[LIST] TES4Edit Cleaning List

Post » Wed Mar 30, 2011 1:20 pm

Update: SilentResident has recently updated ImpeREAL City to 2.8.0, one of the changes included cleaning the mod.

It is now in the "clean" list to reflect the update.
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Tyrone Haywood
 
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Post » Wed Mar 30, 2011 6:33 am

Update: SilentResident has recently updated ImpeREAL City to 2.8.0, one of the changes included cleaning the mod.

It is now in the "clean" list to reflect the update.

I've updated the BOSS masterlist, removing the cleaning requirement messages for all that mod's plugins.
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Lyndsey Bird
 
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Post » Wed Mar 30, 2011 12:29 pm

Are there special cleaning instructions for Naked Nord's wild edit? Guides for idiots (me) would be helpful. :)

I'll ask this again sd it was lost earlier...
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:)Colleenn
 
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Post » Wed Mar 30, 2011 9:48 am

You'd have to refer to Vorians for that info, I'm just keeping the record book up-to-date here.
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Louise
 
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Post » Wed Mar 30, 2011 2:08 am

Further update:

ImpeREAL Empire Unique Cities - Sutch.esp

File is clean.
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Ana Torrecilla Cabeza
 
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Post » Wed Mar 30, 2011 1:27 am

New entries:

ImpeREAL Empire - Unique Castles - All the Castles -OCC.esp
ImpeREAL Empire - Unique Castles - All the Castles -OCR.esp

Both have been pre-cleaned before distribution.

EDIT: Also, the base version of the mod is now clean, as well.
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Syaza Ramali
 
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Post » Wed Mar 30, 2011 11:26 am

Nice and really useful thread!

Got a question about the cleaning process. I'm fully aware of cleaning edits that are identical to the entries in the master esm, but is there an easy method for removing edits/items that are new but not used/referenced at all?

I know that tes4edit comfortably displays what's referenced by which entry, is it safe to remove edits that are not used by anything?
Or do certain OBSE functions in the related mods hide used edits so that removing those zero-reference entries might cause problems?

Thanks in advance for information on this matter.
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Hot
 
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Post » Wed Mar 30, 2011 10:42 am

I wouldn't suggest removing anything that's not clearly a dirty edit or a deleted reference. Or a wild edit, but only if you can tell for certain it's a mistake.

Something that's new but not currently being referenced in a mod may be something the author has in mind to use later and that's an issue that should be dealt with solely by mod authors.
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Emmi Coolahan
 
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Post » Wed Mar 30, 2011 2:54 am

Agreed, you shouldn't remove new content which is not being used. As an example, Better Cities' ESM is packed FULL of unused statics and activators and doors and books and misc items and.... they're there because we the BC modders may one day choose to use them. On the one hand, it's probably harmless to remove unused content since if the modder updates and uses it, you'll be replacing the ESP you edited anyway with the new one, but on the other hand, what's the point? And if it's a mod with multiple files where one references another, and an update to the mod only changes one of those files (or adds a new one) which references previously unused content from another ESM or ESP, you'll have broken it! So leave that unused content alone, for your own good.
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Eliza Potter
 
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Post » Wed Mar 30, 2011 4:41 pm

MTCRiverShackv1.2.esp (version 1.2) 94 ITM, 5 UDR (wiki updated with this)

Also contains a deleted static record for 0008060C that needs to be removed and one wild edit in CELL 0002FF46 (Bravil Skooma Den) to remove.
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Emma Louise Adams
 
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Post » Wed Mar 30, 2011 5:42 am

Thanks@Arthmoor & display name is already in use

I am well aware of problems that might occur when removing such entries in master files of esm/esp mod combinations. However I was mostly referring to mods that are no longer being updated and are based only on esp files. "Arrows of the Ayleid King" would be such an example. I've fixed the wrong texture paths for some of the new creatures on my own and also repaired one dialogue entry that should have been a new one but originally was a changed empty 00 entry(fixed the choices entry of the previous dialogue topic as well, see AKQuestTopicUmbacano2 and AKQuestTopicGoOn). Finally, I've just wanted to know what to do with entries that are not referenced or used at all.
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Nicole Mark
 
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Post » Wed Mar 30, 2011 3:15 pm

The replacer plugin ICExpand.esp from the Better Cities archive has nine references that need to be undeleted and disabled:

Undeleting: [REFR:0004A357] (places ICTombstone05 [STAT:00036018] in GRUP Cell Temporary Children of ICPalaceMQ1601 [CELL:0004A2AE] (in ICImperialPalaceMQ16 "Imperial City, Green Emperor Way" [WRLD:0004A250] at 6,14))Undeleting: [REFR:0004A301] (places ICTombstone06 [STAT:00036019] in GRUP Cell Temporary Children of ICPalaceMQ1601 [CELL:0004A2AE] (in ICImperialPalaceMQ16 "Imperial City, Green Emperor Way" [WRLD:0004A250] at 6,14))Undeleting: [REFR:0004A2EE] (places ICTombstone03 [STAT:00036009] in GRUP Cell Temporary Children of ICPalaceMQ1601 [CELL:0004A2AE] (in ICImperialPalaceMQ16 "Imperial City, Green Emperor Way" [WRLD:0004A250] at 6,14))Undeleting: [REFR:0004A42A] (places RockGreatForest165 [STAT:000250ED] in GRUP Cell Temporary Children of [CELL:0004A2AD] (in ICImperialPalaceMQ16 "Imperial City, Green Emperor Way" [WRLD:0004A250] at 6,15))Undeleting: [REFR:0004A429] (places RockGreatForest050 [STAT:000250C5] in GRUP Cell Temporary Children of [CELL:0004A2AD] (in ICImperialPalaceMQ16 "Imperial City, Green Emperor Way" [WRLD:0004A250] at 6,15))Undeleting: [REFR:0004A426] (places RockGreatForest050 [STAT:000250C5] in GRUP Cell Temporary Children of [CELL:0004A2AD] (in ICImperialPalaceMQ16 "Imperial City, Green Emperor Way" [WRLD:0004A250] at 6,15))Undeleting: [REFR:00037E5B] (places ICTombstone03 [STAT:00036009] in GRUP Cell Temporary Children of ICPalace05 [CELL:0001C29F] (in ICImperialPalace "Imperial City, Green Emperor Way" [WRLD:0002C10F] at 6,14))Undeleting: [REFR:00037DB8] (places ICTombstone06 [STAT:00036019] in GRUP Cell Temporary Children of ICPalace05 [CELL:0001C29F] (in ICImperialPalace "Imperial City, Green Emperor Way" [WRLD:0002C10F] at 6,14))Undeleting: [REFR:0003602E] (places ICTombstone05 [STAT:00036018] in GRUP Cell Temporary Children of ICPalace05 [CELL:0001C29F] (in ICImperialPalace "Imperial City, Green Emperor Way" [WRLD:0002C10F] at 6,14))


Note that it looks like the original ICExpand.esp appears to be clean. It's just the replacer plugin from the BC archive with the same name that needs to be cleaned.
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Dragonz Dancer
 
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Post » Wed Mar 30, 2011 3:39 pm

I previously mentioned that FightersGuildContracts.esp needs to be cleaned. Arthmoor's comment above about wild edits in another mod reminded me that I neglected to mention at the time that there are also two wild edits in FightersGuildContracts.esp:

NPC->JanusHassildor
NPC->BanditBlackBowBoss4Male2

These references can be safely removed with TES4EDIT to minimize conflicts with other mods.
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Skivs
 
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Post » Wed Mar 30, 2011 2:13 am

I have a question about the cleaning process. I seem to recall, long ago, that you had to move the esp that you were cleaning to the very bottom of the load order before cleaning it. I checked the CS Wiki, but it says nothing of the sort, so I thought I'd ask here to make sure before I go screwing things up.
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Claire Vaux
 
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Post » Wed Mar 30, 2011 11:56 am

No, you can leave the ESP where it's at.
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Kate Schofield
 
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Post » Wed Mar 30, 2011 6:47 am

Oh, cool. Thanks.

Something I just noticed: There are two "mod cleaning" tutorials on the CS Wiki: http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide and http://cs.elderscrolls.com/constwiki/index.php/TES4Edit/Mod_cleaning_tutorial_with_TES4Edit. Neither one links to the other; it's likely that whoever wrote the second one didn't know about the first one. I also found the note I was referring to earlier in the second article:

Besides loading all explicit and implicit mods into TES4Edit in the right load order, the mod you are cleaning should always be the last mod loading in TES4Edit. This is crucial. Never, ever, ever clean a mod that has other mods loaded into TES4Edit after it! This means you cannot load groups of mods together into TES4Edit and clean them in the same TES4Edit session. You must load the proper files as discussed above and clean only the last mod. Then you MUST close TES4Edit and start over with whatever next mod you want to clean. This is why cleaning many mods takes a long time. It is recommended you set aside many hours when you will clean your mods.

