Difference between revisions of "TES4Edit Cleaning Guide"

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=Introduction=
=Introduction=


This tutorial is designed to teach modders and mod users how to use TES4Edit to clean mods. Cleaning mods is critical to the development of compatibility in the modding community and for creating a stable modded game environment, but TES4Edit is not a simple utility and care must be taken not to damage the mods in the process. This tutorial should help explain everything that you need to know to clean mods correctly.
This tutorial is designed to teach modders and mod users how to use TES4Edit to clean mods. Cleaning mods is critical to maintaining compatibility in the modding community and for creating a stable modded game environment. However, TES4Edit is not a simple utility and care must be taken not to damage mods in the process. This tutorial will explain what you need to know in order to clean mods correctly.


This guide is split into two sections. The first section is meant to convey general knowledge and understanding about the entire cleaning process. The second section contains the *actual* instructions on how to clean your mods. You could skip to the second section but it is highly advisable that you read this entire document from start to finish in order to greatly improve your success rate in the cleaning endeavor.
This guide is split into two sections. The first section is meant to convey general knowledge and understanding about the entire cleaning process. The second section contains the *actual* instructions on how to clean your mods. You could skip to the second section but it is highly advisable that you read this entire document from start to finish in order to greatly improve your success rate in the cleaning endeavor.


There is also a [[TES4Edit_Cleaning_Guide#Glossary|Glossary]] at the end of this guide. Several terms used are community wide terms, but a number of the other terms have been invented to help explain things. You may wish to skip to the glossary now to get a rough idea of key terms that will be used in this guide.
There is also a [[TES4Edit_Cleaning_Guide#Glossary|Glossary]] at the end of this guide. Several terms used in this guide are community-wide terms, but a number of the other terms have been invented to help explain things. You may wish to skip to the glossary now to get a rough idea of key terms you will encounter.
 
Lastly, this guide and the cleaning process in general may be intimidating, but cleaning is actually not that hard once you have some understanding. Devote an hour to reading this guide and you'll be well on your way to have a squeaky-clean mod list and a fun, more-stable game environment.
 
'''Please Note''': Miaximus has written a '''fantastic''' guide to using FO3Edit, which is actually an identical program to TES4Edit so most of the stuff in the guide can be applied to Oblivion. If you wish to learn more about actually editing mods using TES4Edit, then I highly recommend reading his guide! The link is:
 
http://fallout3nexus.com/downloads/file.php?id=8629


=Section #1: General Knowledge and Theory Behind Cleaning=
=Section #1: General Knowledge and Theory Behind Cleaning=
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#'''How to Clean''': This part explains the theory about how to clean your mods properly and safely
#'''How to Clean''': This part explains the theory about how to clean your mods properly and safely


Please read through this guide entirely at least once before attempting to clean your mods. Throughout the guide, [[TES4Edit_Cleaning_Guide#Review of Key Concepts|Key Concepts]] will be given. These are sort of big picture ideas that you need to learn and apply in order to successfully clean your mods. Again, you '''''must''''' understand these concepts or you are likely to get into trouble.
Please read Section #1 entirely at least once before attempting to clean your mods. Throughout this section, [[TES4Edit_Cleaning_Guide#Review of Key Concepts|Key Concepts]] will be given. These are big picture ideas that you need to learn and apply in order to successfully clean your mods. Again, you '''''must''''' understand these concepts or you are likely to get into trouble.


==Part #1: Why Clean?==
==Part #1: Why Clean?==


'''Short answer''': Because some mods have ‘dirty edits’ which cause bad things to happen, ranging from incorrect game settings, disabling content, broken quests, and crashing to desktop (CTD). If you run a lot of mods (subjective amount but perhaps 100 or more) the chance of dirty mods causing problems rises exponentially.
'''Long Answer''': Because some mods have '''dirty edits''' and/or '''wild edits''' (these terms will be explained momentarily) which cause bad things to happen, ranging from incorrect game settings, disabling content, broken quests, and crashing to desktop (CTD). If you run a lot of mods (a subjective amount but perhaps 100 or more) the chance of bad edits causing problems rises exponentially.


'''Longer answer''': When a mod is created, certain unnecessary edits can occur and be stored in the mod. Unnecessary means the edits do not in any way add to the purpose of the mod and are, in fact, improper edits, which have become known as ‘dirty edits.’ This is a problem because Oblivion uses the ‘override’ system which means that if a certain mod changes a specific game element (game setting, stats, characters, towns, buildings, wilderness, ect), that mod will override changes to the same game element that any prior mods make. Whatever mod loads last, that mods settings will take precedence over all prior mods that alter the same settings.
'''Short Answer''': When a mod is created, there are two types of bad edits that can occur: '''dirty/unnecessary edits''' and '''wild/undesirable edits'''. Each type will now be explained.


:'''''Example 1: Quest mod overwriting Sneak mod'''''
===Type #1: Dirty/Unnecessary Edits===


:To illustrate the problem, say you have a quest mod loaded in the middle of your load order after some other mod that alters how sneaking works in Oblivion. Say the quest mod creator originally was going to change the sneak elements in Oblivion to fit his quest mod. However, after editing the settings, the creator decided the original unmodified (called ‘vanilla’) sneak settings were fine, so he changed them back to the original values. In this case, the earlier loaded sneak mod that changed the sneak elements will be overridden by the quest mod, even though the sneak edits in the quest mod were changed back to Oblivion values. Incidentally, the correct thing the quest mod creator should have done was to actually delete the sneak edits completely from his mod rather than simply change them back to Oblivion values.
'''Dirty edits''' happen two ways. First, a mod edits something that is later changed back to vanilla but the edit is not deleted. The initial edit could have been an accident or a design decision that was later rejected. Second, dirty edits can be due to Construction Set (CS) bugs. Both of these edit types are unnecessary edits and get stored in the mod and do not in any way add to the purpose of the mod and have become known as '''dirty edits'''.


:Hopefully you can see that the end result of the above example is that your super-cool sneak mod that changes all sneak attack multipliers to 1,000 times more damage will be overridden by the quest mod and you’ll get lame vanilla sneak attack multipliers. This type of dirty edit is fairly mild in its negative effect, but it still is undesirable.
For the record, it should also be stated that just because a mod has some dirty edits, this is not always the mod creator’s fault. The CS is known to produce certain dirty edits. The larger the mod is and the more cells it edits, the more CS bugs can occur. Then again, certain dirty edits are due to modder lack of skill, but as just stated, other dirty edits due to CS bugs can happen to the best modders. Vorians says:
 
<pre>The majority of dirty edits removed by TES4Edit automatically exist in the .ESP due to the bugs in the CS. The more cells an .ESP edits, the more dirty records there are likely to be.
 
Mart's Monster Mod - City Defences.ESP edits cells in every city (except Kvatch and the Imperial City), all around the wall tops, both in the city worldspaces and in the main Tamriel worldspace. That's a lot of edited cells, and thus the reason for so many dirty records. And such dirty records exist through no fault of the mod creator!</pre>
 
:'''''Example 1: Dirty Edits in Quest mod overwriting Sneak mod'''''
 
:To illustrate a dirty edit due to altering something but reverting it back to vanilla, say you have a quest mod loaded in the middle of your load order after some other mod that alters how sneaking works in Oblivion. Say the quest mod creator originally was going to change the sneak elements in Oblivion to fit his quest mod. However, after editing the settings, the creator decided the original unmodified (called ‘vanilla’) sneak settings were fine, so he changed them back to the original values. In this case, the earlier loaded sneak mod that changed the sneak elements will be overridden by the quest mod, even though the true intent of the mod author was to not alter the sneak settings and the sneak edits in the quest mod were changed back to Oblivion values.
 
:Incidentally, the correct thing the quest mod creator should have done was to actually delete the sneak edits completely from his mod rather than simply change them back to Oblivion values.
 
:Hopefully you can see that the end result of the above example is that your super-cool sneak mod that changes all sneak attack multipliers to 1,000 times more damage will be overridden by the quest mod and you’ll get lame vanilla sneak attack multipliers. This type of dirty edit is fairly mild in its negative effect, but it still causes problems.


:The solution is to clean the quest mod. By cleaning the quest mod, the sneak attack changes will be completely removed so that now the earlier sneak mod will be able to change the settings without the later quest mod overriding it.
:The solution is to clean the quest mod. By cleaning the quest mod, the sneak attack changes will be completely removed so that now the earlier sneak mod will be able to change the settings without the later quest mod overriding it.


'''Please note''': this description of '''Why Clean?''' is a non-technical description and there is much more to say about it, but for our purposes we only need to know that dirty edits are nasty creatures that need to be vanquished by the shining light of truth that is mod cleaning, poetically speaking.
===Type #2: Wild/Undesirable Edits===
 
'''Wild edits''' are edits that a mod creator either accidentally or intentionally makes but are due to lack of knowledge in how to properly mod and actually cause problems and are therefore undesirable. Wild edits are called such partly because they appear haphazard and look very wacky when scrutinized by the most skilled modders.
 
One of the most common wild edits is when a mod modifies a container and puts some loot in it like 10,000 gold. However, they do this incorrectly so that they accidentally make it so 200 containers around Tamriel all now contain 10,000 gold. If you read the description of the mod, it might say, "Adds 10,000 gold to a container in the Imperial City to help new players." Clearly, the intent was to only edit one container, so this would be a wild edit, and need manual fixing.
 
===To Prevent Crash-on-Exit===
 
Another reason to clean mods is to prevent the common Crash-on-Exit many users experience. With new versions of TES4Edit, an extra cleaning step (discussed in the actual instructions below) allows you to undelete and then disable vanilla references that certain mods remove. This can be hard to understand at first, but it's not good to have vanilla references deleted because other mods that rely on them will get messed up and cause the Crash-on-Exit problem.
 
Arthmoor further explains:
 
<pre>[When running undelete and disable references] the reference is undeleted, then marked as initially disabled and set to -30,000 Z units for its vertical position. This removes it from view in the CS and also removes the possibility of it being held for rendering by the engine. Newer versions of TES4Edit also add a flag to set these items to the opposite enable state of the player to help ensure the items get disabled properly.
 
The main purpose is to help reduce Crash-on-Exit since deleted vanilla items lead to that if other mods later try to modify what earlier mods have deleted.</pre>
 
===Why Clean? Summary===
 
Both '''dirty edits''' and '''wild edits''' are problems because Oblivion uses the '''override''' system which means that if a certain mod changes a specific game element (game setting, stats, characters, towns, buildings, wilderness, etc.), that mod will override changes to the same game element that any prior mods make. ''Whatever mod loads last, that mod's settings will take precedence over all prior mods that alter the same settings.''
 
Deleted vanilla references can cause the Crash-on-Exit problem so using the "undelete and disable references" cleaning function is also important.
 
'''Please note''': this description of '''Why Clean?''' is a non-technical description and there is much more to say about it, but for our purposes we only need to know that dirty and wild edits are nasty creatures that need to be vanquished by the shining light of truth that is mod cleaning, poetically speaking.


==Part #2: What is Cleaning?==
==Part #2: What is Cleaning?==
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Cleaning very broadly defined is a process that analyzes all the changes a mod makes and determines which edits are actually supposed to be in the mod.
Cleaning very broadly defined is a process that analyzes all the changes a mod makes and determines which edits are actually supposed to be in the mod.


There are two ways to clean: manual and automated. This guide differentiates between undesirable edits and unnecessary edits just to help explain these concepts. Undesirable edits require manual cleaning. Unnecessary edits can be removed using automated cleaning.
There are two ways to clean: manual and automated. Manual cleaning is used to remove '''wild edits''' and automated cleaning is used to remove '''dirty edits'''. This guide differentiates between undesirable edits and unnecessary edits to help explain these concepts. Undesirable edits are wild edits and require manual cleaning. Unnecessary edits are dirty edits and can be removed using automated cleaning.
 
Here is a simple summary to help explain:
 
*'''Dirty Edit''' = '''Unnecessary Edit''' --> '''Automated Cleaning'''
*'''Wild Edit''' = '''Undesirable Edit''' --> '''Manual Cleaning'''


This guide is only giving detailed instructions for automated cleaning. However, the next section will give some broad information about manual cleaning in order to increase your understanding of both manual and automated cleaning.
This guide is only giving detailed instructions for automated cleaning. However, the next section will give some broad information about manual cleaning in order to increase your understanding of both manual and automated cleaning.


===Method 1: Manual Cleaning===
===Method 1: Manual Cleaning===
It should be said that manual cleaning is an advanced technique that most users don’t have the knowledge or need to engage in most of the time. Automated cleaning is effective for removing most dirty edits from a mod, usually.
It should be said that manual cleaning is an advanced technique that most users don’t have the knowledge or need to engage in most of the time. Automated cleaning is effective enough for removing dirty edits from a mod, and most users will just have to hope the mods they use don't contain too many wild edits. (See [[TES4Edit Cleaning Guide#Tips on How to Avoid Dirty/Wild-edit Filled Mods|Tips on How to Avoid Dirty/Wild-edit Filled Mods]] for more information.)


However, there are certain mods that require manually cleaning because the mod contains dirty edits that are undesirable based on a human judgment call. Automated cleaning will not remove these edits because the program computer cannot determine what the original author’s intent was and what is desirable. To quote the Governator from Terminator 3: ‘I am a machine, desire is irrelevant.’
There may be times you want to use a mod even though you know it has wild edits (someone told you, you looked at it yourself in TES4Edit, you divined it). This is where manually editing becomes very important. Manually cleaning is required here because the mod contains edits that are undesirable based on a human judgment call. Automated cleaning will not remove these edits. It's not possible for a computer program to determine what the original author’s intent was and what is desirable. To quote the Governator from Terminator 3: ‘I am a machine, desire is irrelevant.’


Let us here from one expert, Vorians (display name is already in use) regarding manual cleaning:
Let us hear from one expert, Vorians (display name is already in use) regarding manual cleaning:


<pre>The other type of dirty records - those which TES4Edit cannot automatically detect and remove (but will color-code them so you can track them down) are typically accidental edits by the mod creator, for example unintentionally clicking on a rock and moving it a tiny amount when they meant to click on something else. Don't try to manually fix these without first gaining some good understanding of both how TES4Edit works and what the purpose and scope of a mod is - you need to be able to tell whether such an edit is a mistake, or in fact intentional.
<pre>The other type of dirty records - those which TES4Edit cannot automatically detect and remove (but will color-code them so you can track them down) are typically accidental edits by the mod creator, for example unintentionally clicking on a rock and moving it a tiny amount when they meant to click on something else. Don't try to manually fix these without first gaining some good understanding of both how TES4Edit works and what the purpose and scope of a mod is - you need to be able to tell whether such an edit is a mistake, or in fact intentional.


A mod changes the Silver Sword so that it is now the Super Sword of Slaying, and adds many powerful abilities to the weapon, then places it once at the bottom of a new dungeon. Every single placement of the Silver Sword in the game, including those by any other mod, will now be the Super Sword of Slaying. Changing the Form ID from 00###### to 01###### and updating the single valid reference will ensure that Silver Swords are all Silver Swords, while the one and only Super Sword of Slaying is still the Super Sword of Slaying. [If you don’t understand this Form ID talk, don’t worry and just stick with automated cleaning. -Brumbek]
It's all a matter of understanding what the mod is MEANT to do, to ensure you can tell a valid edit from a [wild] edit.</pre>


It's all a matter of understanding what the mod is MEANT to do, to ensure you can tell a valid edit from a dirty edit.</pre>
Vorians continues and gives an example:


Regarding undesirable edits, let’s quote another expert, Arthmoor:
:'''''Example #2: Super Sword of Slaying Wild Edit'''''


<pre>TES4Edit will highlight in bright yellow wild edits, but it won't automatically remove them as they aren't identical to masters, but these are edits that should not be made. They're fairly obvious with their bright yellow highlights. Knowing what a location should reasonably edit is key to removing these safely [manually].</pre>
:A mod changes the Silver Sword so that it is now the Super Sword of Slaying, and adds many powerful abilities to the weapon, then places it once at the bottom of a new dungeon. Every single placement of the Silver Sword in the game, including those by any other mod, will now be the Super Sword of Slaying.  


:'''''Example #2: Old Dungeon mod Ruins of Tarnesia alters unrelated locations'''''
:Changing the Form ID from 00###### to 01###### and updating the single valid reference will ensure that Silver Swords are all Silver Swords, while the one and only Super Sword of Slaying is still the Super Sword of Slaying. [If you don’t understand this Form ID talk, you aren't ready for manual cleaning so don’t worry and just stick with automated cleaning.]


:Ruins of Tarnesia is a great mod but it does make some random edits to unrelated things, whether accidentally or because of CS bugs. Another mod that loads earlier that also edits one of these unrelated (to Ruins of Tarnesia) locations, will have its edits overridden by Ruins of Tarnesia. Automated cleaning will not detect and delete these incorrect changes in Ruins of Tarnesia because technically the edits differ from vanilla Oblivion and are therefore not considered unnecessary (identical to master Oblivion.esm).
Again regarding undesirable wild edits, let’s quote another expert, Arthmoor:


:It should also be mentioned that Ruins of Tarnesia also contains a LOT of edits that will be removed by Automated cleaning (out of 6304 records, 4440 are redundant and unnecessary). So here is an example of a mod that you would have to use automated cleaning and ALSO manual clean out all dirty edits. For the record, most users just shouldn’t use this mod given how much it changes, sadly.
<pre>TES4Edit will highlight in bright yellow wild edits, but it won't automatically remove them as they aren't identical to masters, but these are edits that should not be made. They're fairly obvious [to people skilled with TES4Edit] with their bright yellow highlights. Knowing what a location should reasonably edit is key to removing these safely [manually].</pre>


In conclusion, regarding manual editing, the only way to remove dirty edits would be to load the mod in TES4Edit and to have enough knowledge to identify edits that are spurious and do not support the true purpose and scope of the mod. Before engaging in manual editing, you should also have an understanding of how every edit a mod makes effects the game.
In conclusion, regarding manual editing, the only way to remove wild edits would be to load the mod in TES4Edit and to have enough knowledge to identify edits that are spurious and do not support the true purpose and scope of the mod. Before engaging in manual editing, you should understand the purpose of the mod and also have an understanding of how every edit the mod makes affects the game.


===Method 2: Automated Cleaning===
===Method 2: Automated Cleaning===


Automated cleaning analyzes every edit a mod makes and compares each one to the default Oblivion environment (by comparing the mod to Oblivion.esm) and removes any edits in that mod that are identical to vanilla Oblivion. Again, the purpose of automated cleaning is to make sure no unnecessary edits exist in a mod. Remember, undesirable edits can STILL exist, but at least the mod will be cleaner than previously and possibly entirely clean.
Automated cleaning analyzes every edit a mod makes and compares each one to the default Oblivion environment (by comparing the mod to Oblivion.esm and any other master the mod explicitly relies upon) and removes any edits in that mod that are identical to vanilla Oblivion and the other masters loaded. Again, the purpose of automated cleaning is to make sure no dirty/unnecessary edits exist in a mod. Remember, wild/undesirable edits can '''''still''''' exist, but at least the mod will be cleaner than previously and possibly entirely clean.
 
===An Example of a Mod with Both Dirty and Wild Edits===
 
Just to illustrate how some mods need both automatic and manual cleaning, let's look at a real mod. In defense of the mod, it was one of the first ones released for Oblivion and we didn't have as powerful tools back then.
 
:'''''Example #3: Old Dungeon mod Ruins of Tarnesia'''''
 
:[http://www.tesnexus.com/downloads/file.php?id=6372 Ruins of Tarnesia] is a mod that adds a four level dungeon to Oblivion. It's simple and nice. However, 70% (4,440 edits out of 6,304) of the edits it makes are dirty edits because they are absolutely identical to vanilla Oblivion. This means it will probably override '''a lot''' of other modded content loaded before it, especially if you have many mods loaded before it.


For the record, it should also be stated that just because a mod has some dirty edits, this is not always the mod creator’s fault. The CS is known to produce certain dirty edits incorrectly. Certain dirty edits are due to modder lack of skill, however, other dirty edits can happen to the best modders. Vorians says:
:How all these dirty edits occurred... who knows. Let's blame it on an early bug-filled version of the Construction Set. Regardless, we need to load this mod up in TES4Edit and remove all the dirty edits. We should also note the file size of the cleaned .esp is more than 15 times less (it was over 3,000kb and is now just over 200kb).  


<pre>The majority of dirty edits which can be removed by TES4Edit automatically exist in the .ESP due to the bugs in the CS. The more cells an .ESP edits, the more dirty records there are likely to be.
:On top of the huge number of dirty edits, Ruins of Tarnesia also makes a large number of wild edits. It has many examples like the prior container example where its goal is to modify only the containers in the Tarnesia dungeon but actually modifies all containers across Tamriel. It's not just containers it does this with. Remember, automated cleaning will not detect and delete these incorrect changes in Ruins of Tarnesia because technically the edits differ from vanilla Oblivion and are therefore not considered unnecessary (identical to master Oblivion.esm).


Mart's Monster Mod - City Defences.ESP edits cells in every city (except Kvatch and the Imperial City), all around the wall tops, both in the city worldspaces and in the main Tamriel worldspace. That's a lot of edited cells, and thus the reason for so many dirty records. And such dirty records exist through no fault of the mod creator!</pre>
:When you encounter mods with both dirty and wild edits, it's easiest to remove the dirty edits first using the automated method. Next, remove the wild edits manually. But in Ruins of Tarnesia's case, sadly, most users just shouldn’t use this mod given how many wild edits are in it.


==Part #3: How to Clean==
==Part #3: How to Clean==


The number one most important thing you must know before cleaning a mod is what other mods the mod to be cleaned depends upon. This will be further explained, but here’s the key concept:
The number one most important thing you must know before cleaning a mod is what other mods the mod to be cleaned depends upon, which is not always obvious. This will be further explained, but here’s the key concept:


:'''Key Concept #1''': Automated cleaning requires knowledge of exactly which other mods a certain mod relies upon (is dependant upon), both explicitly and implicitly.
:'''Key Concept #1''': Automated cleaning requires knowledge of exactly which other mods a certain mod relies upon (is dependant upon), both explicitly and implicitly.


Vorians repeats many times that when cleaning the user must be sure they are ‘doing it right.’ What does this mean? Key concept #2 tell us:
Vorians repeats many times that when cleaning the user must be sure they are ‘doing it right.’ What does this mean? Key concept #2 tells us:


:'''Key Concept #2''': The very essence of ‘doing it right’ is to make sure you load into TES4Edit all files (.esp and/or .esm), in the right load order, that the mod your cleaning relies upon, both explicitly and implicitly.
:'''Key Concept #2''': The very essence of ‘doing it right’ is to make sure you load into TES4Edit all files (.esp and/or .esm), in the right load order, that the mod your cleaning relies upon, both explicitly and implicitly.


Four terms will be used now to help explain the details: '''explicit dependency''', '''implicit dependency''', '''simple mod''', and '''complex mod'''.
Four terms will be used now to help explain the details: '''explicit dependency''', '''implicit dependency''', '''simple .esp''', and '''complex .esp'''.


:An '''explicit dependency''' is very easy to discern because you can easily check what files it relies upon in Wrye Bash. Moreover, TES4Edit will automatically load any explicit dependencies (can be either .esm or .esp files) when you select a mod with explicit dependencies. The only time it won’t do this is if you don’t have a mod installed that the other mod is dependent upon. This would be a major mistake you’ve made. For instance, if you download a patch to fix landscape issues with, say, Verona House Bloodlines, you better have Verona House Bloodlines installed!
:An '''explicit dependency''' is very easy to discern because you can easily check what files it relies upon in Wrye Bash by looking on the right-hand side where Masters are listed. Moreover, TES4Edit will automatically load any explicit dependencies (can be either .esm or .esp files) when you select a mod with explicit dependencies. The only time it won’t do this is if you don’t have a mod installed that the other mod is dependent upon. This would be a major mistake you’ve made. For instance, if you download a patch to fix landscape issues with, say, Verona House Bloodlines, you better have Verona House Bloodlines installed!


