove
 
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