[LIST] TES4Edit Cleaning List

Post » Wed Mar 30, 2011 7:11 am

I'd have to go look at the mod again but I think that's the one with two different cells that ended up with the same formID and editorID. Only one is the actual valid cell with stuff in it.
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Arrogant SId
 
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Post » Wed Mar 30, 2011 11:16 am

Actually, both cells (DELETEDHdADungeon and DELETEDHdAHaus) have stuff in them, but from my glance through the two cells, there is no way to get to the cells aside from COC. None of the doors or portals are linked.

I don't think either of those cells were intended to be found by the player.
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Alexander Lee
 
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Post » Wed Mar 30, 2011 2:02 am

I'd say it's likely - but not guaranteed - that both of those defective cells can be removed without breaking something but TESSnip is the only way to remove them that I know of. If it allowed editing formID values that would be much easier to verify.

In fact.... hang on a sec. Going to try something.

EDIT: Boom. All hail the CSE. This suddenly becomes much simpler to fix without risking content loss, however the Construction Set Extender is necessary in order to do this.

Once that's installed and working, do this:

1) Load the defective ESP for the mod.
2) Go to interior cells, look for the two that start with DELETED.
3) Right click on one of them, select "set formID". Give it a new ID, I changed all the 0's to 9's.
4) Save the mod.

You should now be able to load it into TES4Edit without issue and can proceed to clean it normally. Both cells will be fully intact.

You'll then find it has 251 ITM, 3 UDR. There are also some wild edits due to translation from German which should be removed as well.
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leigh stewart
 
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Post » Wed Mar 30, 2011 8:08 am

Enhanced Water v2.0 HD.esp clean
Side's Sailing Ships.esp Clean
Camping.esp Clean
WAC Birds And Insects.esp 11 ITM

Just cleaning...But I didn't see these on your lists.
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Rusty Billiot
 
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Post » Wed Mar 30, 2011 4:33 pm

Qarl's Harvest 1.1 (esp) - 8 ITM and 105 UDR

Fairies - 62 ITM, 0 UDR

Bruma Mages Guild Restored - 4 ITM, 0 UDR

Bruma Mages Guild Restored Frostcrag - 10 ITM, 0 UDR

QQuix Rock, Rock, Rock Your Ship v3 - 12 ITM, 0 UDR

Dark Illusion Armour (HGEC Version) - 11 ITM, 1 UDR
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Valerie Marie
 
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Post » Wed Mar 30, 2011 5:55 am

This is a fantastic bit of info :) Query; could having enough uncleaned mods cause performance issues? Specifically a reduction in playtime between crashes. I also didn't realize that Choices & Consequences even had OOO/MMM versions, lol. Hopefully once the dozen or so mods I have on this list are properly cleaned, I can play for more than 1 hour. Guess I need to start reading up on how to properly clean stuff :read:
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^_^
 
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Post » Wed Mar 30, 2011 1:13 pm

Not really; dirty mods only tend to cause compatibility problems, although deleted refs do have a tendency to prevent you from loading a save if there's enough of them being modified by a later mod. They don't often cause CTD problems in-between.
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Cathrine Jack
 
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Post » Wed Mar 30, 2011 12:27 am

Cleaning dirty edits may reduce memory load, and that in turn can lead to better stability if you're close to the limit. Even though the records are identical, the game is marking it as a changed record. It's just a changed record with exactly the same information. A single mod would need thousands of these to actually matter though - and there are plenty out there like that.

As Thomas said, the more annoying thing is compatibility issues. Usually land tearing, bad path grids, that sort of thing.
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Maria Garcia
 
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Post » Wed Mar 30, 2011 4:34 am

I suppose a prime example would be where a mod has used capitalised naming where as the Oblivion esm has used all lower case?
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Georgine Lee
 
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Post » Wed Mar 30, 2011 4:13 am

Very curious. I deactivated all of the mods I had in the list, and waited 3 days. My play time jumped to just under 2 hours. Though admittedly I don't know if this is due to the fact that the mods were dirty, or b/c the game simply had that much less information to process. The big world-changers I deactivated from the list are Cybiades, Lost Spires, and Black Horse Courier. And looking through this list again, I missed deactivating a few like Deadly Reflex 5 and Your Personal Museum. I'm really hoping Arthmoor is right, and cleaning all the relevant mods will let me use them w/out further killing my play time. :mellow:
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Eric Hayes
 
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Post » Wed Mar 30, 2011 3:03 am

I suppose a prime example would be where a mod has used capitalised naming where as the Oblivion esm has used all lower case?


No, an Identical to Master record is a record that is being marked as changed by the mod, but contains absolutely no changes between the mod record and the master record. To take your example, it would be where the mod takes a reference Oblivion has set with an all lowercase EDID, and then changes it so that it has an all lowercase EDID.

It's a change where absolutely nothing was changed. As a result, those records are, 9 times out of 10, completely worthless.
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Davorah Katz
 
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Post » Wed Mar 30, 2011 1:04 pm

Ah ok. Thanks for that :)

Anyway here are some more for the list...