:An '''implicit dependency''' is more tricky because you won’t see the required files listed in Wrye Bash. The most common implicit dependency is when dealing with the many landscape patches by Vorians and some by Arthmoor. The only way to know what implicit dependencies a mod has is to know what the mod does, which can discovered by reading its readme usually. Here again is where understand what a mod does is crucial. Specifically, you must understand which mods a patch mod is designed to patch!
:An '''implicit dependency''' is more tricky because you won’t see the required files listed in Wrye Bash. The most common implicit dependency is when dealing with the many landscape patches by Vorians and some by Arthmoor. The only way to know what implicit dependencies a mod has is to know what the mod does, which can discovered by reading its readme usually. Here again is why understanding what a mod does is crucial. Specifically, you must understand which mods a patch mod is designed to patch!


:A '''simple .esp''' is one that relies solely on Oblivion.esm and possibly a master. esm from the mod itself, which would be distributed with the mod itself and be obvious. A simple mod has only explicit dependencies, so TES4Edit will always load the necessary master files when loading the mod.
:A '''simple .esp''' is one that relies solely on Oblivion.esm and possibly a master. esm from the mod itself, which would be distributed with the mod itself and be obvious. A simple mod has only explicit dependencies, so TES4Edit will always load the necessary master files when loading the mod.


:A '''complex .esp''' is one that mods another mod and is meant to be used with one or more other mods. This can also be called a ‘patch’ mod. A complex .esp has both explicit and implicit dependencies, so you MUST by yourself determine and load the implicit dependencies into TES4Edit.  
:A '''complex .esp''' is one that mods another mod and is meant to be used with one or more other mods. This can also be called a ‘patch’ mod. A complex .esp has both explicit and implicit dependencies, so you '''''must''''' by yourself determine and load the implicit dependencies into TES4Edit.  


Complex .esp’s can be broken down into two more types:
Complex .esp’s can be broken down into two more types:
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:An '''advanced complex .esp''' must attempt to patch many mods together in a very in-depth way.
:An '''advanced complex .esp''' must attempt to patch many mods together in a very in-depth way.


The perfect example of an advanced complex group of .esps is [http://www.tesnexus.com/downloads/file.php?id=12249 FCOM]. It is not recommended to clean FCOM not because it *can’t* be safely cleaned but because to safely clean it you need a LOT of knowledge about the inner workings of FCOM, and nobody but dev_akm is qualified here.  
The perfect example of an advanced complex group of .esps is [http://www.tesnexus.com/downloads/file.php?id=12249 FCOM]. It is not recommended to clean FCOM not because it *can’t* be safely cleaned but because to safely clean it you need a LOT of knowledge about the inner workings of FCOM, and few people other than dev_akm are qualified here.  


Moreover, dev_akm cleans his stuff well enough already. To prove it dev_akm says:
Moreover, dev_akm cleans his stuff well enough already. To prove it dev_akm says:
Line 110: Line 163:
So everyone should stop worrying about FCOM and just not clean it. Instead, you should worry about nuclear war (or the absence of it?) or something.
So everyone should stop worrying about FCOM and just not clean it. Instead, you should worry about nuclear war (or the absence of it?) or something.


:'''''Example #3: A simple .esp – KvatchRebuilt.esp'''''
:'''''Example #4: A simple .esp – KvatchRebuilt.esp'''''


:KvatchRebuilt.esp is a simple .esp because it depends only upon Oblivion.esm and KvatchRebuilt.esm. You would be able to tick KvatchRebuilt.esp in TES4Edit only and have TES4Edit load both the aforementioned .esm files properly, and cleaning would be perfectly safe and simple.
:[http://www.tesnexus.com/downloads/file.php?id=15412 Kvatch Rebuilt].esp is a simple .esp because it depends only upon Oblivion.esm and KvatchRebuilt.esm. You would be able to tick KvatchRebuilt.esp in TES4Edit only and have TES4Edit load both the aforementioned .esm files properly, and cleaning would be perfectly safe and simple.


:'''''Example #4: A complex mod – Landscape patches like the Baddy patch for Entius Gorge'''''
Let us quote Vorians regarding cleaning patch files. His note has been verified as correct by ElminsterEU, the creator of TES4Edit.


:Let us quote Vorians regarding cleaning patch files. His note has been verified as correct by ElminsterEU, the creator of TES4Edit.
<pre>It should be perfectly safe to clean a patch as long as you ensure that every ESP that the patch relates to is also loaded in TES4Edit. And I mean all of them, not just those which have to be loaded because the patch is dependent on them. So for example one of my Unique Landscape compatibility patches is only [explicitly] dependent on Oblivion.esm but is for one Unique Landscape mod and one other mod. You must load into TES4Edit the Unique Landscape mod and that other mod (in the correct load order!) before attempting to clean the patch.</pre>


:<pre>It should be perfectly safe to clean a patch as long as you ensure that every ESP that the patch relates to is also loaded in TES4Edit. And I mean all of them, not just those which have to be loaded because the patch is dependent on them. So for example one of my Unique Landscape compatibility patches is only [explicitly] dependent on Oblivion.esm but is for one Unique Landscape mod and one other mod. You must load into TES4Edit the Unique Landscape mod and that other mod (in the correct load order!) before attempting to clean the patch.</pre>
:'''''Example #5: A complex mod – Landscape patches like the Baddy patch for Entius Gorge'''''


:And here is an actual example of what Vorians means using his Unique Landscape compatibility patch for Baddy and Unique Landscape Entius Gorge:
:Here is an actual example of what Vorians means using his Unique Landscape compatibility patch for Baddy as an example:


<pre>This patch is dependent on Baddy.esp, so if you wanted to auto-clean this ESP, TES4Edit will load Baddy.esp when you load Baddy-EntiusGorge patch.esp. It won't however load xulEntiusGorge.esp as the patch is not [explicitly] dependent on the Unique Landscape ESP. [So the user MUST be sure to tick the UL ESP themselves, when first loading TES4Edit. If you forget to tick the UL ESP, you run the risk of removing IMPORTANT edits when automatically cleaning the mod.]
<pre>This patch is dependent on Baddy.esp, so if you wanted to auto-clean this ESP, TES4Edit will load Baddy.esp when you load Baddy-EntiusGorge patch.esp. It won't however load xulEntiusGorge.esp as the patch is not [explicitly] dependent on the Unique Landscape ESP. [So the user MUST be sure to tick the UL ESP themselves, when first loading TES4Edit. If you forget to tick the UL ESP, you run the risk of removing IMPORTANT edits when automatically cleaning the mod.]
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Therefore…there is no valid reason to not clean a patch where it is blatantly obvious which other mods it was designed to patch.</pre>
Therefore…there is no valid reason to not clean a patch where it is blatantly obvious which other mods it was designed to patch.</pre>


:'''''Example #5: Another Illustration of the Importance of Loading Implicit Dependencies'''''
:'''''Example #6: Another Illustration of the Importance of Loading Implicit Dependencies'''''


:DuggeDank provides the following example. Assume Mod A is a great mod but it regrettably makes a few silly changes. For instance, Mod A changes the name of the NPC Baurus to JohnnyBoy but does a lot of other really cool things. So Mod B is created in order to fix (patch) Mod A. Therefore, Mod B changes the name of the NPC Baurus back to Baurus in order to get all the changes from Mod A except the name change.
:DuggeDank provides the following example. Assume Mod A is a great mod but it regrettably makes a few silly changes. For instance, Mod A changes the name of the NPC Baurus to JohnnyBoy but does a lot of other really cool things. So Mod B is created in order to fix (patch) Mod A. Therefore, Mod B changes the name of the NPC Baurus back to Baurus in order to get all the changes from Mod A except the name change.


:If you were to only load Mod B without also loading Mod A into TES4Edit, then TES4Edit would notice that Mod B's record of for Baurus is identical to its master Oblivion.esm. Hence, automated cleaning would remove the name change in Mod B because it appears to be unnecessary.  This would be bad because now you’d have JohnnyBoy running around in game again.
:If you were to only load Mod B without also loading Mod A into TES4Edit, then TES4Edit would notice that Mod B's record of for Baurus is identical to its master Oblivion.esm. Hence, automated cleaning would remove the name change in Mod B because it appears to be unnecessary.  This would be bad because now you’d have JohnnyBoy running around your game again.


:This is why it is critically important that you load both Mod B AND Mod A into TES4Edit in the proper order (Mod B loads after Mod A since it modifies Mod A).
:This is why it is critically important that you load both Mod B '''''and''''' Mod A into TES4Edit in the proper order (Mod B loads after Mod A since it modifies Mod A).


:But as ElminsterEU points out:
But as ElminsterEU points out:


<pre>This problem [the JohnnyBoy issue] only happens if you load JUST Mod B and not Mod A into TES4Edit at the time you do the [automated] cleaning.
<pre>This problem [the JohnnyBoy issue] only happens if you load JUST Mod B and not Mod A into TES4Edit at the time you do the [automated] cleaning.
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To prevent the possibility of Mod B being loaded without Mod A being loaded, Mod B should list Mod A in its master list in which case trying to load Mod B into TES4Edit will always load Mod A as well.</pre>
To prevent the possibility of Mod B being loaded without Mod A being loaded, Mod B should list Mod A in its master list in which case trying to load Mod B into TES4Edit will always load Mod A as well.</pre>


Elminster’s final point is aimed toward mod creators. It is best and safest that any time you release a mod that modifies or relies upon another mod(s), you should list the other mod(s) as a master in the header of your mod.
Elminster’s final point is aimed toward mod creators. It is best and safest that any time you release a mod that modifies or relies upon another mod(s), you should list the other mod(s) as a master in the header of your mod if possible. This may not be practical in some cases, but in most cases it makes sense as a goal to aim for.


Lastly regarding Example #5, the much preferred solution to this whole problem would be for the original mod creator of Mod A to delete the JohnnyBoy edit. But this may not happen because for many reasons such as the mod author is long gone, likes the JohnnyBoy change, and/or is criminally insane. This is why sometimes a patch needs to contain typically unnecessary edits to counter the undesirable edits.
Lastly regarding Example #6, the much preferred solution to this whole problem would be for the original mod creator of Mod A to delete the JohnnyBoy edit. But this may not happen because for many reasons such as the mod author is long gone, likes the JohnnyBoy change, and/or is criminally insane. This is why sometimes a patch needs to contain typically unnecessary edits to counter the undesirable edits.


Why have I spent so much time on cleaning philosophy instead of actual cleaning instructions? The reason is because the majority of problems you can cause by cleaning come from a lack of deep understanding rather than mistakes in the actual cleaning process. Also, the actual cleaning process is very simple (but tedious). And here enters our last Key Concept.
Why has so much time been spent on discussing cleaning philosophy instead of actual cleaning instructions? The reason is because the majority of problems you can cause by cleaning come from a lack of understanding rather than mistakes in the actual cleaning process. Also, the actual cleaning process is very simple (but tedious). And here enters our last Key Concept.


:'''Key Concept #3''': The true challenge in cleaning is not the logistics of cleaning but the knowledge required to know what files to load into TES4Edit.
:'''Key Concept #3''': The true challenge in cleaning is not the logistics of cleaning but the knowledge required to know what files to load into TES4Edit.
==Tips on How to Avoid Dirty/Wild-edit Filled Mods==
Briefly, several points will be made about how to avoid problem mods that contain many dirty and/or wild edits. The best way to avoid wild edits is to '''only use mods created by experienced and trusted modders''' who already make sure to clean their mods before release. However, doing this would greatly limit your mod choices, and there will be certain mods that are too cool to pass up, even if you don't know the expertise of the creator.
Consequently, before using a mod, one strategy is to read comments posted by users on Tesnexus, Planet Elder Scrolls, or the Tesforums thread for that mod. Sometimes this can give you an idea if people are having major problems with the mod. Of course, be careful trusting any comment since many problems users have are due to the users’ mistakes, not the mod itself.
It is also highly advisable to '''only add one mod at a time''' to your game. This means download and install a mod and then play for a period of time before adding another mod. This can help determine if the mod you just added is problematic. But now we are delving into the realm of mod conflicts, which is way too large a subject to cover here, so only a few other points will be mentioned.
Adding mods slowly can be helpful, but it in '''no way''' is a perfect way to detect mod problems. Sometimes you'll add a mod and your game will start crashing. You might want to blame the new mod. Maybe you are right. But also, it may be that another mod you are currently using contains either dirty (not if you already cleaned it, mind you) or wild edits, which by itself didn't cause problems (sort of like a dormant virus). However, adding the new mod, which may be totally clean, caused the prior mod to now wreak havoc on your game. The details of this type of scenario won’t be explained here but just know that this type of thing happens often, which makes it challenging to find the real culprit when your game goes wacky.
But truthfully, most users won't ever know if a mod they are using has wild edits in it unless they put in a lot of effort reading about the mod and looking at it in TES4Edit. Therefore, the average user should take the above-mentioned precautionary measures and not worry about things as long as their game runs ''pretty well'' and is ''fairly stable'', by whatever definition you wish to use.


==Load Order Notes==
==Load Order Notes==
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Now here are some hard and fast rules by the man, ElminsterEU, himself. These rules NEVER change and ALWAYS apply to cleaning.
Now here are some hard and fast rules by the man, ElminsterEU, himself. These rules NEVER change and ALWAYS apply to cleaning.


*The module you are cleaning should be the last in the load order
*The module you are cleaning must be the last in the load order


*All modules (which can be both esm's and esp's) that the to be cleaned module depends on (no matter if they are in the master list or if the dependency is implicit and indirect as e.g. with some of the FCOM modules) must be loaded in the correct load order
*All modules (which can be both esm's and esp's) that the to-be-cleaned module depends on (no matter if they are in the master list or if the dependency is implicit and indirect as e.g. with some of the FCOM modules) must be loaded in the correct load order


Note that to have the correct load order, you set your order to usual way as if you were playing. So as long as you already have the correct load order (you do, don’t you?), then you don’t need to do anything different for using TES4Edit. Load ordering is not within the scope of this document, but the easiest way to get the correct (mostly) load order is to use [http://www.tesnexus.com/downloads/file.php?id=20516 Better Oblivion Sorting Software (BOSS)].
Note that to have the correct load order, you set your order to usual way as if you were playing. So as long as you already have the correct load order (you do, don’t you?), then you don’t need to do anything different for using TES4Edit. Load ordering is not within the scope of this document, but the easiest way to get the correct (mostly) load order is to use [http://www.tesnexus.com/downloads/file.php?id=20516 Better Oblivion Sorting Software (BOSS)].
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Arthmoor also says to clean the ESM first when you have an ESP dependent upon it. This will happen anyway if you simple start at the top of your load list (the ESM’s will be cleaned first).
Arthmoor also says to clean the ESM first when you have an ESP dependent upon it. This will happen anyway if you simple start at the top of your load list (the ESM’s will be cleaned first).
Some people also wonder in what order to clean mods that are related to each other, Again, the recommendation is to '''always work from the top downward'''.
==A Community-Wide Effort==
ElminsterEU rightly points out that cleaning mods should be a community-wide effort. The following is adapted from his statement on the subject.
It's '''NOT''' a good idea for everyone to just go ahead and clean their full load order and then forget about it.
The problem is twofold. First, to properly clean mods usually requires an understanding of the '''intent''' of the mod author. There might be implicit dependencies on other mods which are not part of the master list. Second, and following from the first, depending on how the cleaning was done, people end up with slightly different versions of these modules, which is going to make support in case of problems a nightmare for the mod author.
Also, this would (and currently does) lead to a huge waste of time as different people are cleaning the same mods over and over.
What is needed is more awareness of the issues.
For mod authors:
# '''Clean''' your mods properly. All of them. You are the one who really knows the intention of your mod. Closely review all changes to make sure they preserve the intent of your mod.
# Cleaning mods is NOT just limited to running the automated functions and be done with it. Manually review every override record your module(s) contain to make sure that that's really what you intended to do.
# '''List in your documentation''' that you HAVE cleaned your mods and which version of TES4Edit you used for it. If there were any indirect dependencies that you had to observe while doing the cleaning, specifically list them and the rational for them.
For mod users:
# '''Check''' your mods that do not specifically mention being properly cleaned (by basically doing a dry run of the cleaning process).
# If any of your mods are dirty, '''inform the author'''. The mod authors are the ones that really understand the intention of their mods. They are the ones that are in the best position to properly clean them. And if they only publish properly cleaned mods, the whole community benefits from it.
# If a mod has been deserted by its author or the author is unwilling to fix his mess, just '''leave a short note''' on the comments and/or in the RELz thread to save other mod users from wasting their time. Remember: stay civil; flaming doesn't help anyone.
Mod quality is a community-wide problem that needs to be properly addressed on a community level. And from the ground up, starting with the mod authors. Everyone doctoring around on the symptoms (by cleaning the mods in their own load order) is just wasting a huge amount of time and effort and actually makes support more difficult because different people will have different versions of the same mod.
This is primarily an '''awareness''' problem. Only in very rare cases are dirty mods a skill problem. And even more rarely an attitude problem.
A concentrated '''community-wide effort''' is required to '''raise awareness''' of these issues, and to make it clear that as a matter of community standards, it's not ok to release sub-quality modules which cluster bomb over everything else.


=Section #2: Actual Cleaning Instructions=
=Section #2: Actual Cleaning Instructions=


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.
#Run the TES4Edit executable.
#Run the TES4Edit executable.
#*Outdated instructions: Before version 2.3.0 or so, you had to rename TES4View.exe to TES4Edit.exe or use the “-edit” tag. You also had to use the “-fixupPGRD” tag. All this is no longer necessary. Just download TES4Edit, and run TES4Edit.exe plain and simple.
#*Outdated instructions: Before version 2.3.0 or so, you had to rename TES4View.exe to TES4Edit.exe or use the “-edit” tag. You also had to use the “-fixupPGRD” tag. All this is no longer necessary. Just download TES4Edit, and run TES4Edit.exe plain and simple.
#A dialog box appears with a complete list of your .esp/.esm files appears with all your currently enabled plugins ticked.
#A dialog box appears with a complete list of your .esp/.esm files. All your currently enabled plugins will be ticked.
#*Right click anywhere in the list and pick “Select None.”
#*Right-click anywhere in the list and pick “Select None.”
#*Now select whatever mod you want to clean and make sure to also select any implicit dependencies (you read the entire first section of this guide and you understand what a implicit dependency is, don’t you?). Explicit dependencies can also be ticked just to help you make sure all required mods are included, but explicitly dependent files don’t actually need to be ticked because they will automatically load anyway. Hit ok.
#*Now select whatever mod you want to clean and make sure to also select any implicit dependencies (you read the entire first section of this guide and you understand what a implicit dependency is, don’t you?). Explicit dependencies can also be ticked just to help you make sure all required mods are included, but explicitly dependent files don’t actually need to be ticked because they will automatically load anyway. Hit ok.
#*A mod group dialog box might come up. '''Never''' tick any boxes for mod groups when cleaning, '''ever'''.
#Wait for the mod to load. This will take a short while because it has to also load Oblivion.esm, which is large, and possibly other master files if there are any dependencies.
#Wait for the mod to load. This will take a short while because it has to also load Oblivion.esm, which is large, and possibly other master files if there are any dependencies.
#After loading, right click on the mod you are cleaning and pick “Apply Filter.”
#After loading, right-click on the mod you are intending to clean and pick “Apply Filter.”
#A big dialog box will open with about a thousand different options. Panic for one second and then calm down. You only care about one single checkbox. All other main checkboxes need to be deselected. Here is an image. Just copy what you see exactly. Hit ok.
#A big dialog box will open with about a thousand different options. Panic for one second and then calm down. You only care about one single checkbox: "Conflict status inherited by parent". All other main checkboxes need to be deselected. Here is an image. Hit ok. <br>[[Image:Tes4editcleaningfilter.jpg|300px]]
#Wait for the process to finish. It can take a '''''long''''' time if you’re dealing with a very large or dirty .esm/.esp. This will take a lot of memory also so don’t do other memory-intensive activities when filtering.
#Wait for the process to finish. It can take a '''''long''''' time if you’re dealing with a very large or dirty .esm/.esp. This will take a lot of memory also so don’t do other memory-intensive activities when filtering.
#Now, right click on the mod you are cleaning and pick “Remove "Identical to Master" records.”
#Now, right click on the mod you are cleaning and pick “Remove "Identical to Master" records.”
#Wait two seconds when the big warning message appears and click “Yes…”
#Wait two seconds when the big warning message appears and click “Yes…”
#The mod name will turn bold if any dirty edits were found and removed. You could now investigate each removed record to make sure everything is safe to remove but if you have properly loaded all required files into TES4Edit, then you don’t need to check the details ever.
#The mod name will turn bold if any dirty edits were found and removed. Check the '''Messages''' tab to see what was changed. If you have some technical knowledge about how the mod works, now is a good time to investigate each removed record and/or make a copy of the removal log for later review. If you don't have much technical knowledge about the mod, then you'll have to assume everything was safe to remove, as long as you '''did it right''' (check the glossary for a definition of this term). Even if you don't understand all the details, you can still help out by sending a copy of the removal log to the author.
#The new versions of TES4Edit allow an additional cleaning step for deleted vanilla references. Right click again on the mod you are cleaning and select “Undelete and Disable References.” You'll get another list of things that have been undeleted and disabled. This will help prevent one major cause of the game crashing when exiting.
#The new versions of TES4Edit allow an additional cleaning step for deleted vanilla references. Right click again on the mod you are cleaning and select “Undelete and Disable References.” If any references were undeleted and disabled you'll get another list of such things on the right side of TES4Edit, but don't worry about the details. Doing this extra step will help prevent one major cause of the game crashing when exiting.
#Try to close the program. If there were no dirty edits found, the program will close properly. That mod is clean in regard to automated cleaning. However, if dirty edits were found, upon trying to close the program a dialog box will come up listing the .esp/.esm you modified. Click “OK.”
#Try to close the program. If there were no dirty edits found or references undeleted and disabled, the program will close properly. That mod is clean in regard to automated cleaning. However, if dirty edits were found, upon trying to close the program a dialog box will come up listing the .esp/.esm you modified. Click “OK.”
#Now you’ve cleaned the mod and a cleaned version of the .esp/.esm with the same exact timestamp is in your \Data\ folder. A backup is also in your \Data\ folder. What I do is clean all my mods and afterward sort the files in \Data\ so that all the backups are together and I cut and paste them to another safe location outside my main \Oblivion\ folder.
#Now you’ve cleaned the mod and a cleaned version of the .esp/.esm with the same exact timestamp is in your \Data\ folder ready to be used in game. A backup is also in your \Data\ folder. What I do is clean all my mods and afterward sort the files in \Data\ so that all the backups are together and I cut and paste them to another safe location outside my main \Oblivion\ folder.
#If you have some technical knowledge about the mod you just cleaned, now is a good time to compare the changes against the original mod, to make sure you didn't accidentally introduce new problems during the cleaning process. If you kept a copy of the removal log from Step 12, use it as a guide here. Load the same files again and use TES4Edit's '''Compare to''' function to check the changes. If you don't have much technical knowledge about the mod you just cleaned, you'll have to skip this step, but you can still help to raise awareness of these issues by sending a copy of the removal log to the author.
#Now repeat these directions for every mod you want to clean, starting with the very top of your load order. Never clean more than one .esp/.esm at a time and always make sure the .esp/.esm you are cleaning is the '''''very last''''' file in the list.
#Now repeat these directions for every mod you want to clean, starting with the very top of your load order. Never clean more than one .esp/.esm at a time and always make sure the .esp/.esm you are cleaning is the '''''very last''''' file in the list.