I think I understood "the mod you are cleaning should always be the last mod loading in TES4Edit" as "move this mod to the end of your load order" instead of "keep only this mod - and any masters - active, and deactivate all others". I think I've got it now. :)
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Amelia Pritchard
 
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Post » Wed Mar 30, 2011 7:03 am

I have a question about the cleaning process. I seem to recall, long ago, that you had to move the esp that you were cleaning to the very bottom of the load order before cleaning it. I checked the CS Wiki, but it says nothing of the sort, so I thought I'd ask here to make sure before I go screwing things up.


You're not quite remembering right. The ESP you intend to clean ought to be the last listed in TES4Edit. But you don't need to reposition the mod in your load order, simply ensure that you don't tick later-loading mods at the same time when you start TES4Edit.

EDIT I didn't see your 2nd post, it was on the next thread page :)
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Dalia
 
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Post » Wed Mar 30, 2011 8:04 am

That's okay. :)

After going through my load order, I have some dirty mods to report...

Nico Creations DW Light: 1 ITM, 20 UDR
NNWARE Series 1: 20 ITM, 11 UDR
NNWARE2: 11 ITM, 0 UDR
NNWARE Rhyelia Emero: 0,0 (yes... it's totally clean)
Sundered Keep - 50 ITM, 3 UDR
CDEP Underpall: 3 ITM, 246 UDR
Valenwood Improved: 173 ITM, 0 UDR (not surprising, given it's a WIP, but still...)
Reaper's Esmerelda Manor: 48 ITM, 32 UDR
West Roads: 5 ITM, 10 UDR
Shadow Ranger: 19 ITM, 2 UDR
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Max Van Morrison
 
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Post » Wed Mar 30, 2011 1:29 pm

West Roads and Underpall were already there (though I do thank you for getting the number of cleaned records for Underpall, as that was missing).

Everything else has been added. Thank you.
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luis ortiz
 
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Post » Wed Mar 30, 2011 1:57 am

Thought I'd point this out for anyone who has updated Kvatch Rebuilt to Kvatch Rebuilt Underground.

Kvatch Rebuilt.ESM for the expansion currently contains wild edits to Oblivion ESM, which that is SERIOUSLY bad. The author has yet to acknowledge the problem despite being notified multiple times, so until then, I am afraid I have to red-flag Kvatch Rebuilt Underground, at least until Arthmoor manages to get his fixed version of Kvatch Rebuilt.ESM out.

It does not thrill me to do this, but the unfortunate truth is that in its current state, Kvatch Rebuilt Underground is not usable.
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Code Affinity
 
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Post » Wed Mar 30, 2011 10:26 am

There won't be any me getting it out btw, I'm not in the market to be playing fixer for other peoples' stuff :P

I have however tried contacting the author, and will do so again to offer up the cleaned ESM *AND* ESP because both need to be edited in tandem to fix the problem.

Some of the damage can be mitigated by running it through the ITM portion of cleaning though. So it's not a total disaster.
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Adam Baumgartner
 
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Post » Wed Mar 30, 2011 12:54 am

Not that it helps any, but Zaldir had contacted me and I gave him detailed instructions on how to fix Kvatch Rebuilt Underground. And as Arthmoor said, the author has failed to respond since. There were also a variety of errors with the quest itself. Zaldir acknowledged those errors and said he would fix them, but I haven't heard anything since and haven't seen a new release. Cleaning will not fix those errors.

Unfortunately I also recommend avoiding Kvatch Rebuilt Underground for now.
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Robert Devlin
 
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Post » Wed Mar 30, 2011 10:22 am

I don't suppose there's any difference between the Underground plugins and the normal Kvatch Rebuilt plugins? If Underground comes with another plugin, then perhaps a message could be added to it in BOSS warning people about the issues? I think a message attached to Kvatch Rebuilt plugins that are reused by Underground might generate some confusions among users of the standard Kvatch Rebuilt, but if people think it would be OK, perhaps attaching messages to them too would be an idea?
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Krystal Wilson
 
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Post » Wed Mar 30, 2011 12:46 am

I think KR Underground re-uses the original Master and Plugin names, so I would perhaps make a couple notes for those two, one regarding the currently broken nature of the KR Underground version, and another letting users know it is still okay to use Kvatch Rebuilt without the Underground expansion.

I think that's the best we can hope for at this time.
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adam holden
 
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Post » Wed Mar 30, 2011 9:07 am

Yeah, KRU replaces the original Kvatch Rebuilt plugins (both the master and plugin itself). Zaldir started to call it Kvatch Rebuilt 2.0, so he intends to simply release it as a new version (the last release of the beta was called Kvatch Rebuilt 2.0). So I think you should tell people to avoid Kvatch Rebuilt Underground or Kvatch Rebuilt 2.0, depending on which version they find.
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Racheal Robertson
 
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