Lorecreatures.esp - 36 ITM, 1 UDR

Seductive Idles - 3 ITM, 0 UDR

Wellspring Vale COBL - 2 ITM, 134 UDR
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Frank Firefly
 
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Post » Wed Mar 30, 2011 4:33 am

Lists are now updated.
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scorpion972
 
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Post » Wed Mar 30, 2011 6:10 am

Seductive Idles - 3 ITM, 0 UDR


My impression from earlier threads was that pose mods shouldn't be cleaned in this fashion. Am I off, here?

Imperial Furniture 1.3 has the following description:

This version now requires OBSE v. 18 or higher. The major bugfix is that I have removed saved game bloat caused by use of PlaceAtMe function. Imperial Furniture Renovated still uses this function, but its affects have been mitigated by using an OBSE function to remove disabled references once the item has been placed.

Does this qualify to remove it from the list, or does it still require TES4Edit cleaning?
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Eileen Müller
 
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Post » Wed Mar 30, 2011 4:52 am

I'm sure AndalayBay can confirm the cleanliness status of the mod. Once she does, I will duly update.

Also, the list is now mirrored at TES Alliance.
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Julie Serebrekoff
 
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Post » Wed Mar 30, 2011 12:40 pm

The use of PlaceAtMe isn't an issue for TES4Edit cleaning. That's not something the automated functions will catch, nor should it, so if it's on the list as dirty because of that, it shouldn't be.
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Trista Jim
 
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Post » Wed Mar 30, 2011 4:31 pm

The use of PlaceAtMe isn't an issue for TES4Edit cleaning. That's not something the automated functions will catch, nor should it, so if it's on the list as dirty because of that, it shouldn't be.


And it's not, it's on the clean list.
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Mark Churchman
 
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Post » Wed Mar 30, 2011 11:45 am

It's a change where absolutely nothing was changed. As a result, those records are, 9 times out of 10, completely worthless.

The "one time out of ten" would be cases where a mod intentionally contains an Identical to Master record to override the changes another mod (earlier in one's load order) makes. To give an example I am familiar with, the WEPON mod contains one or two "identical to master" records that override changes the Unofficial Patches make (that are, in the WEPON authors' opinions, erroneous).
Generally, if a large mod only contains one or two Identical to Master records in very specific record types, this is why. If it contains dozens across several record types, then those probably are unintentional and should be removed.
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QuinDINGDONGcey
 
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Post » Wed Mar 30, 2011 2:00 am

Kragenir's Death Quest can be taken off the list, the 2.1 update cleaned the few references that weren't cleaned before.
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Queen of Spades
 
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Post » Wed Mar 30, 2011 3:55 pm

Kragenir's Death Quest can be taken off the list, the 2.1 update cleaned the few references that weren't cleaned before.


Done. KDQ is now in the Already Clean list.
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Iain Lamb
 
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Post » Wed Mar 30, 2011 7:08 am

Dear all,

I've created an own mod which I believe to be clean:
http://www.tesnexus.com/downloads/file.php?id=33089
It has been downloaded frequently and running stable since some time. I consider the current version 2.6 complete and final.

So I'd be very happy if one of the experts could find the time to verify if it is clean and (if it is) add it to the list of clean mods in the cleaning guide!
That's just a polite request, don't feel urged to do so, as I guess that there's still a long list of other mods to go.

Thanks to anyone who wants to do it!
jaime74

-------------------------------------------
Here's what I already did myself to clean my mod:

I have ensured that there are are no ITMs nor UDRs:
[Undeleting and Disabling References done] Processed Records: 4465 Undeleted Records: 0 Elapsed Time: 00:00
[Removing "Identical to Master" records done] Processed Records: 4465 Removed Records: 0 Elapsed Time: 00:00

I removed one critical FormID conflict some time ago (thanks to Vorians from the UL project who helped me detect it).

I ran the "Check for errors" check: It reports only one specific error that has to do with setting enchantments via script, but I believe it to be harmless: I posted it some time ago http://www.thenexusforums.com/index.php?/topic/297960-two-strange-script-errors-help-needed/, but have received only one feedback since then (via PM) from another modder stating that he gets the same error message with his mod, but without any obvious effect (seems to be an issue of TES4Edit rather than the mod)
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Lizbeth Ruiz
 
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Post » Wed Mar 30, 2011 4:19 am

Don't worry, you've provided enough evidence. :)

Added to the Already Clean list.
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Sierra Ritsuka
 
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Post » Wed Mar 30, 2011 11:06 am

Don't worry, you've provided enough evidence. :)

Added to the Already Clean list.

Thanks alot!
What a quick action! :)
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jessica sonny
 
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Post » Wed Mar 30, 2011 6:08 am

FYI: The latest version of Sundered Keep (v 1.16) is clean, though previous versions (v 1.15 and prior) need cleaning. This should also be added to the BOSS log.
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Chris Ellis
 
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Post » Wed Mar 30, 2011 9:44 am

I dont know if this belongs here or whatever but i've noticed eyja.esp has a conflict with UL (right by Silorn) where it adjusts the water height to a cell that UL uses, making a cell lose it's water that is trying to be added by UL.

I got around this by tagging the eyja.esp with C.Water in Wyre Bash and importing the cells for "fallenleaf everglade" into my bashed patch.

I'm guessing that eyja's edit to the water in the affected cell is something that should be cleaned? eyja.esp is a companion mod in Skingrad, there seems to be no reason that it should edit the water here, though part of the quests included might go through this area.
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jessica breen
 
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