I'll update this with screenshots and better formatting soon...
I'll update this with screenshots and better formatting soon...but the directions are quite fine as they are methinks.


The guide [[TES4Edit/Mod_cleaning_tutorial_with_TES4Edit|here]] is more useful for new people currently.
The guide [[TES4Edit/Mod_cleaning_tutorial_with_TES4Edit|here]] has more pretty pictures if you're in to that sort of thing. Read it over too if you still aren't sure about the process.


=Review of Key Concepts=
=Review of Key Concepts=
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:'''Key Concept #1''': Automated cleaning requires knowledge of exactly which other mods a certain mod relies upon (is dependent upon), both explicitly and implicitly.
:'''Key Concept #1''': Automated cleaning requires knowledge of exactly which other mods a certain mod relies upon (is dependent upon), both explicitly and implicitly.


:'''Key Concept #2''': The very essence of ‘doing it right’ is to make sure you load into TES4Edit all files (.esp and/or .esm), in the right load order, that the mod your cleaning relies upon, both explicitly and implicitly.
:'''Key Concept #2''': The very essence of ‘doing it right’ is to make sure you load into TES4Edit all files (.esp and/or .esm), in the right load order, that the mod you are cleaning relies upon, both explicitly and implicitly.


:'''Key Concept #3''': The true challenge in cleaning is not the logistics of cleaning but the knowledge required to know what files to load into TES4Edit.
:'''Key Concept #3''': The true challenge in cleaning is not the logistics of cleaning but the knowledge required to know what files to load into TES4Edit.
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The astute reader will realize all three key concepts are actually saying the exact same thing.
The astute reader will realize all three key concepts are actually saying the exact same thing.


=Quick List of What Mods to Clean=
=Quick List of What & What Not to Clean=


*Do NOT clean any FCOM files that come in the FCOM archive.
*Do NOT clean any FCOM files that come in the FCOM archive.
*Do NOT clean any of the unofficial patches (UOP, USIP, UMP).
*Do NOT clean SM Plugin Refurbish…unless you really understood this guide.
*Do NOT clean SM Plugin Refurbish…unless you really understood this guide.
*Do NOT the unofficial patches (UOP, USIP, UMP). They have already been cleaned.
*Do clean WarCry & Bob’s Armory.
*Do clean WarCry & Bob’s Armory.
*Do clean the official DLC.
*Do clean the official DLC.
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=List of Mods Needing Cleaning=
=List of Mods Needing Cleaning=


This list is NOT comprehensive. It is merely here to point out some mods that definitely need cleaning. Any mod not on this list and not on the Clean list may need cleaning.
This list is NOT comprehensive. It is merely here to point out some of the more popular mods that definitely need cleaning. Any mod not on this list and not on the Clean list may need cleaning.
 
'''Cautionary note:''' Keep unaltered backup copies of your DLC files somewhere safe in case you need to reinstall them. These are much more difficult to replace from an online source!
 
'''Note for contributors:''' If available please state the version number of the mod you found in need of cleaning. And possibly also state how many "Identical to Master" (ITM) records and "Undeleting and Disabling References" (UDR) were found. Thank you. Also, if you make changes, please do try to let us know at either BGS or TES Alliance so we can update the mirrors (they are being kept to raise public awareness combat potential sabotage).


<pre>24HrArenaAliveV2.esp
Users of the Better Oblivion Sorting Software utility (BOSS) will now be pleased to hear that it contains a fully up-to-date database of all dirty mods, and will report back to you if any of your plugins require cleaning, but only if you have the original dirty plugin! The dirty mod list you see below is now taken directly from the BOSS Masterlist, and is fully up-to-date with all previous versions.
300_White Stallion 4
 
Addendum - Diabloblivion.esp
<pre>
Adonnays Elven Weaponry.esp
 
AlchemistsCave-COBL.esp
(DC) Kvatch Watch Towers.esp  [22 ITM, 49 UDR, CRC 88A0257F]
Aliyah.esp
(DC) Sutch Reborn.esp  [8 ITM, 0 UDR, CRC E88717D7]  [8 ITM, 0 UDR, CRC 3A3BEC75]
ArmamentariumArtifacts.esp
[Keias]Dungeon Of Chaos.esp  [25 ITM, 0 UDR, CRC 34D47392]
Atmospheric Oblivion.esp
 
1em_Vilja.esp  [11 ITM, 0 UDR, CRC CBB991E4]  [11 ITM, 0 UDR, CRC 39E23090]
 
24HrArenaAliveLow.esp  [4 ITM, 4 UDR, CRC 7009ADAE]
24HrArenaAliveV2.esp [6 ITM, 5 UDR, CRC BB54D108]
24HrArenaAliveV2Towers.esp  [6 ITM, 5 UDR, CRC 363CD1F4]
 
300 Feudal Empire.esp
300 Regal Imperial City 2.esp  [0 ITM, 130 UDR, CRC 7AC8F55B]
300_Artifacts.esp  [11 ITM, 0 UDR, CRC EE1BF7BC]
300_Lore_Dialogue_Updated.esp  [1 ITM, 0 UDR, CRC 876DACA1]  [1 ITM, 0 UDR, CRC 366C8D97]
300_White Stallion 4.esp  [20 ITM, 139 UDR, CRC 400BDFF6]
 
A Blades House.esp  [4 ITM, 2 UDR, CRC F08BDB02]
ACCCGR.esp  [13 ITM, 0 UDR, CRC 12CD76A5]
ACCCGR SI.esp  [13 ITM, 0 UDR, CRC EA8628A4]
Addendum - Diabloblivion.esp [1 ITM, 0 UDR, CRC D6814DD]
Adonnays Elven Weaponry.esp [4 ITM, 2 UDR, CRC 8A72E5F4]
AdventurersAlchemy.esp  [1 ITM, 0 UDR, CRC 8AA69408]
AdventurersItemMod.esp  [16 ITM, 26 UDR, CRC D32DAE95]
Aetheric Cuteblade.esp  [420 ITM, 0 UDR, CRC 2AB190D0]
A Family Problem.esp, v3.8c [no ITM or UDR, but dirty GREETING and INFOGENERAL edits]
AFK_Weye.esp  [35 ITM, 0 UDR, CRC E59E8D6E]
AHP.esp  [232 ITM, 0 UDR, CRC 5796B117]
Akaviri Elements Bow v1-2.esp  [6 ITM, 0 UDR, CRC 44C40581]
AlchemistsCave-COBL.esp [3 ITM, 0 UDR, CRC 5838B616]
Ald-Khull.esp  [0 ITM, 1 UDR, CRC 9585AC0C]
AliveWaters - Koi Addon.esp [1 ITM, 0 UDR, CRC 47A85077]
AliveWaters.esp [299 ITM, 0 UDR, CRC 0717BF5A]
AliveWaters_nofish.esp  [1 ITM, 0 UDR, CRC 7618B1DB]
Aliyah.esp [3 ITM, 0 UDR, CRC C4C3D868]
allinonebasement_COBLnoCM.esp  [2 ITM, 0 UDR, CRC A7C0E846]
al-smm7-ru.esp
Alkwynd.esp  [9 ITM, 18 UDR, CRC 810F24DA]
Amajor7 Imperial Furniture.esp  [6 ITM, 0 UDR, CRC 7ACEA2CC]
AmbientTownSounds.esp  [3 ITM, 0 UDR, CRC 130E1D68]
AnavirsPool.esp  [115 ITM, 3 UDR, CRC 3ADED84A]
Ancient Ruins - Ayleid Edition.esp  [19 ITM, 0 UDR, CRC F3161932]
AnvilBayMisteryHouse.esp  [6 ITM, 42 UDR, CRC 7BA6C2D6]
ANW-Storms & Sound.esp  [27 ITM, 0 UDR, CRC C23EEEE9]
ANW-Storms & Sound SI.esp  [27 ITM, 0 UDR, CRC 30E0955F]
Apachii_Goddess_Store.esp  [0 ITM, 3 UDR, CRC 6644E61D]  [0 ITM, 3 UDR, CRC 6633E61D]
Apachii_Heroes_Store.esp  [2 ITM, 11 UDR, CRC F3976680]
Apachii_Wigs_MaleFemale.esp  [4 ITM, 0 UDR, CRC 38AD5735]
Arcana Restored.esp  [1 ITM, 3 UDR, CRC 69D1D5E0; 0 ITM, 3 UDR, CRC C954DEB3]
Arcane Services.esp  [3 ITM, 0 UDR, CRC 15FFC768]
ArchersLodge1.1.esp [13 ITM, 12 UDR, CRC 208C0818]
Arkshtrumz.esp  [23 ITM, 0 UDR]
Armageddon.esp  [62 ITM, 7 UDR, CRC E3E69608]
Armor_skirts.esp  [4 ITM, 0 UDR, CRC 148628BC]
Armor_skirts_nonlvl.esp  [4 ITM, 0 UDR, CRC BDD952BE]
Artefacts of the Ancestors.esp  [255 ITM, 3 UDR, CRC DB68939A]
Artefakte der Ahnen.esp  [86 ITM, 2 UDR, CRC 39CBAE14]
Artifacts.esp  [0 ITM, 1 UDR, CRC 66B9B580]  [0 ITM, 1 UDR, CRC 3D5A25D1]
Aspirias Fluch.esp  [16 ITM, 132 UDR, CRC 46503B81]
Astralis.esp  [23 ITM, 2 UDR, CRC 0FCE9262]
Atmospheric Oblivion.esp [1 ITM, 0 UDR, CRC 9A266EC1]
ATW_Castle_Vet_v1.3.esp  [0 ITM, 14 UDR, CRC AB48455D]
Auriel's Books.esp
Auriel's Books.esp
AyleidArrows.esp
Auriel's_Retreat.esp  [2875 ITM, 0 UDR, CRC CB6EF46D]  [2875 ITM, 0 UDR, CRC 4446B5C1]
bartholm.esp
AuriCloudRulerAddons.esp  [1 ITM, 0 UDR, CRC 3BCDEE6F]
Benirus Manor Remade.esp
AutoEquip.esp  [2 ITM, 0 UDR, CRC A0675EA6]
Blood&Mud.esp
AWS-Storms & Sound.esp  [27 ITM, 0 UDR, CRC 6E7BFAB6]
cf_Improved_Barter_Gold.esp
AWS-Storms & Sound SI.esp  [27 ITM, 0 UDR, CRC 993A2165]
Choices and Consequences - MMM.esp
Ayelid Wells.esp  [4 ITM, 0 UDR, CRC 62C163D8]
Choices and Consequences.esp
Ayleid Arcane Archer.esp  [4 ITM, 0 UDR, CRC 6F9705F8]
ClocksOfCyrodiil.esp
AyleidArrows.esp [32 ITM, 77 UDR, CRC 1B13049A]
Cobl_Glue.esp
AyleidQuest.esp  [4 ITM, 0 UDR, CRC 37F7310]
Crowded Roads Advanced less crowded.esp
AyleidTemple.esp  [39 ITM, 24 UDR, CRC 4B14E3CD]  [39 ITM, 24 UDR, CRC 4B14E2CD]
Cyrodiil transportation network 1.3 WZ.esp
 
DLCBattlehornCastle.esp
Bandit Hideouts.esp  [12 ITM, 2 UDR, CRC EB5BF385]
DLCFrostcrag.esp
BarbarianShop.esp  [3 ITM, 2 UDR, CRC 11B8BA44]
DLCHorseArmor.esp
bartholm.esp [211 ITM, 553 UDR, CRC 7DE84455]  [190 ITM, 553 UDR, CRC 410DEBEB]
DLCMehrunesRazor - Unofficial Patch.esp
BattlehornCastleEnhanced.esp  [86 ITM, 14 UDR, CRC 9E3F8559]
DLCMehrunesRazor.esp
BD&R - Deepgrave.esp  [1 ITM, 0 UDR, CRC CDE28BDF]
DLCOrrery.esp
BD&R - Laughing Maw.esp [10 ITM, 0 UDR, CRC E3E69608]
DLCSpellTomes.esp
BeastHeadInn.esp  [1 ITM, 0 UDR, CRC FC965CD1]
DLCTheivesDen.esp
Beautiful_Women_NiceOnly.esp [10 ITM, 0 UDR, CRC 2C6E9200]
DLCVileLair.esp
BeldaElysium.esp  [279 ITM, 66 UDR, CRC 3C982E26]  [279 ITM, 66 UDR, CRC 2AED0C2F]
Echo_ChapelChant.esp
Benirus Manor Remade.esp [41 ITM, 30 UDR, CRC AED6FBB3]
Enhanced Quest Roleplaying.esp
Better Cities - COBL.esp  [0 ITM, 1 UDR, CRC 52344AB9]
eyja.esp
Better Clocks.esp  [25 ITM, 0 UDR, CRC EFEAA850]
GlenvarCastle.esp
Better daedric shrine Azura.esp  [6 ITM, 5 UDR, CRC 8EE4EA11]
GTAesgaard.esp
Better daedric shrine Hircine.esp  [0 ITM, 5 UDR, CRC BB04D78A]
hackdirtabyss.esp
Better daedric shrine Pyriate.esp  [12 ITM, 31 UDR, CRC 3A4A8659]
HeartOftheDead.esp
Better daedric shrines Clavicus.esp  [9 ITM, 31 UDR, CRC 1BE37CEA]
Ivellon.esp
Better daedric shrines malacath.esp  [10 ITM, 25 UDR, CRC 3075B59]
Knights.esp
better daedric shrines Meridia.esp  [0 ITM, 4 UDR, CRC A0C29155]
Living Economy - Items.esp
Better daedric shrines molag bal.esp  [15 ITM, 1 UDR, CRC DF0548D3]
LostSwordOfTheAylied.esp
Better daedric shrines Namira.esp  [0 ITM, 8 UDR, CRC 77CE697E]
Lynges_Thieves_Highway-10256.esp
better daedric shrines Nocturnal.esp  [5 ITM, 9 UDR, CRC D590B3C6]
Malevolent.esp
Better daedric shrines sanguine.esp  [0 ITM, 56 UDR, CRC 2AFEA0AD]
MannimarcoComplete.esp
Better daedric shrines Sheogorath.esp  [3 ITM, 5 UDR, CRC FFB0BBA8]
MannimarcoRevisited.esp
Better daedric shrines Vaermina.esp  [117 ITM, 8 UDR, CRC 61154249]
Mart's Monster Mod - City Defences.esp
Better Dark Brotherhood Sanctuary.esp  [0 ITM, 3 UDR, CRC C208F695]  [0 ITM, 3 UDR, CRC 42C36BF9]
Mart's Monster Mod - Gems & Gem Dust.esp
Better dungeons.esp  [43 ITM, 2842 UDR, CRC 4908CB39]  [48 ITM, 4164 UDR, CRC ADC761D9]
Mart's Monster Mod - Hunting & Crafting.esp
Better Imperial City.esp  [0 ITM, 3 UDR, CRC 8687BBCC]
MD Saddlebags v3.0.esp
Better Rainbows.esp  [ITM 3, UDR 0, CRC 71BDDEC0]
Mighty Umbra.esp
betterArena.esp  [30 ITM, 18 UDR, CRC 94EC8C40]
MIS.esp
BeyondCyrodiil-Camps.esp  [224 ITM, 3 UDR, CRC B2C02B53]
NakedNord.esp
BeyondTheRealmsOfDeath.esp  [244 ITM, 18 UDR, CRC CD2C8BD8]
Nanaelas Heartbreak.esp
BHC_Expanded.esp  [2 ITM, 12 UDR, CRC C73A3567]  [2 ITM, 12 UDR, CRC C73A3567]
New_Sheoth_Palace_LOD_fix-10076.esp
Black ocean.esp  [273 ITM, 547 UDR, CRC AB24AEB2]
noDem's City Life.esp
Blood&Mud.esp [35 ITM, 401 UDR, CRC 23A62955]  [36 ITM, 401 UDR, CRC A960D6D3]
Oblivion WarCry EV.esp
Bloodrayne Armor.esp  [10 ITM, 0 UDR, CRC 1E5AE2EF]
OBSE-Storms & Sound SI.esp
Blue Destiny's Paladin Armor.esp
Origin of the Mages Guild.esp
Bob's Armory Oblivion.esp  [6 ITM, 0 UDR, CRC DE136AF6]
Rainbows.esp
Book Jackets Oblivion.esp  [8 ITM, 234 UDR, CRC 88936850]
Reznod_Mannequin.esp
BossPhaitCrab.esp  [12 ITM, 0 UDR]
Roleplaying Dialogues.esp
BossPhaitDismal.esp  [7 ITM, 0 UDR]
RTT.esp
BossPhaitStygainHalls.esp
BrivasArmor.esp  [11 ITM, 0 UDR, CRC 5B43D642]
BrumaMGRestored-Frostcrag.esp  [10 ITM, 0 UDR, CRC FB464AAF]
BrumaMGRestored.esp  [10 ITM, 0 UDR 2610B3EA]
BTMoreEnemies.esp  [3 ITM, 0 UDR, CRC 3BDE7DD3]
Bullock.esp  [11 ITM, 1 UDR, CRC 2B5E16CB]
BXX_Mines.esp  [40 ITM, 23 UDR, CRC 82845758]
 
C&C - The Blackwood Company.esp  [100 ITM, 50 UDR, CRC 56C59AC2]
Cardac.esp  [23 ITM, 427 UDR, CRC 39F1A5A7]
Cardac-xulAspenWood-patch.esp  [0 ITM, 30 UDR, CRC 8B508D9F]
Castle_Almgard-V2.esp  [13 ITM, 1396 UDR, CRC 40E0F4DA]
Castle_Highrock.esp  [38 ITM, 0 UDR, CRC 5822A5FD]
Castle_Knightstone.esp  [14 ITM, 249 UDR, CRC 69EB3112]
Castle_Seaview.esp  [3 ITM, 0 UDR, CRC D347242F]
Castle Wolfspike2.esp  [50 ITM, 260 UDR, CRC 69690C28]
CastleInTheMountain.esp  [10 ITM, 47 UDR, CRC 466D7AF7]
CastleLegacy_V2.esp  [0 ITM, 241 UDR, CRC 80CEF8A7]
Castlevania.esp  [13 ITM, 2 UDR, CRC 99857FBF]
CaveOfLostSouls V1.esp  [54 ITM, 2 UDR, CRC 62E7808B]
CDEP-UnderpallCave.esp  [3 ITM, 246 UDR, CRC B1052381]
CDEP_FanaCeya.esp  [13 ITM, 122 UDR, CRC 84B74D3F]
cf_Improved_Barter_Gold.esp [3 ITM, 0 UDR, CRC A4F37E72]
Chairs_Stools_Benches.esp  [ITM 93, UDR 26, CRC 0628F7F6]
Cheat Bob's Armory Oblivion.esp  [2 ITM, 0 UDR, CRC 9D227096]
Chichester Village.esp  [72 ITM, 161 UDR, CRC A5A89A38]
Choices and Consequences - OOO.esp  [0 ITM, 10 UDR]
Chorrol Jewelry Company.esp
Clamshell_Cottage_v1.5.esp  [0 ITM, 15 UDR, CRC 021CF774]
Cliff's Shacks Basements-Radiant AI.esp  [31 ITM, 0 UDR, CRC C076FE76]
Cliff's Shacks Basements.esp [31 ITM, 0 UDR, CRC 680BCBC2]
Cliff_BetterLetters.esp  [8 ITM, 81 UDR, CRC E8007318]
Cliff_CountyNames.esp [137 ITM, 0 UDR, CRC 5FC677BF]
ClocksOfCyrodiil.esp [46 ITM, 20 UDR, CRC 6910C69]
ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp  [9 ITM, 0 UDR, CRC D83FBB37]
cloudcity mod V1.1.esp  [181 ITM, 50 UDR, CRC D89C1AC6]
CLS-craftybits.esp  [56 ITM, 664 UDR, CRC 4C5BC5EC]
CLS-Sailboats.esp  [12 ITM, 0 UDR, A1AE724A]
CM Emilia.esp  [3 ITM, 0 UDR, CRC DEB5D3C7]
CM Partners Extra NPCs.esp [2 ITM, 0 UDR, CRC 9EBE1E58]
CM Partners.esp  [2 ITM, 0 UDR, CRC D1DE9617]
CM Partners Eileen.esp  [3 ITM, 0 UDR, CRC 1583D677]  [3 ITM, 0 UDR, CRC B28EC8A6]
CM Partners NPC.esp  [7 ITM, 0 UDR, CRC ACB522AC]
CM Rigel.esp  [10 ITM, 0 UDR, CRC DA4A2EB2]
CM_Kailinda.esp  [10 ITM, 0 UDR, CRC 41FCE7B5]
CNRP Cheydinhal4OOO.esp  [1 ITM, 0 UDR, CRC A9DDC458]
Cobl Glue.esp  [0 ITM, 14 UDR, CRC EAB6315A]  [0 ITM, 14 UDR, CRC EAB63159]  [0 ITM, 14 UDR, CRC
 
9FA7EEF9]  [0 ITM, 14 UDR, CRC 8A79A499]
Cobl Main RUS.esp  [2 ITM, 0 UDR, CRC 8A79A499]
CompleteMagePack.esp [3 ITM, 0 UDR, CRC AE14DF6D]
COR-Episode1 Secret of Enourk.esp  [22 ITM, 16 UDR, CRC 156247AC]
Creature Diversity.esp  [34 ITM, 0 UDR, CRC DBB29BC1]
Creeper.esp  [0 ITM, 1 UDR, CRC 8A4423BA]
Crowded Cities 15.esp  [4 ITM, 0 UDR, CRC B9CC7C1A]
Crowded Cities 30.esp  [4 ITM, 0 UDR, CRC 3A67E15D]
Crowded Cities_Open.esp  [4 ITM, 0 UDR, CRC 10A7FBA3]
Crowded Roads Advanced.esp  [19 ITM, 0 UDR, E51BD6C2]
Crowded Roads Advanced less crowded.esp [19 ITM, 0 UDR, CRC 0CBA77FF]
Crowded Roads Revisited.esp  [4 ITM, 0 UDR, CRC 239802C4]
Cryptic Festive Ayleid Dining Set.esp
Cryptic White Rose Ayleid Dining Set.esp
CT-Com's Torch Compendium.esp  [3 ITM, 0 UDR, CRC C3C7144B]  [3 ITM, 0 UDR, CRC E0C0457D]
CUO_Bravil.esp  [42 ITM, 729 UDR, CRC A1A0CAA2]
CUO_Bruma.esp  [11 ITM, 5 UDR, CRC 79E62DCD]
CUO_Chorrol.esp  [29 ITM, 468 UDR, CRC A7AF03A3]
CUO_Leyawiin.esp  [47 ITM, 417 UDR, CRC FF5FEEE3]
CV - Kilij.esp [4 ITM, 0 UDR, CRC C4E017B]
CV - Templar Fortress.esp  [50 ITM, 892 UDR 044E1671]
Cybiades.esp  [2 ITM, 0 UDR, CRC A8970D81]  [ITM 4, UDR 0, CRC B3592B2F]
Cyrodiil Border Regions 1.2.esp  [51 ITM, 0 UDR, CRC 1BD8E6E9]
Cyrodiil City Guards.esp  [78 ITM, 0 UDR, CRC E138FF22]
Cyrodiil Rebuild.esp  [128 ITM, 257 UDR, CRC A3178EEA]
cyrodiil transportation network 1.3 wz.esp
 
