Difference between revisions of "TES4Edit Cleaning Guide"

1,085 bytes added ,  14:32, 21 December 2023
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imported>WalkerInShadows
Tag: Manual revert
 
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And now, at last, the actual instructions:
And now, at last, the actual instructions:
#Download [http://www.tesnexus.com/downloads/file.php?id=11536 TES4Edit] created by ElminsterEU.
#Download [http://www.nexusmods.com/oblivion/mods/11536 TES4Edit] created by ElminsterEU.
#Unzip the two files in the archive to wherever you please. I use a folder called \Oblivion Tools\.
#Unzip the two files in the archive to wherever you please. I use a folder called \Oblivion Tools\.
#Make a shortcut for TES4Edit.exe and place it in an easily accessible place because you will be opening, closing, and re-opening TES4Edit as many times as you have mods to clean. I recommend the shortcut go on your Desktop.
#Make a shortcut for TES4Edit.exe and place it in an easily accessible place because you will be opening, closing, and re-opening TES4Edit as many times as you have mods to clean. I recommend the shortcut go on your Desktop.
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Open the mod in TES4Edit, and go down to Cell Block 8, 0. Under Persistent, find ARDoor01b and change the positional values (the ones down at the bottom) to match the original ones. Don't worry about the teleport marker - you'll need that to remain where it is. Save and exit.
Open the mod in TES4Edit, and go down to Cell Block 8, 0. Under Persistent, find ARDoor01b and change the positional values (the ones down at the bottom) to match the original ones. Don't worry about the teleport marker - you'll need that to remain where it is. Save and exit.


Open the mod in the CS, and go to Fanacasecul. The door should now be some distance off to the side of the entry stairwell. Make a copy of it (highlight and hit Ctrl-C), then paste the copy and place it at the top of the stairs. Once you've got it positioned right, double-click on the teleport marker; this will take you to the door outside. Double-click on that door, click the Teleport tab, and select the new door inside (it will have an 01 prefix). Double-click on the teleport marker again - if you've done it right, you'll end up just inside the dungeon.
Open the mod in the CS, and go to Fanacasecul. The door should now be some distance off to the side of the entry stairwell. Make a copy of it (highlight and hit Ctrl-C), then paste the copy and place it at the top of the stairs. Once you've got it positioned right, double-click on the door and rename it; when it asks if you want to create a new FormID, click yes - this will ensure you can get inside. Nexy, double-click on the teleport marker; this will take you to the door outside. Double-click on that door, click the Teleport tab, and select the new door inside (it will have an 01 prefix). Double-click on the teleport marker again - if you've done it right, you'll end up just inside the dungeon.


==GlenvarCastle.esp Special Cleaning Instructions==
==GlenvarCastle.esp Special Cleaning Instructions==
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Deletes one of the walls of the IC Arena. You'll have to go into TES4Edit and manually restore it; the cell is Block 6, Sub-Block 0 (ArenaMatchCell). After you're done, be sure to clean it, as this will produce 4 ITM records.
Deletes one of the walls of the IC Arena. You'll have to go into TES4Edit and manually restore it; the cell is Block 6, Sub-Block 0 (ArenaMatchCell). After you're done, be sure to clean it, as this will produce 4 ITM records.
==Treasure Maps The Legend Of Jauffres Gold.esp Special Cleaning Instructions==
The wild edits in this mod are rather difficult to remove - you can't just do it in TES4Edit, or it'll throw an error. Open the CSE and go to JakbenTombInterior, then remove the Persistent flag from the door. Save and close.
After that, you can open TES4Edit and fix the other wild edits: the AI Packages, the water levels in Vitharn's Mausoleum*, and the water level and deleted door in Abandoned Mine (the AI Packages use that door as a reference, which is why it needs to be restored. Yes, it's a bug, but you should let other mods like the UOP fix it.).
*This may not seem like a big deal, but since the cell is in Shivering Isles, this means the mod is dependent on SI when it doesn't actually use resources or do anything there. That's a bad thing.
After you're done, clean the mod to remove all the resultant ITM records, as well as the UDR.


==Waterfront Shack.esp Special Cleaning Instructions==
==Waterfront Shack.esp Special Cleaning Instructions==
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Contains NULL Refs that must be deleted manually. These are the refs:
Contains NULL Refs that must be deleted manually. These are the refs:


XX000EF9
XX000EF9, XX000EF8, XX000EF7, XX000EFE, XX000EFB, XX000EFA, XX000EF6, XX000EF5, XX000EF3, XX000EF2, XX000EEF, XX000EEE, XX000EE9, XX000EE8, XX000EE7
XX000EF8
XX000EF7
XX000EFE
XX000EFB
XX000EFA
XX000EF6
XX000EF5
XX000EF3
XX000EF2
XX000EEF
XX000EEE
XX000EE9
XX000EE8
XX000EE7


=List of Mods Already Clean=
=List of Mods Already Clean=
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