Daedric Ruins House of Healing Patch.esp  [14 ITM, 6 UDR, CRC 9617DA75]
Daedric Shrine Ruins.esp  [0 ITM, 753 UDR, CRC 99BD9CB0]
Daemonengruft.esp  [6 ITM, 9 UDR, CRC D4C4B30F]
DaggerfallResources02.esp  [16 ITM, 6 UDR, CRC 9FFFAA26]
DarkIllusionArmor.esp  [11 ITM, 1 UDR, CRC F4353E26]
DarkLeatherArmor.esp  [5 ITM, 0 UDR, CRC F67F213E]
DarknessHollows.esp  [22 ITM, 0 UDR, CRC A81A605C]
DBSRebuiltComplete.esp  [1 ITM, 299 UDR, CRC 543D21FB]  [1 ITM, 299 UDR, CRC D49DA10B]
DeadlyReflex 5 - Combat Moves.esp  [1 ITM, 0 UDR, CRC F63D656D]  [1 ITM, 0 UDR, CRC 5726D76C]
Deepwood Adventures.esp  [2265 ITM, 45 UDR, CRC AD5233BC]
DibellasWatchAdditions.esp  [0 ITM, 40 UDR, CRC 6D051C88]
Dirtier Waterfront.esp  [9 ITM, 18 UDR, CRC CB542F9D]
DJ Markov Manor.esp [245 ITM, 1 UDR, CRC 6CB134C6]
DLCBattlehornCastle.esp [13 ITM, 74 UDR, CRC 7048C609]  [18 ITM, 74 UDR, CRC CADD3FD0]
DLCBattlehornCastle - Unofficial Patch.esp  [5 or 1 ITM, 0 UDR, CRC AB4DE79A]
DLCFrostcrag.esp [73 ITM, 94 UDR, CRC 2A7665FB]  [3 ITM, 184 UDR, CRC 9B056616]  [0 ITM, 131 UDR, CRC
 
E3DACFFD]  [0 ITM, 184 UDR, CRC 641C4EC0]  [22 ITM, 94 UDR, CRC 8C95F38D]
DLCHorseArmor.esp [3 ITM, 0 UDR, CRC BAD48E5D]
DLCMehrunesRazor.esp [21 ITM, 15 UDR, CRC CB413740]
DLCMehrunesRazor - Unofficial Patch.esp [1 ITM, 0 UDR, CRC 17517FA6]
DLCOrrery.esp [11 ITM, 2 UDR, CRC 5BC59DB4]
DLCSpellTomes.esp [40 ITM, 0 UDR, CRC 312156F8]  [40 ITM, 0 UDR, CRC 4ABF2393]
DLCThievesDen.esp [5 ITM, 135 UDR, CRC 5DB8CCC]
DLCVileLair.esp  [26 ITM, 1 UDR, CRC 74D2CA6F]
DoTheUnderdark.esp  [22 ITM, 1 UDR, CRC 61246D9A]
DremoraCompanion.esp
DruidsTree.esp
DSoSFrostCragRebornExteriorStairsFix.esp  [1 ITM, 0 UDR, CRC D2621E65]
Duke Patricks - Fresh Kills Now Alert The NPCs.esp  [3 ITM, 0 UDR, CRC FB7500C0]
dungeon.esp  [4 ITM, 0 UDR, CRC 1937E82F]
Dungeons.esp  [62 ITM, 0 UDR, CRC D799716C]  [322 ITM, 0 UDR, CRC 5A04546E]
DWAnvilTransport.esp  [7 ITM, 0 UDR, CRC FEF1B464]
Dwarven Mines.esp  [45 ITM, 0 UDR]
 
Echo_ChapelChant.esp [2 ITM, 0 UDR, CRC 1463180E]
Edhildils Underdark.esp  [8 ITM, 0 UDR, CRC 1BCA0F29]
EiAmod.esp  [0 ITM, 277 UDR, CRC 37ABD205]
Elsweyr plantations & co..esp  [0 ITM, 137 UDR, CRC 38EFADEA]
ElsweyrAnequina.esp  [218 ITM, 1044 UDR, CRC 54674372]  [218 ITM, 1044 UDR, CRC 3EE060AB]
ElsweyrAnequina DV.esp  [218 ITM, 1044 UDR, CRC 85B9199D]  [218 ITM, 1044 UDR, CRC 51A6A4D3]
ElsweyrValenwoodImprovedPatch.esp  [104 ITM, 0 UDR, CRC F2EA526B]
Elsweyr - Valenwood Patch DV.esp  [104 ITM, 0 UDR, CRC 535E4F5D]
Elven Baths.esp  [5 ITM, 20 UDR, CRC B14D2EA1]
EM_RedRoseManor.esp  [44 ITM, 16 UDR, CRC 4A696D9]
Emarion Equipment.esp  [4 ITM, 0 UDR, CRC A71070B4]
Emertxe.esp  [8 ITM, 5 UDR, CRC 67FD3F7B]
emperorface.esp [3 ITM, 0 UDR, CRC AA25A555]
Enhanced Daedric Invasion.esp  [126 ITM, 0 UDR, CRC D34D61BC]
Enhanced Quest Roleplaying.esp [19 ITM, 0 UDR, CRC 1D1C58B3]
EverHaus3.esp  [49 ITM, 22 UDR, CRC 10F16EB7]
EW-Storms & Sound.esp  [27 ITM, 0 UDR, CRC C439BDBB]
EW-Storms & Sound SI.esp  [27 ITM, 0 UDR, CRC AACF47E6]
ExtendedAleswellEV.esp [2 ITM, 28 UDR, CRC 969F8F4B
ExtendedBlankenmarchEV.esp  [7 ITM, 21 UDR, CRC 02CB4BB1]
ExtendedBleakerswayEV.esp  [39 ITM, 356 UDR, CRC 85311F42]
eyja.esp [36 ITM, 20 UDR, CRC 9FBDE389]  [36 ITM, 20 UDR, CRC C2EB9EAE]
 
_Faithless_EV.esp  [99 ITM, 0 UDR, CRC FAF6592A]
Factions Dark Brotherhood.esp  [26 ITM, 24 UDR, CRC C9B0B2EA]
Fairies.esp  [62 ITM, 0 UDR, CRC CE62618B]
FearsomeMagicka.esp  [0 ITM, 1 UDR, CRC 4105F024]
Feudal Empire 300.esp
FHWS.esp  [422 ITM, 2 UDR, CRC 1F1BB9FC]
FightersGuildContracts.esp  [28 ITM, 9 UDR, CRC BB0D71D0]
First Person Messages.esp  [3 ITM, 0 UDR, CRC E97C0B93]
Fish! - v1.1.esp  [ITM 36, UDR 0, CRC 872545DE]
Fishing in Cyrodiil.esp  [36 ITM, 0 UDR, CRC A2300D21]
FLY Armor and Clothing - Non-replacers.esp  [4 ITM, 0 UDR, CRC B0FDF6F]
Forgotten Tomb.esp  [133 ITM, 2 UDR, CRC 39276EC4]
Fort Ferrion.esp  [4430 ITM, 1 UDR, CRC C346CFFD]
Francesco's Leveled Creatures-Items Mod.esm [6 ITM, 0 UDR, CRC 17F6FD1A]
Francesco's Optional Chance of Stronger Enemies.esp  [3 ITM, 0 UDR, CRC 4F003DB0]
Francesco's Optional New Items Add-On.esm  [ITM 2, UDR 0, CRC DFD4FB97]
FrostcragRebornCobl.esp  [0 ITM, 156 UDR, CRC C9702E32]
 
Gaelendryl.esp  [49 ITM, 6 UDR, CRC 795872CA]
Gaenor in Dementia.esp  [7 ITM, 0 UDR, CRC 15FC9306]
Gâteaux et sucreries.esp  [21 ITM, 0 UDR, CRC 0F4DEEC]
GatewayRealm.esp  [63 ITM, 0 UDR, CRC F6580162]
GatewayRealmUL.esp  [66 ITM, 0 UDR, CRC 00BCA56E]
Gift of Kynareth.esp  [0 ITM, 3 UDR, CRC E370F100]
Giskards Tales From the Tomb.esp  [1 ITM, 24 UDR, CRC 90F0F66]
GlenvarCastle.esp [38 ITM, 712 UDR, CRC 718904AC]
GodStatues KOTN Edition.esp  [35 ITM, 30 UDR, CRC 78810F96]
GoldenCrest.esp  [157 ITM, 4 UDR, CRC AA4EEB02]
Golden Perch Inn.esp  [25 ITM, 2 UDR, CRC 444F0E35]
Grandmaster of Alchemy.esp  [12 ITM, 0 UDR, CRC A5FBDA05]
GTAesgaard.esp [107 ITM, 8 UDR, CRC 94A96B7D]  [77 ITM, 0 UDR, CRC 7D7EA42E]
GTAesgaard_2.esp  [13 ITM, 12 UDR, CRC AB1F2934]
GwedenBrothel.esp [0 ITM, 14 UDR, CRC 1433B9E8]
 
hackdirtabyss.esp [3 ITM, 8 UDR, CRC E8CA2F00]
HackdirtTheDeepOnes.esp  [0 ITM, 4 UDR, CRC 9294634B]
Hammerfell.esm [0 ITM, 4 UDR, CRC 7D22F9DF]
Harvest [Flora] - DLCFrostcrag.esp  [2 ITM, 0 UDR, CRC ADFEEDB5]  [2 ITM, 0 UDR, CRC 67EB4689]
Harvest [Flora] - Shivering Isles.esp  [2 ITM, 0 UDR, CRC 05003A29]
Haunted_House_v1.5.esp  [13 ITM, 5 UDR, CRC C61B8314]
HauntedHouse.esp  [38 ITM, 5 UDR, CRC 2F2F9619]
HauntedLairMod.esp  [1690 ITM, 7 UDR, CRC 4B7FB9B4]
HeartoftheDead.esp  [140 ITM, 0 UDR, CRC 36834EFA]
HeartoftheDead-ArriusCreek patch.esp  [0 ITM, 1 UDR, CRC EA1F2756]
Hemingweys Capes Improved.esp  [1 ITM, 0 UDR, CRC 397CB5DD]
Hemingweys Capes Improved Merchants.esp  [1 ITM, 0 UDR, CRC FD2BF13D]
Hentai Mania.esp  [1675 ITM, 425 UDR, CRC 840B603E]  [908 ITM, 425 UDR, CRC E35522FE]  [1738 ITM, 425
 
UDR, CRC 2A340D11]
HentaiMania2(Hentai).esp
HentaiMania2.esp  [265 ITM, 556 UDR, CRC FD040A00]  [271 ITM, 556 UDR, CRC 1411E7E6]  [536 ITM, 562
 
UDR, CRC 3EF2BA9C]
HentaiMania2_Merged_Hell.esp  [6 ITM, 0 UDR, CRC B148CCFA]
HentaiMania2_Merged_Nightmare.esp [6 ITM, 0 UDR, CRC CADD3173]
HighrockVillage.esp  [0 ITM, 73 UDR, CRC D1E9F459]
HilltopLodge.esp  [7 ITM, 37 UDR, CRC B5CD397E]
Hoarfrost Raid.esp  [1 ITM, 0 UDR, CRC 0B0DD032]
HoarfrostCastle.esp  [4 ITM, 730 UDR, CRC A93FE299]  [12 ITM, 738 UDR, CRC F0AC781E]  [71 ITM, 734
 
UDR, CRC 8512B421]
Holy Cathedral.esp  [104 ITM, 1 UDR, CRC B294E4F]
HouseMapMarkersOnlyBought.esp  [27 ITM, 0 UDR, CRC 1664DA76]
HRMHorseArmor.esp  [4 ITM, 0 UDR, CRC 452EB6FF]
HTBUnholyChapelShop.esp  [13 ITM, 0 UDR, CRC AE3A26A9]
 
Idle Dialogue.esp  [5 ITM, 0 UDR, CRC F3DDD964]
Illusionary Summons.esp  [3 ITM, 0 UDR, CRC 8BC62AF5]
Immersive Prison sewer exit.esp  [19 ITM, 0 UDR, CRC D607A66]
Immersive Travelers.esp  [8 ITM, 0 UDR, CRC D9D40901]
ImpeREAL City Unique Districts - All the Districts - Merged.esp  [2 ITM, 0 UDR, CRC DF183339]
ImpeREAL Empire - Unique Forts.esp  [15 ITM, 0 UDR, CRC AD577F04]
ImpeREAL Empire - Unique Forts - OOO FCOM patch by Xtudo.esp  [3 ITM, 0 UDR, CRC 58328D81]
Imperial_City_Cave_House-9473.esp  [1 ITM, 2 UDR, CRC FE41E7A8]
Imperial City Redux.esp  [789 ITM, 2758 UDR, CRC C6D93343]
ImpIsle Walkabout  XUL.esp  [22 ITM, 0 UDR, CRC 4062E31E]
Improved Imperial Infrastructure.esp  [0 ITM, 135 UDR, CRC CDECE238]
Inscription Profession.esp  [1 ITM, 0 UDR, CRC CC8DFD00]
Insomonias Ruins.esp  [1862 ITM, 2 UDR, CRC 554DE8AB]
IOM - Arena.esp
Ivellon.esp [9 ITM, 13 UDR, CRC 645E2C6D]  [0 ITM, 13 UDR, CRC 0BF5CF18]
 
Jagnot- Imperial City Library V1.3.esp  [ITM 41, UDR 171, CRC FC58ACB0]
Jail Break Routes.esp  [40 ITM, 4 UDR, CRC A547B997]
Jhaerik's Dungeon Fog Remover.esp  [0 ITM, 1523 UDR, CRC FA68A64E]
Jhaerik's Dungeon Fog Remover Lite.esp  [0 ITM, 464 UDR, CRC 51999419]
John's Leveled List Overhaul.esp  [4 ITM, 6 UDR, CRC 1347A16B]
JQ-AssassinQuest.esp  [6 ITM, 0 UDR, CRC 936A0C19]
 
K2_Summons.esp  [2 ITM, 0 UDR, CRC 49ACE956]
KDQ - Rural Line Additions.esp  [2 ITM, 0 UDR, CRC A93FE8B0]
kingdomofAlmar.esp  [177 ITM, 31 UDR, CRC 72392FC9]
Knight of Skeleton.esp  [1 ITM, 0 UDR, CRC 79E857E0]
KnightlyArmory.esp  [7 ITM, 9 UDR, CRC CB971F26]
Knight of Skeleton.esp [1 ITM, 0 UDR, CRC 79E857E0]
Knights.esp [113 ITM, 255 UDR, CRC 71480B94]  [121 ITM, 257 UDR, CRC F1F478FA]
Kvatch Rebuilt.esp  [26 ITM, 4 UDR, CRC 34A9FAC9]  [32 ITM, 0 UDR, CRC 61F4A8B9]  [ITM 32, UDR 2, CRC
 
CC9713B1]
KvatchAftermath.esp  [5240 ITM, 390 UDR, CRC 8997D4F1]
KvatchCastleMakeover.esp  [1 ITM, 57 UDR, CRC 89D1C577]
KvatchRebuilt-CheydinhalFalls patch.esp  [0 ITM, 1 UDR, CRC DCE9A024]
KvatchRising.esp  [202 ITM, 3 UDR, CRC 6C91CBEB]
 
Lady Stone Villa.esp  [6 ITM, 1830 UDR, CRC 3F125733]  [22 ITM, 1830 UDR, CRC C5B26ABE]
Lady Stone Villa ULCompatable.esp  [3 ITM, 1830 UDR, CRC AEF9E69D]  [21 ITM, 1830 UDR, CRC 5D2B3929]
LadyLis_dainties.esp  [21 ITM, 0 UDR, CRC B3EC8302]
LadyLiy_Leckerli.esp  [21 ITM, 0 UDR, CRC 0B3CA457]
Lady Stone Villa.esp  [6 ITM, 1830 UDR, CRC 3F125733]  [22 ITM, 1830 UDR, CRC C5B26ABE]
LakesideHome.esp  [3 ITM, 0 UDR, CRC 12A14EDA]
LaserGun_v1.esp  [19 ITM, 0 UDR, CRC BD23305F]
LastUnicorn.esp  [1 ITM, 3 UDR, CRC F0A49BD7]
LCE-addon.esp  [12 ITM, 0 UDR, CRC 46563387]
Leviathan Soulgems.esp  [1 ITM, 0 UDR, CRC DF3D1184]
Legendary Abilities-Fortify Health MOJ.esp
Legendary Abilities-Reflect MOJ.esp  [5 ITM, 0 UDR, CRC 51D68248]
Legendary Abilities-Shield MOJ.esp  [5 ITM, 0 UDR, CRC 52EBC32E]
Legends - Baleful Eye.esp  [15 ITM, 11 UDR, CRC 4A2E7217]
Legion Faction Mod.esp  [244 ITM, 990 UDR, CRC 32E46BF4]
LetThePeopleDrink.esp  [9 ITM, 152 UDR, CRC 9D730B18]  [9 ITM, 152 UDR, CRC AC6A3945]
LetThePeopleDrink-Cobl.esp  [ITM 1, UDR 0, CRC 0DA32EAD]
LetThePeopleDrink-fountainonly.esp  [6 ITM, 93 UDR, CRC 2A1A281B]
LetThePeopleDrink-fountainonly-Cobl.esp  [1 ITM, 0 UDR, CRC 3B07DA89]  [6 ITM, 93 UDR, CRC FC8A8B5F]
LetThePeopleDrink.esp  [9 ITM, 152 UDR]
Living Economy - Items.esp  [10 ITM, 2 UDR, CRC 1F0A2AB8]
lorecreatures.esp  [36 ITM, 1 UDR, CRC 43BF6B9B]
Lost_Happ.esp  [447 ITM, 36 UDR, CRC 42EFBD66]
Lost Paladins of the Divines.esp  [6 ITM, 3 UDR, CRC E3BD8E62]  [6 ITM, 3 UDR, CRC 7D20E14F]
LostSpires_TheOrderofNibenay_patch.esp
LostSwordOfTheAylied.esp [29 ITM, 1 UDR, CRC 775DF108]  [2 ITM, 1 UDR, CRC DD4B7009]
LSBSkullWeapons.1.esp  [3 ITM, 0 UDR, CRC ADCE836]  [2406 ITM, 2 UDR, CRC CDB7D4E1]
LSB Skull Weapons.esp  [0 ITM, 2 UDR]
LSB Skull Weapons (Clean).esp [0 ITM, 2 UDR, 19B24219]
LTDVampireOverhaul.esp  [53 ITM, 10 UDR, CRC BC307C34]
Lyn-StoriesFromTheSeaMod.esp  [7 ITM, 0 UDR, CRC 182A6977]
Lynges_Dark_Brotherhood_Assassins-8654.esp  [56 ITM, 0 UDR, CRC B5CD930F]
Lynges_Thieves_Highway-10256.esp [2 ITM, 0 UDR, CRC 24FE4781]
 
M.O.E. - Lycanthropy and Lichcraft.esp  [61 ITM, 0 UDR, CRC 412CBB2C]
M.O.E. - Tools of Kagrenac - The Secret of White Gold Tower.esp  [3 ITM, 0 UDR, CRC 2AA7F42A]
M.O.E. - Vampire Clan Raelu.esp  [3 ITM, 0 UDR, CRC 277FF034]
Mad Mike's Crypts of Cyrodiil.esp  [16 ITM, 0 UDR, CRC 560DE988]
Mafreseli.esp  [12 ITM, 172 UDR, CRC D235E598]
Mage'sSkyHouse.esp  [79 ITM, 3 UDR, CRC CEC8800F]
Mage_Guild_Teleport.esp  [1 ITM, 0 UDR, CRC E5DFD452]
Malevolent.esp [88 ITM, 65 UDR, CRC 969EEDB3]
MannimarcoComplete.esp [ITM 15, UDR 0, CRC E174D1FE]
MannimarcoRevisited.esp [ITM 0, UDR 261, CRC E2BE41DA]
Mansion of Champions.esp  [64 ITM, 1 UDR, CRC EE81149C]
Mart's Monster Mod - Farm Animals.esp  [8 ITM, 0 UDR, CRC A00E61D1]
MidasSpells.esp  [49 ITM, 11 UDR, CRC E39AF0AC]
Mighty Umbra.esp  [1 ITM, 0 UDR, CRC 6D7692CD]
Mighty Umbra - Vanilla OB.esp  [1 ITM, 0 UDR, CRC 5EDC8746]
Millstone_Farm.esp  [0 ITM, 17 UDR, CRC 8BAB5B62]
Millstone_UL_Patch.esp  [13 ITM, 116 UDR, CRC F7081B36]
Mimics!.esp  [0 ITM, 8 UDR, CRC 7F582015]
Minotaur Race.esm [7 ITM, 0 UDR, CRC 477340C8]
MIS Low Wind.esp  [2 ITM, 0 UDR, CRC F343D8EA]
MIS.esp  [1 ITM, 0 UDR, CRC BCA36827]
MMMMWL-RollingHills patch.esp  [0 ITM, 8 UDR, CRC C3F43D05]
MMMMWL-TheHeath patch.esp  [0 ITM, 14 UDR, CRC 427B1939]
MODArnTemplar.esp  [5 ITM, 0 UDR, CRC 958A7C]
MODAssassinsCreed2_Revisited.esp  [3 ITM, 6 UDR, CRC AB73F59D]
moDem's City Life.esp  [286 ITM, 19 UDR, CRC 88D5A5EE]
Morag Tong Assassins v1-1.esp  [56 ITM, 0 UDR, CRC EBABFCE8]
Morag Tong Assassins(V1.2).esp  [54 ITM, 0 UDR, CRC EE106B87]
Morag Tong Assassins(V1.3).esp  [54 ITM, 0 UDR, CRC 6D3B25D4]
More_Vegetables.esp  [3 ITM, 0 UDR, CRC 2EAEE466]
Moriarcis.esp  [11 ITM, 3 UDR, CRC 18D5C766]
Morrigan Swords Axes and Shield by Jojjo v1_1.esp  [0 ITM, 2 UDR, CRC AA6DD529]
Morroblivion item rebalance.esp  [1 ITM, 0 UDR, CRC E0060F76]
MotoDualGoldbrandEbony.esp  [216 ITM, 0 UDR, CRC 9F9B8D08]
Mounted_Spellcasting.esp  [3 ITM, 0 UDR, CRC D60BCB81]
mrSiikasBetterPorts_CorvetteExpansion.esp  [1 ITM, 0 UDR, CRC A7EEA5FC]
MTCDirtierBandits.esp  [0 ITM, 10 UDR, CRC 2AB190D0]
MTCExpandedVillages.esp  [12 ITM, 290 UDR, CRC 795046EF]
MTCRiverShackv1.2.esp  [94 ITM, 5 UDR, CRC 47777B7D]
MTCThievesGrottoV4.1.esp  [38 ITM, 61 UDR, CRC 941BAFD5]
Mud Crabs!_coMbO.esp  [16 ITM, 0 UDR, CRC C4750E07]
Museum.esp  [4 ITM, 0 UDR, CRC E3CC13A8]
MvCQuellArkadiensEV.esp [0 ITM, 8 UDR, CRC B9CE0619]
Mysterious Bear's Epic Necromancy + EM.esp  [15 ITM, 2 UDR, CRC A8E08203]  [15 ITM, 2 UDR, CRC
 
0AB56ABA]
Mysterious Bear's Power Animals - Opaque.esp [0 ITM, 2 UDR, CRC 26A014E9]
Mysterious Bear's Power Animals - Translucent.esp [0 ITM, 2 UDR, CRC 3813B26C]
Mysterious Bear's Power Animals- Transparent.esp  [0 ITM, 2 UDR, CRC 6386DDCF]
Mysterious Bear's Ramshackle Armory.esp  [49 ITM, 5 UDR, CRC 9708EC51]
mz_Shields.esp [ITM 3, UDR 0, CRC B1D9EF78]
mz_Shields_SI.esp [ITM 3, UDR 0, CRC 050C5ECE]
 
Nagrons Berg-Pagode.esp [5 ITM, 17 UDR, CRC B0C916AC]
NakedNord.esp [18 ITM, 0 UDR, AB1B9D3C]
Nanaelas Heartbreak.esp  [1 ITM, 0 UDR, CRC 3677ABB7]
Nascosto Isles 3.esp  [156 ITM, 0 UDR, CRC D6D26C08]
Nature's_bounty.esp  [1 ITM, 0 UDR, CRC 97D180F0]
New Frostmourne Sword by Jojjo v1_0.esp  [5 ITM, 0 UDR, CRC 770A8BD4]  [5 ITM, 0 UDR, CRC E4C84842] 
 
[5 ITM, 0 UDR, CRC AF56FD5C]
NewMGQuests.esp  [3 ITM, 0 UDR, CRC DF4CDC4D]
New Potions by Tealpanda.esp  [1 ITM, 0 UDR, CRC E5983547]
NEW SHEOTH PALACE LOD FIX-TESSource.esp
New_Sheoth_Palace_LOD_fix-10076.esp [1 ITM, 20 UDR, CRC 3FB0EBDD]
Nicoroshi Creations DW heavy.esp  [1 ITM, 20 UDR, CRC 99B70AED]
Nicoroshi Creations DW Light.esp  [5 ITM, 135 UDR, CRC 3F5B9AB5]
NNWARE Series 1.esp  [20 ITM, 11 UDR]
NNWARE2.esp  [11 ITM, 0 UDR]
NNWAREAyleidDungeons_Series1EV.esp  [20 ITM, 11 UDR, CRC 1F9C69A7]
No psychic guards v1.2.esp  [1 ITM, 0 UDR, CRC A43BE46F]
NordRuins.esp  [25 ITM, 7 UDR, CRC D56D4152]
Northern Front.esp  [98 ITM, 27 UDR, CRC 87B8FF17]  [116 ITM, 27 UDR, CRC 58BDBD48]  [116 ITM, 27 UDR,
 
CRC E1E5FD88]
NRB4+UL-II+LtPD Patch.esp  [0 ITM, 14 UDR, CRC 3E7CA082]
NW-Storms & Sound.esp  [27 ITM, 0 UDR, CRC AC2CE763]
NW-Storms & Sound SI.esp  [27 ITM, 0 UDR, CRC 6761AAF1]
 
object_placement.esp  [12 ITM, 37 UDR, CRC E4858A00]
Oblivifall - Ambiant Dungeon SFX.esp  [1 ITM, 0 UDR, CRC CBB991E4]
Oblivifall - Losing My Religion Blood&Mud.esp  [1 ITM, 0 UDR, CRC 128C5F11]
Oblivifall - Losing My Religion West Roads Patch.esp  [12 ITM, 0 UDR, CRC 1489007C]
Oblivion Cats v0.22b.esp [18 ITM, 0 UDR, CRC 1CE8A9DD]
Oblivion Collectible Cards.esp  [1 ITM, 0 UDR, CRC AC9752E5]
OblivionMsg.esp [100 ITM, 0 UDR, CRC F0EE32C5]
OBSE-Storms & Sound.esp  [27 ITM, 0 UDR, CRC 5A07EB4E]
OBSE-Storms & Sound SI.esp [45 ITM, 0 UDR, CRC AB61AA5A]  [46 ITM, 0 UDR, CRC 3E9AC1E2]
OgramiradsUnmarkedPlaces.esp  [16 ITM, 3 UDR, CRC A738D15F]
ORM-TamriellicGlassDLC6.esp  [5 ITM, 0 UDR, CRC 0631088B]
OMPexample.esp  [3 ITM, 0 UDR, CRC E1CE7EED]
OOO 1.32-Cobl.esp  [9 ITM, 0 UDR, CRC 10E32F6B]
Origin of the Mages Guild.esp [173 ITM, 383 UDR, CRC 440FF00]  [ITM 153, UDR 119, CRC D4A96591]
OWC - ND UL Colovian Highlands Patch.esp  [1 ITM, 0 UDR, CRC CBD9DCFD]
OWC - New Dimension.esp  [198 ITM, 0 UDR, CRC 6450282]
OWC - Seaworld.esp  [0 ITM, 1 UDR, CRC A9894CF0]
OWCND - UL Arrius Creek Patch.esp  [13 ITM, 14 UDR, CRC 7EC34CF0]
 
P1DseeYouSleep.esp  [7 ITM, 0 UDR, CRC A72D68F1]  [7 ITM, 0 UDR, CRC 41C990C4]
pale_rider's Paladin Equipment_enchanted_eng.esp  [4 ITM, 0 UDR, CRC A277829D]  [4 ITM, 0 UDR, CRC
 
2E665F07]
pale_rider's Paladin Equipment_enchanted_ger.esp  [4 ITM, 0 UDR, CRC E3CF4E28]  [4 ITM, 0 UDR, CRC
 
6283824C]
pale_rider's Paladin Equipment_unenchanted_eng.esp  [4 ITM, 0 UDR, CRC 2F89323]  [4 ITM, 0 UDR, CRC
 
D2F29B7A]
pale_rider's Paladin Equipment_unenchanted_ger.esp  [4 ITM, 0 UDR, CRC 99E1B373]  [4 ITM, 0 UDR, CRC
 
D66CA2FA]
Passwall Adventurers Club.esp  [13 ITM, 4 UDR, CRC 11E6D7FE]
PearlFarm.esp  [12 ITM, 0 UDR, CRC 590DE30D]
Pek_Halls_of_The_Phoenix_Order.esp  [2 ITM, 0 UDR, CRC D96DB828]
PersonalPackGuars.esp  [12 ITM, 0 UDR, CRC 508E738B]
PersuasionOverhaul.esp  [1 ITM, 0 UDR, CRC 8948EEF4]
PhoenixEquipment.esp  [3 ITM, 0 UDR, CRC 88C21554]
PhoenixWithoutArmorflame.esp  [3 ITM, 0 UDR, CRC 4AA60013]
Pitcher Plant and Lily Ingredients.esp  [1 ITM, 0 UDR, CRC 963ADDCE]
PJs Spell Compendium - Spell Requirements.esp  [9 ITM, 0 UDR, CRC 38EEF54D]
pmRealTimeInteractions.esp  [1 ITM, 0 UDR, CRC 94805075]
Portable Campsite.esp  [4 ITM, 0 UDR, CRC EDD4B869]
Portable Campsite - Quickstart.esp  [4 ITM, 0 UDR, CRC FE300F35]
PTMudwater.esp  [0 ITM, 5 UDR, CRC 822438DC]
Punk Stevo - Brutal Underground.esp  [9 ITM, 1 UDR, CRC DFB2260B]
 
Qarl's Harvest 1.1.esp  [8 ITM, 105 UDR]
Qarls_Harvest.esp  [8 ITM, 105 UDR, CRC 31844E23]
qNS3-inventrix.esp  [13 ITM, 0 UDR, CRC 8C3473FA]
QOTW Season One.esp  [231 ITM, 2 UDR, CRC 315470CB]
QOTW021.esp  [4 ITM, 0 UDR, CRC 25B73907]
QQuix - Rock, rock, rock your ship - V2.0.esp  [3 ITM, 0 UDR, CRC 275D6C94]  [3 ITM, 0 UDR, CRC
 
DD45007E]
QQuix - Rock, rock, rock your ship - V3.esp  [12 ITM, 0 UDR, CRC 2E1085A5]  [12 ITM, 0 UDR, CRC
 
DA6F223C]  [12 ITM, 0 UDR, CRC E4A111C4]  [12 ITM, 0 UDR, CRC 2AE99607]
Quest For The Elements.esp  [254 ITM, 461 UDR, CRC D2E0B570]
 
Rainbows.esp [3 ITM, 0 UDR, CRC 71BDDEC0]
Ranokoas City Stealth Exits.esp  [78 ITM, 9 UDR, CRC B6E7250E]
Realistic Water.esp  [5 ITM, 0 UDR, CRC B049E8E]  [5 ITM, 0 UDR, CRC 4B04A062] [3 ITM, 0 UDR, CRC
 
EAF3B550]
RealitySpectre'sBetterPotions.esp  [5 ITM, 0 UDR, CRC E8944779]
Reaper's Esmeralda's Desert Manor.esp [48 ITM, 32 UDR, CRC DB57B73]
Reaper's Waterfront.esp  [14 ITM, 60 UDR, CRC 704A02EE]
rebornaylieds.esp  [6 ITM, 2 UDR, CRC F58D55F6]
ReclaimSancreTor.esp  [7 ITM, 0 UDR, CRC A92BCD32]  [356 ITM, 0 UDR, CRC 7D6378B9]  [309 ITM, 0 UDR,
 
CRC D18D5D53]  [0 ITM, 1 UDR, CRC D7E41ACB]
Redecoration.esp  [3 ITM, 0 UDR, CRC 31844E23]
Region Revive - Lake Rumare.esp  [0 ITM, 45 UDR, CRC 4D8FA617]
RenGuardOverhaul.esp  [3 ITM, 0 UDR, CRC 54286FE0]  [1 ITM, 0 UDR, CRC B736932B]
Respawning Varla & Welkynd Stones.esp  [0 ITM, 727 UDR, CRC 49328AE8]
Retma Dresses.esp  [2 ITM, 0 UDR, CRC 2DF18C43]
Retros Fletching and Imbueing.esp  [1 ITM, 0 UDR, CRC 4AA8EE9A]
Return Of Shadows.esp  [0 ITM, 2 UDR, CRC 6D97B636]  [5 ITM, 2 UDR, CRC E29749D7]
road+bridges.esp  [0 ITM, 16 UDR, CRC CA103402]
ROHJ2.esp
RomancingAhnassi.esp  [66 ITM, 0 UDR, CRC 91D702AB]
Rowboats.esp [3 ITM, 11 UDR, CRC 4CFABD99]
RTT.esp [32 ITM, 3 UDR, CRC 65F14171]
Ruin.esp
Ruin.esp
SentientWeapon.esp
Ruins of Tarnesia.esp  [4440 ITM, 1 UDR, CRC 9654B520]
ShiveringIsleTravellers.esp
 
sir_balin_mod.esp
Sacred Duty.esp  [41 ITM, 10 UDR, CRC B7D2A66F]
Slof's Horses Base.esp
Salmo the Baker, Cobl.esp  [34 ITM, 0 UDR, CRC E02E250D]
SM Plugin Refurbish - Battlehorn.esp
Sauron_Armor_Chest.esp  [5 ITM, 1 UDR, CRC F496AE96]
SM Plugin Refurbish - ThievesDen.esp
SB IC Palace Tower Light Mod v1.1 - Constant Yellow Light.esp  [2 ITM, 0 UDR, CRC EFB8DAF7]
Sonia.esp
SB IC Palace Tower Light Mod v1.1 - Flicker Yellow Light.esp [2 ITM, 0 UDR, CRC DC39256E]
StarX Vanilla Vampires Revised.esp
SB IC Palace Tower Light Mod v1.1 - Pulse Yellow Light.esp  [2 ITM, 0 UDR, CRC 6E556FA4]
sunk ships.esp
ScarletMonastery.esp  [28 ITM, 255 UDR, CRC B4B5DA1E]
T.I.E4MODS.esp
Secrets.esp  [2 ITM, 0 UDR, CRC 16DFAB8C]
T.I.E4MODSOOO+FCOM.esp
Secrets-UL edition.esp  [1432 ITM, 0 UDR, CRC 7FDC6530]
TamrielTravellers4OOO.esp
SecretsoftheAyleidsClosure.esp  [3 ITM, 0 UDR, CRC E9500749]
The Lost Spires.esp
Secure Guild Chest.esp  [9 ITM, 13 UDR, CRC 9FE1ED7F]
TheElderCouncil_TempleOfTheOne.esp
SeductiveIdles.esp  [3 ITM, 0 UDR, CRC B8DE5B2F]  [3 ITM, 0 UDR, CRC 32F0B1EE]  [2 ITM, 0 UDR, CRC
TheForgottenShields.esp
 
theivery.esp
F011E367]
TheStorytellersBrotherQuest.esp
Self-Preservation v1.0.esp [12 ITM, 0 UDR, CRC 3BB14891]
Thieves Arsenal.esp
SentientWeapon.esp [4 ITM, 0 UDR, CRC A4E3D11B]  [4 ITM, 0 UDR, CRC C078A0F2]
TOTF.esp
SetsunaDummyTraining.esp  [4 ITM, 0 UDR, CRC 7718C0CE]
Ungarion1TheWelkyndSword.esp
Shadow Ranger.esp  [19 ITM, 2 UDR, CRC 1F83FEE1]
Valley_View_Estate.esp
Shadow Steed.esp  [1 ITM, 0 UDR, CRC EDDAB6DB]
VaultsofCyrodiil.esp
Shadowcrest_Vineyard.esp  [34 ITM, 57 UDR, CRC 497EDBA5]
VHBloodlines 1.2.esp v12
Shadowcrest_Vineyard_COBL.esp  [34 ITM, 57 UDR, CRC 9FD89158]
Visually Enhanced Arena.esp
ShadowfangKeep.esp  [313 ITM, 2 UDR, CRC A970802F]
WeaponsOfTheNine.esp
Shdw_Armor Set_Sotonhorian.esp  [1 ITM, 0 UDR, CRC 3D45C1F1]  [1 ITM, 0 UDR, CRC 1C75B309]
Your_Personal_Museum_Updated-9300.esp</pre>
Sheogoraths_Accords_of_Madness.esp  [98 ITM, 71 UDR, CRC C7AFC21D]
ShezriesTownsMaster.esp [45 ITM, 87 UDR, CRC 67594659]  [24 ITM, 0 UDR, CRC 1A77795D]  [114 ITM, 0
 
UDR, CRC C59896C6]
ShiveringIsleTravellers.esp [7 ITM, 0 UDR, CRC 36DD18E]
Siliane.esp  [3 ITM, 0 UDR, CRC 436F457D]
Silj's Martigen's Monster Mod summmon spells and conjuration compendium.esp  [13 ITM, 4 UDR, CRC
 
3C6CC609]
Silvercliff.esp  [3 ITM, 0 UDR, CRC B6D06CD5]
sir_balin_mod.esp [233 ITM, 0 UDR, CRC 607E10BE]
SK_Berserk_v0.6.esp  [15 ITM, 2 UDR, CRC FC1D6B7F]
SkinMannequinVan-nosleep.esp  [10 ITM, 0 UDR, CRC 65249775]
SkinMannequinVan.esp  [10 ITM, 0 UDR, CRC B3148F27]
Skyrim Draugr Canyon.esp  [0 ITM, 73 UDR, CRC DE35E870]  [0 ITM, 73 UDR, CRC ED13B243]
Skyrim Draugr Canyon Deutsch.esp  [0 ITM, 73 UDR, CRC F9B5659D]  [0 ITM, 73 UDR, CRC 4F6681F2]
SkyrimObservatory.esp  [14 ITM, 7 UDR, CRC 5ADC0013]
Slappy's Wigs v1.0.esp  [12 ITM, 2 UDR, CRC 71A3DAD3]
Slof's Extra Horses.esp  [28 ITM, 0 UDR, CRC 8BA333FA]
Slof's Giger Armour.esp  [3 ITM, 0 UDR, CRC 8B6D4ABC]
Slof's Horses Base.esp [18 ITM, 0 UDR, CRC 66C78539]
Slof's Oblivion Robe Trader.esp  [1 ITM, 0 UDR, CRC 2613C2F9]  [4 ITM, 0 UDR, CRC 9D2961CB]
SM_ShiveringIsles.esp  [1 ITM, 0 UDR, CRC FA560808]
Solace.esp  [29 ITM, 24 UDR, CRC 9682DF1D]
Sonia.esp  [1 ITM, 0 UDR, CRC D87BC592]
Soolie'sBetterEnchantmentEffects.esp  [2 ITM, 0 UDR, CRC 850A32B5]
SoT_TheOrderofNibenay.esp  [129 ITM, 19 UDR, CRC CA79063C]
Sounds of Cyrodiil - OC Reborn Patch.esp  [1 ITM, 35 UDR, CRC 408C9E1F]
Spells and Enchanting at guilds.esp
Spirit's Edge.esp  [97 ITM, 4 UDR, CRC 3987C0D6]
StalhrimVillage.esp  [0 ITM, 89 UDR, CRC 1D11672D]
Star's Fury.esp [0 ITM, 3 UDR, CRC 0B25A64E]
StockClothingArmor-forExnems.esp [3 ITM, 0 UDR, CRC 97BD3C1A]
StokerWolff.esp  [11 ITM, 3 UDR, CRC 52AFA081]
Storms & Sound.esp  [27 ITM, 0 UDR, CRC 2DBAAA1A]  [27 ITM, 0 UDR, CRC AC2CE763]  [27 ITM, 0 UDR, CRC
 
C439BDBB]  [27 ITM, 0 UDR, CRC C23EEEE9]  [27 ITM, 0 UDR, CRC 5A07EB4E]  [27 ITM, 0 UDR, CRC AB61AA5A]
 
[27 ITM, 0 UDR, CRC 9A124534]  [27 ITM, 0 UDR, CRC 30E0955F]  [27 ITM, 0 UDR, CRC 993A2165]  [27 ITM,
 
0 UDR, CRC AACF47E6]  [27 ITM, 0 UDR, CRC 6761AAF1]
Storms & Sound SI.esp  [27 ITM, 0 UDR, CRC 9A124534]
strotisNewFood.esp  [31 ITM, 0 UDR, CRC 833600D6]
Suliin V1.2.esp [52 ITM, 118 UDR, CRC 5802804A]
SunderedKeep.esp [50 ITM, 3 UDR, CRC 70719F5B]
sunk ships.esp  [135 ITM, 34 UDR, CRC E238F1EC]
Sutch Reborn.esp  [ITM: 8, UDR: 0, CRC E88717D7]
Sutch reborn Lighthouse Fix UL.esp  [2 ITM, 0 UDR, CRC C591AFC5]
SW01.esp
SW01Plus.esp
 
T-HMO.esp
T.I.E4MODS.esp [6 ITM, 392 UDR, CRC 2FD81EB9]
T.I.E4MODSOOO+FCOM.esp [8 ITM, 0 UDR, CRC A7E5FB03]
Tales from Elsweyr Anequina.esp  [0 ITM, 224 UDR]
TalosBridgeGateHouse.esp  [15 ITM, 31 UDR, CRC DF00178C]
TamrielSnacks11-DV.esp  [20 ITM, 19 UDR, CRC 156F6CFE]
TamrielSnacks11-EV.esp  [20 ITM, 19 UDR, CRC 36E6CBAA]
TamrielTravellers.esp  [38 ITM, 0 UDR, CRC EB4A4D83]
TamrielTravellers4MMM.esp  [37 ITM, 0 UDR, CRC C0CECFEA]
TamrielTravellers4OOO.esp [78 ITM, 0 UDR, CRC 2CB068DB]
tda_Armoury.esp  [5 ITM, 0 UDR, CRC E1B7E45F]
tda_WitchKingHelm.esp  [4 ITM, 5 UDR, CRC 744A186B]
Templar Fighters Guild.esp  [12 ITM, 6 UDR, CRC 43631980]
The Arsenal.esp  [ITM 15, UDR 20, CRC 4D20F120]
The Ayleid Steps.esp  [0 ITM, 1 UDR, CRC B0311481]  [0 ITM, 1 UDR, CRC 6669B5B6]
The Imperial Water - BETTER CITIES.esp  [ITM 21, UDR 0, CRC 73F25199]
The Kingdom of Shadow test1.esp  [ITM 1360, UDR 62, CRC 94C3C6B]
The Lost Spires.esp [165 ITM, 433 UDR, CRC 5B6ADFB3]  [164 ITM, 433 UDR, CRC 8BBD7F36]  [163 ITM, 433
 
UDR, CRC B90E1A6D]
The Mystery of the Dulan cult.esp  [4569 ITM, 16 UDR, CRC 06845A1E]
The Ruins of Miscarcand.esp  [10 ITM, 1910 UDR, CRC 9B8C026E]
The Temple of Medusa.esp  [37 ITM, 0 UDR, CRC CC093DE]
The Temple of The Sleeper.esp  [139 ITM, 0 UDR, CRC 7EF41099]
TheElderCouncil.esp  [274 ITM, 192 UDR, CRC 763FC748]
TheElderCouncil_TempleOfTheOne.esp [15 ITM, 0 UDR, CRC 5BEE0900]
TheForgottenShields.esp [6 ITM, 0 UDR, CRC 33817D08]
TheHole.esp  [57 ITM, 165 UDR, CRC D8CE5984]
TheHolePt2.esp  [4 ITM, 141 UDR, CRC F880F95E]
The Kingdom of Shadow test1.esp  [1292 ITM, 62 UDR, CRC 6E718D35]  [1292 ITM, 62 UDR, CRC 4C73C319] 
 
[1360 ITM, 62 UDR, CRC 94C3C6B]
TheNecromancer.esp [108 ITM, 178 UDR, CRC 6798B41]
TheOubliette.esp  [32 ITM, 0 UDR, CRC 2F16C1C5]
ThePaleAdventurer.esp  [1 ITM, 0 UDR, CRC 29220AEF]
TheReturnOfTheDarkBrotherhood.esp  [10 ITM, 76 UDR, CRC 08450046]
Thermae.esp  [21 ITM, 39 UDR, CRC AAD7EC09]
TheStorytellersBrotherQuest.esp [17 ITM, 0 UDR, CRC 2414A8EF]  [17 ITM, 0 UDR, CRC 3B237D7C]
thievery.esp  [4 ITM, 0 UDR, CRC D5951BC9]
Thieves Arsenal.esp [368 ITM, 1216 UDR, CRC 2DE5B6D1]
TLC2.esp  [113 ITM, 5 UDR, CRC 8AC7051F]
TolawaylAyleidCity_Quest.esp  [26 ITM, 18 UDR, CRC C5C868BD]
Tombstone Epitaphs.esp  [3 ITM, 587 UDR, CRC 888FB064]
Torynwyll.esp  [24 ITM, 25 UDR, CRC 693FB4D9]
TOS - Prelude.esp  [0 ITM, 6 UDR, CRC FB2EC779]
TOTF.esp [ITM 76, UDR 2, CRC 14BBA6EE]
tq3-Blood-and-Gold.esp  [2 ITM, 0 UDR, CRC 2153825C]
TR_Stirk.esp  [7 ITM, 1 UDR, CRC BAEEF8CF]  [11 ITM, 1 UDR, CRC B25BA607]
Trade and Commerce.esp  [9 ITM, 18 UDR, CRC DC6AFCCD]  [17 ITM, 18 UDR, CRC C5C1D187]  [0 ITM, 18 UDR,
 
CRC 955A7549]  [0 ITM, 18 UDR, CRC 955A7549]
Trail  Central.esp  [112 ITM, 16 UDR, CRC 25B95DA0]
Trail  EAST.esp  [85 ITM, 37 UDR, CRC 9682CAFF]
Trail  South East.esp  [109 ITM, 31 UDR, CRC 4069ED03]
Trail  WEST.esp  [160 ITM, 22 UDR, CRC 4AC3EAB9]
Trails of Cyrodiil - Colovian Highlands UL.esp  [109 ITM, 64 UDR, CRC C5EBDE40]
Trails of Cyrodiil North Short Cut.esp  [9 ITM, 36 UDR, CRC B1DA95E5]  [7 ITM, 36 UDR, CRC 11603FD8]
treasure maps v1.esp  [13 ITM, 1 UDR, CRC C3590CBA]
Treasure Maps_Boethia's Burden.esp  [2 ITM, 1 UDR, CRC A30496FE]
treasure maps captus demus.esp  [3 ITM, 0 UDR, CRC D0D3DA5C]
Treasure Maps Meridias Womb.esp  [1 ITM, 0 UDR, CRC 100F394C]
Treasure Maps Revenge Of The Nords.esp  [3 ITM, 0 UDR, CRC 41E287B2]
TRoN.esp  [9 ITM, 3 UDR, CRC 8A09B1F1]
TWMP_ProvinceHighRock.esp  [98 ITM, 130 UDR, CRC C429C648]
TWMP_Thir River.esp  [32 ITM, 0 UDR, CRC 52ECF190]
Tyrael Companion.esp  [2 ITM, 0 UDR, CRC 3BE2DB53]
 
UFF & RM Gold and Silver Daedric Armor.esp  [10 ITM, 1 UDR, CRC 9DFB019]
UL II Immersive Prison Sewer exit.esp  [11 ITM, 0 UDR, CRC 26B755F4]
undercover.esp  [19 ITM, 0 UDR, CRC 757F1F42]
UnderdarkSaga.esp  [6 ITM, 0 UDR, CRC 453742B9]
Ungarion1TheWelkyndSword.esp [5 ITM, 3 UDR, CRC E8E6D2AC]
Unholy Cathedral.esp  [431 ITM, 149 UDR, CRC 840C67F8]
Unique Dungeons - Lichs Lair.esp  [6 ITM, 0 UDR, CRC 7BF67082]
Unique Dungeons - Lost Glory.esp  [2 ITM, 0 UDR, CRC 1CD53035]  [2 ITM, 0 UDR, CRC 166EFDC3]
Unique Forts Fort Strand.esp  [4 ITM, 35 UDR, CRC 5AAF40DC]
Unique Forts Gold Coast.esp  [39 ITM, 217 UDR, CRC 99C57EC6]
Universitum Arcanorum.esp  [121 ITM, 1169 UDR, CRC 9BDBB795]  [9 ITM, 1169 UDR, CRC D41DC29C]
Unofficial Elsweyr Anequina Patch.esp  [2 ITM, 0 UDR, CRC AD4131F8]
UVII.esp  [13 ITM, 0 UDR, CRC 3144EC1B]
Valenwood Improved - Fallenleaf Everglade EV - Patch.esp  [5 ITM, 0 UDR, CRC 8056A33C]  [5 ITM, 0 UDR,
 
CRC
Valley_View_Estate.esp [28 ITM, 15 UDR, CRC 0BC0E798]
VAs Better Gold with no Menu Icon.esp  [0 ITM, 1 UDR, CRC C0A002B4]
VaultsofCyrodiil.esp [15 ITM, 58 UDR, CRC 3D9375C6]
Veldin.esp  [49 ITM, 11 UDR, CRC BC65CD25]
Verwen Brewery UL_AY_AC Compatable.esp  [0 ITM, 1 UDR, CRC E45679C7]
VHBloodlines 1.2.esp [45 ITM, 756 UDR, CRC 4FBE3DC0]  [45 ITM, 756 UDR, CRC 8187F096]  [1 ITM, 0 UDR,
 
CRC CE62618B]
ViljainLakeside.esp  [3 ITM, 0 UDR, CRC 649D8691]
ViljainRedRoseManor.esp  [3 ITM, 0 UDR, CRC 1A496E57]
Villages1.1.esp  [24 ITM, 19 UDR, CRC 71F17D9E]
Vin Swords.esp
Visually Enhanced Arena.esp [4 ITM, 0 UDR, CRC 81563088]
 
WAC.esp  [34 ITM, 0 UDR, CRC C8D70EC3]
WAC - Birds&Insects.esp  [11 ITM, 0 UDR, CRC 34E5DAEC]
WAC - BlackBootDungeon.esp  [4 ITM, 0 UDR, CRC 7C253683]
WAC - Crowded Roads Revisited.esp  [3 ITM, 0 UDR, E49CCD66]
WAC - Female Armor Refine.esp [40 ITM, 0 UDR, CRC 87D74399]
WAC - Female Armor Refine -No Low Body.esp  [87 ITM, 0 UDR, CRC 24FF137B]
WAC - Horses.esp  [3 ITM, 0 UDR, CRC 1ABE5A11]
WAC - Magic.esp  [3 ITM, 0 UDR, CRC 290989F0]
WAC - NoMapMarker.esp  [16 ITM, 0 UDR, CRC 9BD8F9C2]
WAC - OverSpawn.esp  [3 ITM, 0 UDR, CRC 030C2196]
WAC - Player Summons.esp  [21 ITM, 0 UDR, CRC 77FF1D67]  [30 ITM, 0 UDR, CRC EA321AD6]
WAC - xulBCLostCoast.esp  [2 ITM, 2 UDR, CRC 905F14AF]
WAC-ULchorrolhinterland-patch.esp  [1 ITM, 0 UDR, CRC D31BDFEF]
Walkabout.esp  [21 ITM, 11 UDR, CRC 31BE18D9]  [27 ITM, 11 UDR, CRC 594A8E9B]  [1 ITM, 0 UDR, CRC
 
379F2A1B]
wands.esp  [5 ITM, 0 UDR, CRC BA110E01]
Watchtower.esp  [8 ITM, 16 UDR, CRC 11D3867A]
Waterfront Shack.esp  [1 ITM, 8 UDR, CRC 4FD37830]
WaterfrontMarket.esp  [17 ITM, 8 UDR, CRC 72EB5289]
WatersEdgeImproved.esp  [30 ITM, 14 UDR, CRC 53A73FA1]
Wayshrines Improved.esp  [13 ITM, 0 UDR, CRC A200A48]
Weapon Expansion Pack for Oblivion Nthusiasts.esp  [1 ITM, 0 UDR, CRC 13F4CF76]
WeaponsOfTheNine.esp [24 ITM, 21 UDR, CRC DA0EE588]
Wellspring Vale.esp  [2 ITM, 134 UDR, CRC 3E9D0614]  [2 ITM, 134 UDR, CRC 0AFCCFE8
West Roads.esp  [5 ITM, 10 UDR, CRC EDE05E56]
Weye.esp  [41 ITM, 80 UDR, CRC A3FF8474]
WeynonRetreat.esp  [91 ITM, 10 UDR, CRC C5361D05]
Wiedergaenger Race.esp  [30 ITM, 4 UDR, CRC 6F1B67D5]
Windfall.esp  [9 ITM, 0 UDR, CRC 5C811264]
Witch's Throne.esp  [12 ITM, 14 UDR, CRC 6F1BEFB0]
witchkingsword.esp  [5 ITM, 0 UDR, CRC 65F472B4]
Wizard'sSpellBook.esp  [31 ITM, 27 UDR, CRC 1A8F35F2]
Wolf Companions -TcS-.esp  [3 ITM, 0 UDR, CRC C9B5E3A]
WOTFH_1.3.esp  [0 ITM, 15 UDR, CRC 76708A3D]
 
xulAncientRedwoods.esp  [361 ITM, 734 UDR, CRC 6387135]
xulAncientYews.esp  [1 ITM, 4572 UDR, CRC 6B0D5E8E]
xulArriusCreek.esp  [0 ITM, 337 UDR, CRC 4C4B30C8]
xulBeachesOfCyrodiilLostCoast.esp  [0 ITM, 1371 UDR, CRC 8955ECE]
xulBlackwoodForest.esp  [39 ITM, 0 UDR, CRC 781AC4EB]
xulBravilBarrowfields.esp  [0 ITM, 5260 UDR, CRC A29AFDC3]
xulChorrolHinterland.esp  [0 ITM, 2326 UDR, CRC B7B4334A]
xulCliffsOfAnvil.esp  [5 ITM, 0 UDR, CRC E9AEB1BF]  [2 ITM, 0 UDR, CRC 701EF543]
xulCloudtopMountains.esp  [0 ITM, 4984 UDR, CRC FAB16618]
XulEntiusGorge.esp  [12 ITM, 1309 UDR, CRC CE1FE795]
xulFallenleafEverglade.esp  [0 ITM, 697 UDR, CRC E17D276D]
xulImperialIsle.esp  [19 ITM, 49 UDR, CRC 9F8E4A43]
xulLushWoodlands.esp  [0 ITM, 648 UDR, CRC 62FB2C49]  [52 ITM, 940 UDR, CRC FA59EB15]
xulPantherRiver.esp  [0 ITM, 90 UDR, CRC 168E01A1]
xulRiverEthe.esp  [0 ITM, 7847 UDR, CRC D3959EE4]
xulRollingHills_EV.esp  [20 ITM, 282 UDR, CRC 3B943963]
xulRollingHills_EV_withoutWheat.esp [2 ITM, 282 UDR, CRC 7518580E]
xulTheHeath.esp  [25 ITM, 704 UDR, CRC 64C34F7D]
xxJump.esp  [3 ITM, 0 UDR, CRC 6F92CD7C]
 
Your_Personal_Museum_Updated-9300.esp [3 ITM, 0 UDR, CRC AA358578]
 
za_bankmod.esp  [5 ITM, 0 UDR, CRC 831EB9FA]
zCats & Rats.esp  [15 ITM, 0 UDR, CRC 99F45386]
ZUSIO-Map MarkerOverhaul SI-patch.esp  [ITM 1, UDR 0, CRC B66FCFAE]
zzzItemGeneratingSystem.esp  [4 ITM, 0 UDR, CRC A08A9ABE]
zzzNpcAIEnhanced.esp
</pre>
 
 
==300_White Stallion 4.esp Special Cleaning Instructions==
 
Requires custom TES4Edit work to fix errors or it can’t be saved. It's too complicated to list here, but it has to do with editing REFR:00092EC9 so that it uses the Upper version of the door and moving the door into the correct position. Copy the coordinates from REFR:020014BE then delete REFR:020014BE. This also applies to the renamed Feudal Empire version.
 
While we're talking about White Stallion/Fuedal Empire, this mod also has a LOT of errors in the AI Packages. They currently have no faction assignments and need to be updated. You can open the mod in the Construction Set and go to AI Packages and find all the ones with null parameters. Change those to have the following two conditions:
 
Target no, GetFactionRank, LeyawiinFaction, >=, 0.00 AND
Target no, GetFactionRank, KnightsWhiteStallion, >=, 0.00
 
==Artefacts of the Ancestors.esp Special Cleaning Instructions==
 
This mod contains two cells that share the same FormID (DELETEDHdADungeon and DELETEDHdAHaus, with FormID XX000CE8). This will cause TES4Edit to error when you attempt to open the plugin to clean it. There are two methods to correct this:
 
1. Open the plugin in the Construction Set with Construction Set Extender installed and give one of the cells a new FormID. This is not recommended unless you are a highly experienced modder, though.
 
2. Use TESSnip to remove one of the duplicated cells. Instructions follow:
 
Once, you have opened the plugin in TESSnip, locate the CELL records DELETEDHdADungeon and DELETEDHdAHaus (Fifth GRUP bunch down in the CELL GRUP, first Sub-Group). As you will be able to tell, these cells have identical FormIDs, and at least one of them needs to go. Given the prefix of the Forms, it is very likely that neither was ever meant to be seen in game, but this is something that really cannot be told at a cursory glance. Anyways, deleting at least one of these cells will fix the error.
 
This will allow you to edit the plugin in TES4Edit and clean things up.
 
==AuriCloudRulerAddons.esp Special Cleaning Instructions==
 
Contains a wild edit of the Redguard race record 00000D43. Delete this edit manually.
 
Cell 00000ADC contains a large number of objects that have only been moved very slightly, and it is possible these are leftovers from running the Havok Sim. These records, however, cause no harm and so do not need to be removed.
 
==BattlehornCastleEnhanced.esp Special Cleaning Instructions==
 
Before this mods can be cleaned automatically, an incorrectly placed object that causes errors must be removed. To do so, the following must be done in TES4Edit:
 
Load the mod in TES4Edit. Once it has finished loading, search for the FormID 01012EC4 using the box in the upper left of the window. Once found, right-click the record and select "Remove". Say OK to the message and quit TES4Edit, saving the plugin. You can now re-load the plugin in TES4Edit for automatic cleaning.
 
==Book Jackets Oblivion.esp Special Cleaning Instructions==
 
Book Jackets Oblivion adds three lights to the BookWarehouse cell. You can safely delete those.
 
==CDEP_FanaCeya.esp Special Cleaning Instructions==
 
This mod moves the interior door to Fanacasecul, which is a persistent reference, and can causes CTDs in the area around Fanacasecul. There's a (relatively) easy way to fix this, though:
 
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 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==
 
There's one wild edit changing the water height in Worldspace cell (26, -42). To remove this, open in TES4Edit, and expand "Worldspace", then expand "0000003C - Tamriel". Now the second row down called "Block 0, -2" is what needs to be removed. Right-click on "Block 0, -2" and pick "Remove" from the menu. Say OK to the message and close TES4Edit and save the .esp.
 
==KvatchRising.esp Special Cleaning Instructions==
 
Kvatch Rising incorrectly modifies the script for Alawen, the advanced Marksman trainer. To correct this, the following must be done in TES4Edit:
 
expand the branch for KvatchRising.esp. Then expand the branch for "Script". The first one on the list will be formID 000A79EC. Right click on that script, select "change form ID" and change it to: 030A79EC.
 
You'll get another menu that comes up with some NPCs listed. Right click anywhere in the group of NPCs, hit "select all", then hit OK twice. If it worked correctly, you'll see a message at the bottom of the right pane of the app that says:
 
10 records out of 10 total records which reference FormID [000A79EC] have been updated to [030A79EC]
 
Close TES4Edit and let it save the changes.
 
==Shadow Ranger.esp Special Cleaning Instructions==
These records have been attributed to breaking access to some containers in Abandoned Mine. Use TES4Edit to remove these records manually:
 
NAZStaticRef
NAZBearRef
NAZLionRef
NAZLion1Ref
NAZLion2Ref
NAZLion3Ref
NAZLion4Ref
NAZMarkerRef
NAZMarker2Ref
NAZMarker3Ref
NAZMenuRef
NAZPantherRef
NAZWolfRef
NAZWolf1Ref
NAZWolf2Ref
NAZWolf3Ref
NAZWolf4Ref
 
==SunderedKeep.esp Special Cleaning Instructions==
 
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==
 
Contains NULL Refs that must be deleted manually. These are the refs:
 
XX000EF9, XX000EF8, XX000EF7, XX000EFE, XX000EFB, XX000EFA, XX000EF6, XX000EF5, XX000EF3, XX000EF2, XX000EEF, XX000EEE, XX000EE9, XX000EE8, XX000EE7


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


<pre>Unoffical patches
<pre>1AzuSeraphimSet.esp
More coming soon...</pre>
 
A Family Problem.esp
Ak- Morroblivion Maps HD.esp
Alchemy Book.esp
Alir'sArmor.esp
All Natural.esp
All Natural SI.esp
All Natural - Real Lights.esp
Alluring Potion Bottles v3.esp
Alyeid Loot Extension.esp
An Old School Dungeon.esp
An Unexpected Company.esp
Andragorn_Weapons_Armors.esp
Anduril Reforged.esp  [Version 1.31]
ArmamentariumArtifacts.esp
Armamentium female.esp
Armory of the Silver Dragon.esp
Arren.esp
Artifacts - ArmaCompleteAddon.esp
ArtifactsFemaleArmor.esp
AsharasCMPartners.esp
AT2 01-Shiki Armor Set.esp
AT2 02-Shiki Armor Set.esp
Atmospheric Oblivion.esp
attack and hide xxx v2.1.esp
AudaciousMagery.esp
 
Bedrolls-OBSE.esp
Better Cities (all files)
BetterCoins.esp
BlackLuster.esp
BladeOfTheHaunted.esp
BookCollisionTest.esp
Breathing Idle Animations.esp
BrinaCrossVillage.esp
BrinaCrossVillage - COBL.esp
Brina Cross - Unique Forts Patch.esp
 
C&C - The Blackwood Company - OOO.esp
CalyndStone.esp
Camping.esp
CapesandCloaks.esp
Castle Redwort.esp
Chapel Shop.esp
ChaseCameraMod.esp
Cobl Races TNR.esp  [Version 1.53]
Cobl Races TNR SI.esp  [Version 1.53]
Cobl Si.esp  [Version 1.63]
Council of Mages Reconvened.esp
CM Partners.esp
Crystal Cave Dungeon.esp
Crystal Cave Tileset.esm
CybiadesDungeon.esp
 
DACompilation_GO_SI_APN.esp
DA Sprint.esp
DAValeriaCuteElf.esp
Deadly Reflex Bow Sway.esp
Detect Life Shader [New].esp
DibellasWatch.esm
DragonKnightArmor0.9.esp
Dread Knight Armor.esp
DropLitTorchOBSE.esp
DS Flaming Arrows.esp
Dungeon Actors Have Torches 1.6 CT.esp
DWIngameMap.esp
DZ_Hide_Grass.esp
 
Egress.esp
Enhanced Economy.esp  [Version 5.1] Author: TheNiceOne
Enhanced Grabbing.esp
Enhanced Hotkeys.esp  [Version 2.1.1] Author: TheNiceOne
Enhanced Seasons.esp
Enhanced Vegetation xxx.esp
Enhanced Water v2.0 HD.esp
Enhanced Water v2.0 HD - SI Addon.esp
Enhanced Water v2.0 HDMI.esp
ES4_Alchemists Reference.esp
Ethereal - Eyes.esp
EVE_KhajiitFix.esp
EVE_KnightsoftheNine.esp
EVE_ShiveringIslesEasterEggs.esp
EY_BM_Armory.esp
Exterior Actors Have Torches 1.3 CT.esp
 
FastEquipping.esp  [Version 1.01]
FineWeapons for OOO.esp
Firefly101 Daedra Attacks.esp
FormID Finder4.esp
Fort Akatosh Redux.esp
Francesco's Optional Chance of More Enemies.esp  [SI version]
Francesco's Optional Chance of Stronger Bosses.esp  [SI version]
Francesco's Optional Leveled Guards.esp  [SI version]
 
Get Wet.esp
Get Wet - just droplets.esp
GGValeria2_0.esp
Ghost Rider Helmet.esp
gq Chapel Altars become Wayshrines.esp
GrimbotsSpellTomes.esp
Guards of Cyrodiil Redux.esp
 
Harvest [Flora] - DLCVileLair.esp
HeartOftheDead.esp  [Version 6.5]
Hemingweys Capes.esp
Heretic Robe Replacer.esp
Higher Thieves' Guild Fence Amounts.esp
HUD Status Bars.esp  Author: TheNiceOne
 
icPlayerHome.esp  [no version number] Author: Stroti
Idle Dialogue.esp  [Version 1.3]
Immersive Interiors.esp
Immersive Interiors - Lights.esp
ImmersiveWait.esp
ImpeREAL City Unique Districts – xxx  [Version 2.8.0]
ImpeREAL Empire - Unique Castles (all plugins)
ImpeREAL Empire - Unique Castles - All the Castles -OCC.esp
ImpeREAL Empire - Unique Castles - All the Castles -OCR.esp
ImpeREAL Empire Unique Cities - Sutch.esp
ImpeREAL Empire - Unique Forts.esp
Imperial Furniture Renovated.esp
 
Kragenir's Death Quest.esp
KDCircletsOOOOptimized - Loot Only.esp
kuerteeCleanUp.esp
KvatchRankFix.esp
Kyoma's Journal Mod.esp
 
Lich King's Helm v1_0.esp
LoadingScreens.esp
LoadingScreensAddOn.esp
LoadingScreensSI.esp
Loths Blunt.esp  [Version 3.0.1]
Loth's Blunt Weapons for Npcs.esp  [Version 3.0.1]
 
Mage Equipment.esp
Mages Guild Quests.esp
MaleBodyReplacerV4.esp
Map Marker Overhaul.esp  Author: TheNiceOne
Map Marker Overhaul - SI additions.esp  Author: TheNiceOne
MergedMaps.esp
MiniMap.esp
MIS New Sounds Optional Part.esp
MMM-Cobl.esp  [Version 1.73]
Moonshadow Elves - Sc.esp
Morrigan Armor Set v1_0.esp
Morroblivion Dungeon Interior Music.esp
Morrowind Robes and Dresses for HGEC.esp
Mystery of the Dulan Cult.esp (Better Cities replacer plugin)
 
Natural_Habitat_by_Max_Tael.esp
Nicos  Scimitars Back.esp
Night Knight Armor.esp
Nightshade_Armor.esp
NNWARE Rhyelia Emero.esp
NNWAREAyleidDungeons_Series1EV.esp
No More Annoying Messages.esp
 
Oblivifall - Ambiant Dungeon SFX.esp
Oblivifall - Losing My Religion.esp  [Version 1.4]
Oblivionized Enchants.esp
Oblivion XP.esp
OL_MyBrumaFireplace.esp
Old Crow Inn  [Version 1.5]
OOO 1.32-Cobl.esp  [Version 1.32]
Open Better Cities
OTEP - Aleswell.esp
OWC - Players Home.esp
 
P1DkeyChain.esp
Permanent Effects from Quest Items fix.esp
Permanent Effects from Quest Items fix - SI.esp
PickUpChicksInOblivion.esp  [Version 1.0]
Plate of the Shadow.esp
Plugin Resources.esm
PowerAttack Voicemod.esp
PowerAttack Voicemod - The Shivering Isles.esp
ProgressMBSP.esp [v2.00]
ProgressSBSP.esp [v1.00]
ProgressRBSP.esp [v1.00]
ProgressRacial.esp [v1.00]
PTRoamingNPCs.esp
 
Qaja'kar Essential Bartenders.esp
Quest Award Leveller and DLC patches
Quest Log Manager.esp
 
RealisticForcexxx.esp
RealisticMagicxxx.esp
Real Lava 1.3.esp
RealSleep.esp
ReclaimSancreTor.esp
ReneersNotesMod.esp
Reznod Mannequin.esp
RingwraithArmorSteel.esp
RustyItems for OOO.esp
 
Saerileth.esp
Script Effect Silencer.esp
Side's Sailing Ships.esp
Slof's Oblivion Robe Trader.esp
ShadowWatcher_HGEC_v2.esp
Shivering OOO.esp
SM_COBL.esp  [Version from Supreme Magicka 0.90b6 download]
SM_DeadlyReflex.esp  [Version from Supreme Magicka 0.90b6 download]
SM_DLCSpellTome.esp
SM_EnchantStaff.esp
SM_MMM.esp
SM_OOO.esp
SM_Scrolls.esp
SM_SigilStone.esp
SM_ShiveringIsles.esp  [Version from Supreme Magicka 0.90b6 download]
Smite of Order.esp
SPB Mercenary Armors.esp
Spell Delete.esp
StarX Vampire Deaths.esp
StarX Vanilla Vampires Revised.esp [Later versions have removed the NULL refs.]
StealthOverhaul.esp
StopDarkBrotherhood.esp
Sundered Keep.esp  [Version 1.16]
SupremeMagicka.esp  [Version 0.90b6]
Syc_AtHomeAlchemy.esp
sycNiceToMeetYou.esp
Symphony of Violence.esp
Synchronized Date and Time.esp
 
talkwithyourhands2.esp
Tamriel Resource Pack.esp
TamrielTravellerAdvscript.esp
TamrielTravellers Cosmetics Cobl or RBP.esp
TamrielTravellersItemsCobl.esp
TamrielTravellersItemsnpc.esp
The Power Attack Voice Mod
Toaster Says Share Faction Recruitment.esp
Toggleable Quantity Prompt.esp
trfjBladeMasterSword.esp
trfjSolarisStaff.esp
trfjSpiderGreatsword.esp
TRN One of the Gang
TWMP_Azure_Palace.esp
Tyrael Armor.esp
 
UFF & RM Black Plate Armor.esp
Underworld Armor.esp
Unique Landscapes mods (all of them)
Unofficial Oblivion Patch.esp  [Version 3.3.3]
Unofficial Official Mods Patch (all plugins)
Unofficial Shivering Isles Patch.esp  [Version 1.4.0]
Update My Statue.esp
 
Vampire Hunting - Order Of The Virtuous Blood.esp  [Version 2.6]
VanityCameraSmoother.esp
VASE - Cyrodiil for MMM.esp
VASE - Vanilla SI.esp
Viconia.esp
Villages1.1.esp [Version 1.1b is clean. Not recommended to use previous versions, which are still dirty.]
Visual Health Indication, Cobl.esp
Voice Overs V002.esp
VOILA.esp
 
Warglaives by Jojjo v1.0.esp
Weapon Expansion Pack for Oblivion Enthusiasts.esp
Willful Resistance.esp
WindowLightingSystem.esp  [Version 5.3.5]
 
XiaNewAmuletsV1.esp
X.Races.Comp.esp
 
za_less_NPC_conversations.esp
 
Arthmoor's mods...such as...
 
Cyrodiil Travel Services
Faregyl Village
New Roads and Bridges Revised
Open Cities
Open Cities New Sheoth
RAEVWD Cities.esp
RAEVWD Imperial City.esp
RAEVWD New Sheoth.esp
 
</pre>
 
Also note: since this is a wiki and anybody can edit it, the original author of this article cannot verify that the mods on the list are all truly clean. But most are, probably, maybe.
 
=List of Mods You Should NOT Clean=
 
There are a very small number of mods out there that contain "dirty edits" intentionally. One reason for this is to sort of do a preemptive strike to combat against truly "dirty" mods that might cause problems. There are other reasons too. The bottom line is do NOT clean the mods below.
 
<pre>ArmamentariumArtifacts.esp
 
Bashed Patch.esp (NOTE: It is safe to run undeletes on this, but do not remove ITM records)
 
BG2408's mods (LAME, RBP, Integration)
EXCEPTION: bgIntegration.esp contains a single deleted reference, but do nothing beyond addressing that.
 
FCOM (None of the .esp/.esm files should be cleaned)
FCOM_Hentai Mania.esp
 
Mart's Monster Mod - City Defences.esp (author says to not clean)
Mart's Monster Mod - Gems & Gem Dust.esp (author says to not clean)
Mart's Monster Mod - Hunting & Crafting.esp (author says to not clean)
 
Oblivion WarCry EV.esp  [Version 1.09] (do not clean core FCOM mods)
 
Oscuro's_Oblivion_Overhaul.esm (do not clean core FCOM mods)
Oscuro's_Oblivion_Overhaul.esp (do not clean core FCOM mods)
 
Personality Idles - Modified version.esp (author confirmed that cleaning breaks functionality)
personality_idles4.esp (confirmed that cleaning breaks functionality)
 
SM Plugin Refurbish (Battlehorn and ThievesDen, specifically, but this goes for all the plugins) [contains dirty dialogue edits that are intentional for mod functionality, do not clean]
 
SupremeMagicka.esp  [Version 0.90b6] (Do not clean beyond what the author cleaned already)
 
Vanilla Weapon Stat Override.esp and Vanilla Weapon Stat Override - SI.esp. These contain intentional dirty edits and must not be cleaned.
</pre>


=Glossary=
=Glossary=
Line 323: Line 1,543:
'''Vanilla Oblivion''': This refers to the default Oblivion experience (settings, locations, items, ect) when running no mods at all.
'''Vanilla Oblivion''': This refers to the default Oblivion experience (settings, locations, items, ect) when running no mods at all.


'''Dirty edit''': Any edit that should not be in a mod, either due to it being unnecessary or undesirable.
'''Dirty/Unnecessary edit''': This edit is caused either by accidental editing or CS bugs (unknown phantom edits). This edit is identical to vanilla Oblivion and is not part of a patch-type mod, and is therefore totally unnecessary. This edit can be empirical proven to be worthless. Automated cleaning will remove all dirty/unnecessary edits.


'''Undesirable edit''': This edit is different than vanilla Oblivion, but the change is not consistent with the purpose and intent of the mod in question. This edit is the result of a judgment call based on studying the mod creator’s purpose and intent. Automated cleaning will not remove this type of dirty edit.
'''Wild/Undesirable edit''': This edit alters the vanilla Oblivion environment, but the change is not consistent with the purpose and intent of the mod in question. This edit causes problems and is determined to be undesirable by making a judgment call based on comparing the mod creator’s purpose and intent to the actual mod edits. Automated cleaning will not remove this type of dirty edit. These edits require manual cleaning.
 
'''Unnecessary edit''': This edit is identical to vanilla Oblivion and is not part of a patch-type mod, and is therefore totally unnecessary. This edit can be empirical proven to be a dirty edit. Automated cleaning will remove this type of dirty edit.


'''Explicit dependency''': This is another .esm or .esp file that the mod in question lists as a master in its header. All you need to know for cleaning purposes is that TES4Edit will always load the explicit dependencies for you.
'''Explicit dependency''': This is another .esm or .esp file that the mod in question lists as a master in its header. All you need to know for cleaning purposes is that TES4Edit will always load the explicit dependencies for you.
Line 341: Line 1,559:
'''Advanced Complex .esp''': To fit this category an .esp must attempt to patch many mods together in a very in-depth way. This would be FCOM. It is not recommended to clean FCOM not because it *can’t* be safely cleaned but because to safely clean it you need a LOT of knowledge about the inner workings of FCOM, and nobody but dev_akm is qualified here. Plus dev_akm cleans his stuff well enough already.
'''Advanced Complex .esp''': To fit this category an .esp must attempt to patch many mods together in a very in-depth way. This would be FCOM. It is not recommended to clean FCOM not because it *can’t* be safely cleaned but because to safely clean it you need a LOT of knowledge about the inner workings of FCOM, and nobody but dev_akm is qualified here. Plus dev_akm cleans his stuff well enough already.


'''Do it right''': Making sure you load all files (.esp or .esm) into TES4Edit in the correct load order that the mod your cleaning relies upon, both explicit dependency and implicit dependency.
'''Do it right''': Making sure you load all files that the mod you are cleaning relies upon (.esp or .esm) into TES4Edit in the correct load order, including both explicit dependencies and implicit dependencies. The file you are cleaning must always be the last one loaded. Never clean more than one plugin at a time. If you need to clean multiple files, you'll have to restart TES4Edit for each and every one of them.


'''Correct cleaning load order''': The same load order that is correct for playing the game. The file you are cleaning must ALWAYS be the last file loaded in TES4Edit, and all other required files must be loaded in the same optimal order you use for playing.
'''Correct cleaning load order''': The same load order that is correct for playing the game. The file you are cleaning must ALWAYS be the last file loaded in TES4Edit, and all other required files must be loaded in the same optimal order you use for playing.


=Closing Remarks=
=Closing Remarks/Credits=


You actually read all of this? +5 to OCD for you.
You actually read all of this? +5 to OCD for you.


But seriously, none of this would be possible without ElminsterEU, who has put an enormous chunk of his personal spare time into the making of this wonderful program. All kudos should go to him. And if you are in position of doing so, don't forget to rate the download (a perfect 10 of course!) at TESNexus.
But seriously, none of this would be possible without ElminsterEU, who has put an enormous chunk of his personal spare time into the making of this wonderful program. All kudos should go to him. And if you are in position of doing so, don't forget to endorse the file at TESNexus.
 
Just so you know, I, Brumbek, wrote most of this guide, so any errors are mine most likely. You may contact me on the bethsoft forums if you have any input or other comments.


I also want to think all the other contributors to this, specifically Vorians, Arthmoor, dev_akm, and many others. I also want to thank all the little people I stepped on in order to become Master of the Universe.
I also want to think all the other contributors to this, specifically Vorians, Arthmoor, dev_akm, and many others. I also want to thank all the little people I stepped on in order to become Master of the Universe.

Latest revision as of 14:32, 21 December 2023

Introduction[edit | edit source]

This tutorial is designed to teach modders and mod users how to use TES4Edit to clean mods. Cleaning mods is critical to maintaining compatibility in the modding community and for creating a stable modded game environment. However, TES4Edit is not a simple utility and care must be taken not to damage mods in the process. This tutorial will explain what you need to know in order to clean mods correctly.

This guide is split into two sections. The first section is meant to convey general knowledge and understanding about the entire cleaning process. The second section contains the *actual* instructions on how to clean your mods. You could skip to the second section but it is highly advisable that you read this entire document from start to finish in order to greatly improve your success rate in the cleaning endeavor.

There is also a Glossary at the end of this guide. Several terms used in this guide are community-wide terms, but a number of the other terms have been invented to help explain things. You may wish to skip to the glossary now to get a rough idea of key terms you will encounter.

Lastly, this guide and the cleaning process in general may be intimidating, but cleaning is actually not that hard once you have some understanding. Devote an hour to reading this guide and you'll be well on your way to have a squeaky-clean mod list and a fun, more-stable game environment.

Please Note: Miaximus has written a fantastic guide to using FO3Edit, which is actually an identical program to TES4Edit so most of the stuff in the guide can be applied to Oblivion. If you wish to learn more about actually editing mods using TES4Edit, then I highly recommend reading his guide! The link is:

http://fallout3nexus.com/downloads/file.php?id=8629

Section #1: General Knowledge and Theory Behind Cleaning[edit | edit source]

Section #1 has three parts:

  1. Why Clean?: This part explains why many mods need to be cleaned
  2. What is Cleaning?: This part explains what it means to ‘clean’ a mod
  3. How to Clean: This part explains the theory about how to clean your mods properly and safely

Please read Section #1 entirely at least once before attempting to clean your mods. Throughout this section, Key Concepts will be given. These are big picture ideas that you need to learn and apply in order to successfully clean your mods. Again, you must understand these concepts or you are likely to get into trouble.

Part #1: Why Clean?[edit | edit source]

Long Answer: Because some mods have dirty edits and/or wild edits (these terms will be explained momentarily) which cause bad things to happen, ranging from incorrect game settings, disabling content, broken quests, and crashing to desktop (CTD). If you run a lot of mods (a subjective amount but perhaps 100 or more) the chance of bad edits causing problems rises exponentially.

Short Answer: When a mod is created, there are two types of bad edits that can occur: dirty/unnecessary edits and wild/undesirable edits. Each type will now be explained.

Type #1: Dirty/Unnecessary Edits[edit | edit source]

Dirty edits happen two ways. First, a mod edits something that is later changed back to vanilla but the edit is not deleted. The initial edit could have been an accident or a design decision that was later rejected. Second, dirty edits can be due to Construction Set (CS) bugs. Both of these edit types are unnecessary edits and get stored in the mod and do not in any way add to the purpose of the mod and have become known as dirty edits.

For the record, it should also be stated that just because a mod has some dirty edits, this is not always the mod creator’s fault. The CS is known to produce certain dirty edits. The larger the mod is and the more cells it edits, the more CS bugs can occur. Then again, certain dirty edits are due to modder lack of skill, but as just stated, other dirty edits due to CS bugs can happen to the best modders. Vorians says:

The majority of dirty edits removed by TES4Edit automatically exist in the .ESP due to the bugs in the CS. The more cells an .ESP edits, the more dirty records there are likely to be.

Mart's Monster Mod - City Defences.ESP edits cells in every city (except Kvatch and the Imperial City), all around the wall tops, both in the city worldspaces and in the main Tamriel worldspace. That's a lot of edited cells, and thus the reason for so many dirty records. And such dirty records exist through no fault of the mod creator!
Example 1: Dirty Edits in Quest mod overwriting Sneak mod
To illustrate a dirty edit due to altering something but reverting it back to vanilla, say you have a quest mod loaded in the middle of your load order after some other mod that alters how sneaking works in Oblivion. Say the quest mod creator originally was going to change the sneak elements in Oblivion to fit his quest mod. However, after editing the settings, the creator decided the original unmodified (called ‘vanilla’) sneak settings were fine, so he changed them back to the original values. In this case, the earlier loaded sneak mod that changed the sneak elements will be overridden by the quest mod, even though the true intent of the mod author was to not alter the sneak settings and the sneak edits in the quest mod were changed back to Oblivion values.
Incidentally, the correct thing the quest mod creator should have done was to actually delete the sneak edits completely from his mod rather than simply change them back to Oblivion values.
Hopefully you can see that the end result of the above example is that your super-cool sneak mod that changes all sneak attack multipliers to 1,000 times more damage will be overridden by the quest mod and you’ll get lame vanilla sneak attack multipliers. This type of dirty edit is fairly mild in its negative effect, but it still causes problems.
The solution is to clean the quest mod. By cleaning the quest mod, the sneak attack changes will be completely removed so that now the earlier sneak mod will be able to change the settings without the later quest mod overriding it.

Type #2: Wild/Undesirable Edits[edit | edit source]

Wild edits are edits that a mod creator either accidentally or intentionally makes but are due to lack of knowledge in how to properly mod and actually cause problems and are therefore undesirable. Wild edits are called such partly because they appear haphazard and look very wacky when scrutinized by the most skilled modders.

One of the most common wild edits is when a mod modifies a container and puts some loot in it like 10,000 gold. However, they do this incorrectly so that they accidentally make it so 200 containers around Tamriel all now contain 10,000 gold. If you read the description of the mod, it might say, "Adds 10,000 gold to a container in the Imperial City to help new players." Clearly, the intent was to only edit one container, so this would be a wild edit, and need manual fixing.

To Prevent Crash-on-Exit[edit | edit source]

Another reason to clean mods is to prevent the common Crash-on-Exit many users experience. With new versions of TES4Edit, an extra cleaning step (discussed in the actual instructions below) allows you to undelete and then disable vanilla references that certain mods remove. This can be hard to understand at first, but it's not good to have vanilla references deleted because other mods that rely on them will get messed up and cause the Crash-on-Exit problem.

Arthmoor further explains:

[When running undelete and disable references] the reference is undeleted, then marked as initially disabled and set to -30,000 Z units for its vertical position. This removes it from view in the CS and also removes the possibility of it being held for rendering by the engine. Newer versions of TES4Edit also add a flag to set these items to the opposite enable state of the player to help ensure the items get disabled properly.

The main purpose is to help reduce Crash-on-Exit since deleted vanilla items lead to that if other mods later try to modify what earlier mods have deleted.

Why Clean? Summary[edit | edit source]

Both dirty edits and wild edits are problems because Oblivion uses the override system which means that if a certain mod changes a specific game element (game setting, stats, characters, towns, buildings, wilderness, etc.), that mod will override changes to the same game element that any prior mods make. Whatever mod loads last, that mod's settings will take precedence over all prior mods that alter the same settings.

Deleted vanilla references can cause the Crash-on-Exit problem so using the "undelete and disable references" cleaning function is also important.

Please note: this description of Why Clean? is a non-technical description and there is much more to say about it, but for our purposes we only need to know that dirty and wild edits are nasty creatures that need to be vanquished by the shining light of truth that is mod cleaning, poetically speaking.

Part #2: What is Cleaning?[edit | edit source]

Cleaning very broadly defined is a process that analyzes all the changes a mod makes and determines which edits are actually supposed to be in the mod.

There are two ways to clean: manual and automated. Manual cleaning is used to remove wild edits and automated cleaning is used to remove dirty edits. This guide differentiates between undesirable edits and unnecessary edits to help explain these concepts. Undesirable edits are wild edits and require manual cleaning. Unnecessary edits are dirty edits and can be removed using automated cleaning.

Here is a simple summary to help explain:

  • Dirty Edit = Unnecessary Edit --> Automated Cleaning
  • Wild Edit = Undesirable Edit --> Manual Cleaning

This guide is only giving detailed instructions for automated cleaning. However, the next section will give some broad information about manual cleaning in order to increase your understanding of both manual and automated cleaning.

Method 1: Manual Cleaning[edit | edit source]

It should be said that manual cleaning is an advanced technique that most users don’t have the knowledge or need to engage in most of the time. Automated cleaning is effective enough for removing dirty edits from a mod, and most users will just have to hope the mods they use don't contain too many wild edits. (See Tips on How to Avoid Dirty/Wild-edit Filled Mods for more information.)

There may be times you want to use a mod even though you know it has wild edits (someone told you, you looked at it yourself in TES4Edit, you divined it). This is where manually editing becomes very important. Manually cleaning is required here because the mod contains edits that are undesirable based on a human judgment call. Automated cleaning will not remove these edits. It's not possible for a computer program to determine what the original author’s intent was and what is desirable. To quote the Governator from Terminator 3: ‘I am a machine, desire is irrelevant.’

Let us hear from one expert, Vorians (display name is already in use) regarding manual cleaning:

The other type of dirty records - those which TES4Edit cannot automatically detect and remove (but will color-code them so you can track them down) are typically accidental edits by the mod creator, for example unintentionally clicking on a rock and moving it a tiny amount when they meant to click on something else. Don't try to manually fix these without first gaining some good understanding of both how TES4Edit works and what the purpose and scope of a mod is - you need to be able to tell whether such an edit is a mistake, or in fact intentional.

It's all a matter of understanding what the mod is MEANT to do, to ensure you can tell a valid edit from a [wild] edit.

Vorians continues and gives an example:

Example #2: Super Sword of Slaying Wild Edit
A mod changes the Silver Sword so that it is now the Super Sword of Slaying, and adds many powerful abilities to the weapon, then places it once at the bottom of a new dungeon. Every single placement of the Silver Sword in the game, including those by any other mod, will now be the Super Sword of Slaying.
Changing the Form ID from 00###### to 01###### and updating the single valid reference will ensure that Silver Swords are all Silver Swords, while the one and only Super Sword of Slaying is still the Super Sword of Slaying. [If you don’t understand this Form ID talk, you aren't ready for manual cleaning so don’t worry and just stick with automated cleaning.]

Again regarding undesirable wild edits, let’s quote another expert, Arthmoor:

TES4Edit will highlight in bright yellow wild edits, but it won't automatically remove them as they aren't identical to masters, but these are edits that should not be made. They're fairly obvious [to people skilled with TES4Edit] with their bright yellow highlights. Knowing what a location should reasonably edit is key to removing these safely [manually].

In conclusion, regarding manual editing, the only way to remove wild edits would be to load the mod in TES4Edit and to have enough knowledge to identify edits that are spurious and do not support the true purpose and scope of the mod. Before engaging in manual editing, you should understand the purpose of the mod and also have an understanding of how every edit the mod makes affects the game.

Method 2: Automated Cleaning[edit | edit source]

Automated cleaning analyzes every edit a mod makes and compares each one to the default Oblivion environment (by comparing the mod to Oblivion.esm and any other master the mod explicitly relies upon) and removes any edits in that mod that are identical to vanilla Oblivion and the other masters loaded. Again, the purpose of automated cleaning is to make sure no dirty/unnecessary edits exist in a mod. Remember, wild/undesirable edits can still exist, but at least the mod will be cleaner than previously and possibly entirely clean.

An Example of a Mod with Both Dirty and Wild Edits[edit | edit source]

Just to illustrate how some mods need both automatic and manual cleaning, let's look at a real mod. In defense of the mod, it was one of the first ones released for Oblivion and we didn't have as powerful tools back then.

Example #3: Old Dungeon mod Ruins of Tarnesia
Ruins of Tarnesia is a mod that adds a four level dungeon to Oblivion. It's simple and nice. However, 70% (4,440 edits out of 6,304) of the edits it makes are dirty edits because they are absolutely identical to vanilla Oblivion. This means it will probably override a lot of other modded content loaded before it, especially if you have many mods loaded before it.
How all these dirty edits occurred... who knows. Let's blame it on an early bug-filled version of the Construction Set. Regardless, we need to load this mod up in TES4Edit and remove all the dirty edits. We should also note the file size of the cleaned .esp is more than 15 times less (it was over 3,000kb and is now just over 200kb).
On top of the huge number of dirty edits, Ruins of Tarnesia also makes a large number of wild edits. It has many examples like the prior container example where its goal is to modify only the containers in the Tarnesia dungeon but actually modifies all containers across Tamriel. It's not just containers it does this with. Remember, automated cleaning will not detect and delete these incorrect changes in Ruins of Tarnesia because technically the edits differ from vanilla Oblivion and are therefore not considered unnecessary (identical to master Oblivion.esm).
When you encounter mods with both dirty and wild edits, it's easiest to remove the dirty edits first using the automated method. Next, remove the wild edits manually. But in Ruins of Tarnesia's case, sadly, most users just shouldn’t use this mod given how many wild edits are in it.

Part #3: How to Clean[edit | edit source]

The number one most important thing you must know before cleaning a mod is what other mods the mod to be cleaned depends upon, which is not always obvious. This will be further explained, but here’s the key concept:

Key Concept #1: Automated cleaning requires knowledge of exactly which other mods a certain mod relies upon (is dependant upon), both explicitly and implicitly.

Vorians repeats many times that when cleaning the user must be sure they are ‘doing it right.’ What does this mean? Key concept #2 tells us:

Key Concept #2: The very essence of ‘doing it right’ is to make sure you load into TES4Edit all files (.esp and/or .esm), in the right load order, that the mod your cleaning relies upon, both explicitly and implicitly.

Four terms will be used now to help explain the details: explicit dependency, implicit dependency, simple .esp, and complex .esp.

An explicit dependency is very easy to discern because you can easily check what files it relies upon in Wrye Bash by looking on the right-hand side where Masters are listed. Moreover, TES4Edit will automatically load any explicit dependencies (can be either .esm or .esp files) when you select a mod with explicit dependencies. The only time it won’t do this is if you don’t have a mod installed that the other mod is dependent upon. This would be a major mistake you’ve made. For instance, if you download a patch to fix landscape issues with, say, Verona House Bloodlines, you better have Verona House Bloodlines installed!
An implicit dependency is more tricky because you won’t see the required files listed in Wrye Bash. The most common implicit dependency is when dealing with the many landscape patches by Vorians and some by Arthmoor. The only way to know what implicit dependencies a mod has is to know what the mod does, which can discovered by reading its readme usually. Here again is why understanding what a mod does is crucial. Specifically, you must understand which mods a patch mod is designed to patch!
A simple .esp is one that relies solely on Oblivion.esm and possibly a master. esm from the mod itself, which would be distributed with the mod itself and be obvious. A simple mod has only explicit dependencies, so TES4Edit will always load the necessary master files when loading the mod.
A complex .esp is one that mods another mod and is meant to be used with one or more other mods. This can also be called a ‘patch’ mod. A complex .esp has both explicit and implicit dependencies, so you must by yourself determine and load the implicit dependencies into TES4Edit.

Complex .esp’s can be broken down into two more types:

A basic complex .esp usually edits two other mods in a minor way. Landscape patch mods are the most common examples of this.
An advanced complex .esp must attempt to patch many mods together in a very in-depth way.

The perfect example of an advanced complex group of .esps is FCOM. It is not recommended to clean FCOM not because it *can’t* be safely cleaned but because to safely clean it you need a LOT of knowledge about the inner workings of FCOM, and few people other than dev_akm are qualified here.

Moreover, dev_akm cleans his stuff well enough already. To prove it dev_akm says:

All recent versions of FCOM were created almost completely with TES4Edit to begin with, so every record override includes some important change to one of the masters. You may find a very small number of override records that do not actually change anything in the master, but this usually only happens in cases where the master was later updated to match a change first made in the FCOM plugins (this happens a lot).

So everyone should stop worrying about FCOM and just not clean it. Instead, you should worry about nuclear war (or the absence of it?) or something.

Example #4: A simple .esp – KvatchRebuilt.esp
Kvatch Rebuilt.esp is a simple .esp because it depends only upon Oblivion.esm and KvatchRebuilt.esm. You would be able to tick KvatchRebuilt.esp in TES4Edit only and have TES4Edit load both the aforementioned .esm files properly, and cleaning would be perfectly safe and simple.

Let us quote Vorians regarding cleaning patch files. His note has been verified as correct by ElminsterEU, the creator of TES4Edit.

It should be perfectly safe to clean a patch as long as you ensure that every ESP that the patch relates to is also loaded in TES4Edit. And I mean all of them, not just those which have to be loaded because the patch is dependent on them. So for example one of my Unique Landscape compatibility patches is only [explicitly] dependent on Oblivion.esm but is for one Unique Landscape mod and one other mod. You must load into TES4Edit the Unique Landscape mod and that other mod (in the correct load order!) before attempting to clean the patch.
Example #5: A complex mod – Landscape patches like the Baddy patch for Entius Gorge
Here is an actual example of what Vorians means using his Unique Landscape compatibility patch for Baddy as an example:
This patch is dependent on Baddy.esp, so if you wanted to auto-clean this ESP, TES4Edit will load Baddy.esp when you load Baddy-EntiusGorge patch.esp. It won't however load xulEntiusGorge.esp as the patch is not [explicitly] dependent on the Unique Landscape ESP. [So the user MUST be sure to tick the UL ESP themselves, when first loading TES4Edit. If you forget to tick the UL ESP, you run the risk of removing IMPORTANT edits when automatically cleaning the mod.]
 
So, the patch has Baddy.esp as a master, making the patch explicitly dependent on Baddy.esp. The filename, readme and entire purpose of the mod makes it clear that xulEntiusGorge.esp is fairly important for the patch to work correctly. So it is implicit that the mod is dependent on xulEntiusGorge.esp even though there is no master entry in the header record.
 
This means that it is obvious to anyone who is actually intelligent enough to be safe using TES4Edit in the first place (did I say that out loud?!) that to do it right, you need to have both Baddy.esp and xulEntiusGorge.esp loaded into TES4Edit (and in the correct load order!) for the automated cleaning to be reliable [not mess things up].
 
Therefore…there is no valid reason to not clean a patch where it is blatantly obvious which other mods it was designed to patch.
Example #6: Another Illustration of the Importance of Loading Implicit Dependencies
DuggeDank provides the following example. Assume Mod A is a great mod but it regrettably makes a few silly changes. For instance, Mod A changes the name of the NPC Baurus to JohnnyBoy but does a lot of other really cool things. So Mod B is created in order to fix (patch) Mod A. Therefore, Mod B changes the name of the NPC Baurus back to Baurus in order to get all the changes from Mod A except the name change.
If you were to only load Mod B without also loading Mod A into TES4Edit, then TES4Edit would notice that Mod B's record of for Baurus is identical to its master Oblivion.esm. Hence, automated cleaning would remove the name change in Mod B because it appears to be unnecessary. This would be bad because now you’d have JohnnyBoy running around your game again.
This is why it is critically important that you load both Mod B and Mod A into TES4Edit in the proper order (Mod B loads after Mod A since it modifies Mod A).

But as ElminsterEU points out:

This problem [the JohnnyBoy issue] only happens if you load JUST Mod B and not Mod A into TES4Edit at the time you do the [automated] cleaning.
If both Mod A and B are loaded, then that record in Mod B would be marked as ‘identical to master but conflict winner,’ in which case the cleaning should not touch it.

To prevent the possibility of Mod B being loaded without Mod A being loaded, Mod B should list Mod A in its master list in which case trying to load Mod B into TES4Edit will always load Mod A as well.

Elminster’s final point is aimed toward mod creators. It is best and safest that any time you release a mod that modifies or relies upon another mod(s), you should list the other mod(s) as a master in the header of your mod if possible. This may not be practical in some cases, but in most cases it makes sense as a goal to aim for.

Lastly regarding Example #6, the much preferred solution to this whole problem would be for the original mod creator of Mod A to delete the JohnnyBoy edit. But this may not happen because for many reasons such as the mod author is long gone, likes the JohnnyBoy change, and/or is criminally insane. This is why sometimes a patch needs to contain typically unnecessary edits to counter the undesirable edits.

Why has so much time been spent on discussing cleaning philosophy instead of actual cleaning instructions? The reason is because the majority of problems you can cause by cleaning come from a lack of understanding rather than mistakes in the actual cleaning process. Also, the actual cleaning process is very simple (but tedious). And here enters our last Key Concept.

Key Concept #3: The true challenge in cleaning is not the logistics of cleaning but the knowledge required to know what files to load into TES4Edit.

Tips on How to Avoid Dirty/Wild-edit Filled Mods[edit | edit source]

Briefly, several points will be made about how to avoid problem mods that contain many dirty and/or wild edits. The best way to avoid wild edits is to only use mods created by experienced and trusted modders who already make sure to clean their mods before release. However, doing this would greatly limit your mod choices, and there will be certain mods that are too cool to pass up, even if you don't know the expertise of the creator.

Consequently, before using a mod, one strategy is to read comments posted by users on Tesnexus, Planet Elder Scrolls, or the Tesforums thread for that mod. Sometimes this can give you an idea if people are having major problems with the mod. Of course, be careful trusting any comment since many problems users have are due to the users’ mistakes, not the mod itself.

It is also highly advisable to only add one mod at a time to your game. This means download and install a mod and then play for a period of time before adding another mod. This can help determine if the mod you just added is problematic. But now we are delving into the realm of mod conflicts, which is way too large a subject to cover here, so only a few other points will be mentioned.

Adding mods slowly can be helpful, but it in no way is a perfect way to detect mod problems. Sometimes you'll add a mod and your game will start crashing. You might want to blame the new mod. Maybe you are right. But also, it may be that another mod you are currently using contains either dirty (not if you already cleaned it, mind you) or wild edits, which by itself didn't cause problems (sort of like a dormant virus). However, adding the new mod, which may be totally clean, caused the prior mod to now wreak havoc on your game. The details of this type of scenario won’t be explained here but just know that this type of thing happens often, which makes it challenging to find the real culprit when your game goes wacky.

But truthfully, most users won't ever know if a mod they are using has wild edits in it unless they put in a lot of effort reading about the mod and looking at it in TES4Edit. Therefore, the average user should take the above-mentioned precautionary measures and not worry about things as long as their game runs pretty well and is fairly stable, by whatever definition you wish to use.

Load Order Notes[edit | edit source]

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.

Vorians sums up with another ElminsterEU verified statement saying:

Best practice [what you should always do and never do anything different!] when cleaning an ESP is to always only ever load into TES4Edit the files necessary to carry out the cleaning. This means there should be zero files loading after the file you are cleaning.

Now here are some hard and fast rules by the man, ElminsterEU, himself. These rules NEVER change and ALWAYS apply to cleaning.

  • The module you are cleaning must be the last in the load order
  • All modules (which can be both esm's and esp's) that the to-be-cleaned module depends on (no matter if they are in the master list or if the dependency is implicit and indirect as e.g. with some of the FCOM modules) must be loaded in the correct load order

Note that to have the correct load order, you set your order to usual way as if you were playing. So as long as you already have the correct load order (you do, don’t you?), then you don’t need to do anything different for using TES4Edit. Load ordering is not within the scope of this document, but the easiest way to get the correct (mostly) load order is to use Better Oblivion Sorting Software (BOSS).

What Order to Clean Mods In?[edit | edit source]

It is recommended that you begin cleaning at the top of your load list and just do down the list. This means start with your earliest loading mods (top of the TES4Edit box that appears when you open TES4Edit).

Arthmoor also says to clean the ESM first when you have an ESP dependent upon it. This will happen anyway if you simple start at the top of your load list (the ESM’s will be cleaned first).

Some people also wonder in what order to clean mods that are related to each other, Again, the recommendation is to always work from the top downward.

A Community-Wide Effort[edit | edit source]

ElminsterEU rightly points out that cleaning mods should be a community-wide effort. The following is adapted from his statement on the subject.

It's NOT a good idea for everyone to just go ahead and clean their full load order and then forget about it.

The problem is twofold. First, to properly clean mods usually requires an understanding of the intent of the mod author. There might be implicit dependencies on other mods which are not part of the master list. Second, and following from the first, depending on how the cleaning was done, people end up with slightly different versions of these modules, which is going to make support in case of problems a nightmare for the mod author.

Also, this would (and currently does) lead to a huge waste of time as different people are cleaning the same mods over and over.

What is needed is more awareness of the issues.

For mod authors:

  1. Clean your mods properly. All of them. You are the one who really knows the intention of your mod. Closely review all changes to make sure they preserve the intent of your mod.
  2. Cleaning mods is NOT just limited to running the automated functions and be done with it. Manually review every override record your module(s) contain to make sure that that's really what you intended to do.
  3. List in your documentation that you HAVE cleaned your mods and which version of TES4Edit you used for it. If there were any indirect dependencies that you had to observe while doing the cleaning, specifically list them and the rational for them.

For mod users:

  1. Check your mods that do not specifically mention being properly cleaned (by basically doing a dry run of the cleaning process).
  2. If any of your mods are dirty, inform the author. The mod authors are the ones that really understand the intention of their mods. They are the ones that are in the best position to properly clean them. And if they only publish properly cleaned mods, the whole community benefits from it.
  3. If a mod has been deserted by its author or the author is unwilling to fix his mess, just leave a short note on the comments and/or in the RELz thread to save other mod users from wasting their time. Remember: stay civil; flaming doesn't help anyone.

Mod quality is a community-wide problem that needs to be properly addressed on a community level. And from the ground up, starting with the mod authors. Everyone doctoring around on the symptoms (by cleaning the mods in their own load order) is just wasting a huge amount of time and effort and actually makes support more difficult because different people will have different versions of the same mod.

This is primarily an awareness problem. Only in very rare cases are dirty mods a skill problem. And even more rarely an attitude problem.

A concentrated community-wide effort is required to raise awareness of these issues, and to make it clear that as a matter of community standards, it's not ok to release sub-quality modules which cluster bomb over everything else.

Section #2: Actual Cleaning Instructions[edit | edit source]

And now, at last, the actual instructions:

  1. Download TES4Edit created by ElminsterEU.
  2. Unzip the two files in the archive to wherever you please. I use a folder called \Oblivion Tools\.
  3. 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.
  4. Run the TES4Edit executable.
    • Outdated instructions: Before version 2.3.0 or so, you had to rename TES4View.exe to TES4Edit.exe or use the “-edit” tag. You also had to use the “-fixupPGRD” tag. All this is no longer necessary. Just download TES4Edit, and run TES4Edit.exe plain and simple.
  5. A dialog box appears with a complete list of your .esp/.esm files. All your currently enabled plugins will be ticked.
    • Right-click anywhere in the list and pick “Select None.”
    • Now select whatever mod you want to clean and make sure to also select any implicit dependencies (you read the entire first section of this guide and you understand what a implicit dependency is, don’t you?). Explicit dependencies can also be ticked just to help you make sure all required mods are included, but explicitly dependent files don’t actually need to be ticked because they will automatically load anyway. Hit ok.
    • A mod group dialog box might come up. Never tick any boxes for mod groups when cleaning, ever.
  6. Wait for the mod to load. This will take a short while because it has to also load Oblivion.esm, which is large, and possibly other master files if there are any dependencies.
  7. After loading, right-click on the mod you are intending to clean and pick “Apply Filter.”
  8. A big dialog box will open with about a thousand different options. Panic for one second and then calm down. You only care about one single checkbox: "Conflict status inherited by parent". All other main checkboxes need to be deselected. Here is an image. Hit ok.
    300px
  9. Wait for the process to finish. It can take a long time if you’re dealing with a very large or dirty .esm/.esp. This will take a lot of memory also so don’t do other memory-intensive activities when filtering.
  10. Now, right click on the mod you are cleaning and pick “Remove "Identical to Master" records.”
  11. Wait two seconds when the big warning message appears and click “Yes…”
  12. The mod name will turn bold if any dirty edits were found and removed. Check the Messages tab to see what was changed. If you have some technical knowledge about how the mod works, now is a good time to investigate each removed record and/or make a copy of the removal log for later review. If you don't have much technical knowledge about the mod, then you'll have to assume everything was safe to remove, as long as you did it right (check the glossary for a definition of this term). Even if you don't understand all the details, you can still help out by sending a copy of the removal log to the author.
  13. The new versions of TES4Edit allow an additional cleaning step for deleted vanilla references. Right click again on the mod you are cleaning and select “Undelete and Disable References.” If any references were undeleted and disabled you'll get another list of such things on the right side of TES4Edit, but don't worry about the details. Doing this extra step will help prevent one major cause of the game crashing when exiting.
  14. Try to close the program. If there were no dirty edits found or references undeleted and disabled, the program will close properly. That mod is clean in regard to automated cleaning. However, if dirty edits were found, upon trying to close the program a dialog box will come up listing the .esp/.esm you modified. Click “OK.”
  15. Now you’ve cleaned the mod and a cleaned version of the .esp/.esm with the same exact timestamp is in your \Data\ folder ready to be used in game. A backup is also in your \Data\ folder. What I do is clean all my mods and afterward sort the files in \Data\ so that all the backups are together and I cut and paste them to another safe location outside my main \Oblivion\ folder.
  16. If you have some technical knowledge about the mod you just cleaned, now is a good time to compare the changes against the original mod, to make sure you didn't accidentally introduce new problems during the cleaning process. If you kept a copy of the removal log from Step 12, use it as a guide here. Load the same files again and use TES4Edit's Compare to function to check the changes. If you don't have much technical knowledge about the mod you just cleaned, you'll have to skip this step, but you can still help to raise awareness of these issues by sending a copy of the removal log to the author.
  17. Now repeat these directions for every mod you want to clean, starting with the very top of your load order. Never clean more than one .esp/.esm at a time and always make sure the .esp/.esm you are cleaning is the very last file in the list.

I'll update this with screenshots and better formatting soon...but the directions are quite fine as they are methinks.

The guide here has more pretty pictures if you're in to that sort of thing. Read it over too if you still aren't sure about the process.

Review of Key Concepts[edit | edit source]

Key Concept #1: Automated cleaning requires knowledge of exactly which other mods a certain mod relies upon (is dependent upon), both explicitly and implicitly.
Key Concept #2: The very essence of ‘doing it right’ is to make sure you load into TES4Edit all files (.esp and/or .esm), in the right load order, that the mod you are cleaning relies upon, both explicitly and implicitly.
Key Concept #3: The true challenge in cleaning is not the logistics of cleaning but the knowledge required to know what files to load into TES4Edit.

The astute reader will realize all three key concepts are actually saying the exact same thing.

Quick List of What & What Not to Clean[edit | edit source]

  • Do NOT clean any FCOM files that come in the FCOM archive.
  • Do NOT clean SM Plugin Refurbish…unless you really understood this guide.
  • Do NOT the unofficial patches (UOP, USIP, UMP). They have already been cleaned.
  • Do clean WarCry & Bob’s Armory.
  • Do clean the official DLC.
  • Do clean just about everything else…

List of Mods Needing Cleaning[edit | edit source]

This list is NOT comprehensive. It is merely here to point out some of the more popular mods that definitely need cleaning. Any mod not on this list and not on the Clean list may need cleaning.

Cautionary note: Keep unaltered backup copies of your DLC files somewhere safe in case you need to reinstall them. These are much more difficult to replace from an online source!

Note for contributors: If available please state the version number of the mod you found in need of cleaning. And possibly also state how many "Identical to Master" (ITM) records and "Undeleting and Disabling References" (UDR) were found. Thank you. Also, if you make changes, please do try to let us know at either BGS or TES Alliance so we can update the mirrors (they are being kept to raise public awareness combat potential sabotage).

Users of the Better Oblivion Sorting Software utility (BOSS) will now be pleased to hear that it contains a fully up-to-date database of all dirty mods, and will report back to you if any of your plugins require cleaning, but only if you have the original dirty plugin! The dirty mod list you see below is now taken directly from the BOSS Masterlist, and is fully up-to-date with all previous versions.


(DC) Kvatch Watch Towers.esp  [22 ITM, 49 UDR, CRC 88A0257F]
(DC) Sutch Reborn.esp  [8 ITM, 0 UDR, CRC E88717D7]  [8 ITM, 0 UDR, CRC 3A3BEC75]
[Keias]Dungeon Of Chaos.esp  [25 ITM, 0 UDR, CRC 34D47392]

1em_Vilja.esp  [11 ITM, 0 UDR, CRC CBB991E4]  [11 ITM, 0 UDR, CRC 39E23090]

24HrArenaAliveLow.esp  [4 ITM, 4 UDR, CRC 7009ADAE]
24HrArenaAliveV2.esp  [6 ITM, 5 UDR, CRC BB54D108]
24HrArenaAliveV2Towers.esp  [6 ITM, 5 UDR, CRC 363CD1F4]

300 Feudal Empire.esp
300 Regal Imperial City 2.esp  [0 ITM, 130 UDR, CRC 7AC8F55B]
300_Artifacts.esp  [11 ITM, 0 UDR, CRC EE1BF7BC]
300_Lore_Dialogue_Updated.esp  [1 ITM, 0 UDR, CRC 876DACA1]  [1 ITM, 0 UDR, CRC 366C8D97]
300_White Stallion 4.esp  [20 ITM, 139 UDR, CRC 400BDFF6]

A Blades House.esp  [4 ITM, 2 UDR, CRC F08BDB02]
ACCCGR.esp  [13 ITM, 0 UDR, CRC 12CD76A5]
ACCCGR SI.esp  [13 ITM, 0 UDR, CRC EA8628A4]
Addendum - Diabloblivion.esp  [1 ITM, 0 UDR, CRC D6814DD]
Adonnays Elven Weaponry.esp  [4 ITM, 2 UDR, CRC 8A72E5F4]
AdventurersAlchemy.esp  [1 ITM, 0 UDR, CRC 8AA69408]
AdventurersItemMod.esp  [16 ITM, 26 UDR, CRC D32DAE95]
Aetheric Cuteblade.esp  [420 ITM, 0 UDR, CRC 2AB190D0]
A Family Problem.esp, v3.8c [no ITM or UDR, but dirty GREETING and INFOGENERAL edits]
AFK_Weye.esp  [35 ITM, 0 UDR, CRC E59E8D6E]
AHP.esp  [232 ITM, 0 UDR, CRC 5796B117]
Akaviri Elements Bow v1-2.esp  [6 ITM, 0 UDR, CRC 44C40581]
AlchemistsCave-COBL.esp  [3 ITM, 0 UDR, CRC 5838B616]
Ald-Khull.esp  [0 ITM, 1 UDR, CRC 9585AC0C]
AliveWaters - Koi Addon.esp [1 ITM, 0 UDR, CRC 47A85077]
AliveWaters.esp [299 ITM, 0 UDR, CRC 0717BF5A]
AliveWaters_nofish.esp  [1 ITM, 0 UDR, CRC 7618B1DB]
Aliyah.esp  [3 ITM, 0 UDR, CRC C4C3D868]
allinonebasement_COBLnoCM.esp  [2 ITM, 0 UDR, CRC A7C0E846]
al-smm7-ru.esp
Alkwynd.esp  [9 ITM, 18 UDR, CRC 810F24DA]
Amajor7 Imperial Furniture.esp  [6 ITM, 0 UDR, CRC 7ACEA2CC]
AmbientTownSounds.esp  [3 ITM, 0 UDR, CRC 130E1D68]
AnavirsPool.esp  [115 ITM, 3 UDR, CRC 3ADED84A]
Ancient Ruins - Ayleid Edition.esp  [19 ITM, 0 UDR, CRC F3161932]
AnvilBayMisteryHouse.esp  [6 ITM, 42 UDR, CRC 7BA6C2D6]
ANW-Storms & Sound.esp  [27 ITM, 0 UDR, CRC C23EEEE9]
ANW-Storms & Sound SI.esp  [27 ITM, 0 UDR, CRC 30E0955F]
Apachii_Goddess_Store.esp  [0 ITM, 3 UDR, CRC 6644E61D]  [0 ITM, 3 UDR, CRC 6633E61D]
Apachii_Heroes_Store.esp  [2 ITM, 11 UDR, CRC F3976680]
Apachii_Wigs_MaleFemale.esp  [4 ITM, 0 UDR, CRC 38AD5735]
Arcana Restored.esp  [1 ITM, 3 UDR, CRC 69D1D5E0; 0 ITM, 3 UDR, CRC C954DEB3]
Arcane Services.esp  [3 ITM, 0 UDR, CRC 15FFC768]
ArchersLodge1.1.esp  [13 ITM, 12 UDR, CRC 208C0818]
Arkshtrumz.esp  [23 ITM, 0 UDR]
Armageddon.esp  [62 ITM, 7 UDR, CRC E3E69608]
Armor_skirts.esp  [4 ITM, 0 UDR, CRC 148628BC]
Armor_skirts_nonlvl.esp  [4 ITM, 0 UDR, CRC BDD952BE]
Artefacts of the Ancestors.esp  [255 ITM, 3 UDR, CRC DB68939A]
Artefakte der Ahnen.esp  [86 ITM, 2 UDR, CRC 39CBAE14]
Artifacts.esp  [0 ITM, 1 UDR, CRC 66B9B580]  [0 ITM, 1 UDR, CRC 3D5A25D1]
Aspirias Fluch.esp  [16 ITM, 132 UDR, CRC 46503B81]
Astralis.esp  [23 ITM, 2 UDR, CRC 0FCE9262]
Atmospheric Oblivion.esp  [1 ITM, 0 UDR, CRC 9A266EC1]
ATW_Castle_Vet_v1.3.esp  [0 ITM, 14 UDR, CRC AB48455D]
Auriel's Books.esp
Auriel's_Retreat.esp  [2875 ITM, 0 UDR, CRC CB6EF46D]  [2875 ITM, 0 UDR, CRC 4446B5C1]
AuriCloudRulerAddons.esp  [1 ITM, 0 UDR, CRC 3BCDEE6F]
AutoEquip.esp  [2 ITM, 0 UDR, CRC A0675EA6]
AWS-Storms & Sound.esp  [27 ITM, 0 UDR, CRC 6E7BFAB6]
AWS-Storms & Sound SI.esp  [27 ITM, 0 UDR, CRC 993A2165]
Ayelid Wells.esp  [4 ITM, 0 UDR, CRC 62C163D8]
Ayleid Arcane Archer.esp  [4 ITM, 0 UDR, CRC 6F9705F8]
AyleidArrows.esp  [32 ITM, 77 UDR, CRC 1B13049A]
AyleidQuest.esp  [4 ITM, 0 UDR, CRC 37F7310]
AyleidTemple.esp  [39 ITM, 24 UDR, CRC 4B14E3CD]  [39 ITM, 24 UDR, CRC 4B14E2CD]

Bandit Hideouts.esp  [12 ITM, 2 UDR, CRC EB5BF385]
BarbarianShop.esp  [3 ITM, 2 UDR, CRC 11B8BA44]
bartholm.esp  [211 ITM, 553 UDR, CRC 7DE84455]  [190 ITM, 553 UDR, CRC 410DEBEB]
BattlehornCastleEnhanced.esp  [86 ITM, 14 UDR, CRC 9E3F8559]
BD&R - Deepgrave.esp  [1 ITM, 0 UDR, CRC CDE28BDF]
BD&R - Laughing Maw.esp [10 ITM, 0 UDR, CRC E3E69608]
BeastHeadInn.esp  [1 ITM, 0 UDR, CRC FC965CD1]
Beautiful_Women_NiceOnly.esp [10 ITM, 0 UDR, CRC 2C6E9200]
BeldaElysium.esp  [279 ITM, 66 UDR, CRC 3C982E26]  [279 ITM, 66 UDR, CRC 2AED0C2F]
Benirus Manor Remade.esp  [41 ITM, 30 UDR, CRC AED6FBB3]
Better Cities - COBL.esp  [0 ITM, 1 UDR, CRC 52344AB9]
Better Clocks.esp  [25 ITM, 0 UDR, CRC EFEAA850]
Better daedric shrine Azura.esp  [6 ITM, 5 UDR, CRC 8EE4EA11]
Better daedric shrine Hircine.esp  [0 ITM, 5 UDR, CRC BB04D78A]
Better daedric shrine Pyriate.esp  [12 ITM, 31 UDR, CRC 3A4A8659]
Better daedric shrines Clavicus.esp  [9 ITM, 31 UDR, CRC 1BE37CEA]
Better daedric shrines malacath.esp  [10 ITM, 25 UDR, CRC 3075B59]
better daedric shrines Meridia.esp  [0 ITM, 4 UDR, CRC A0C29155]
Better daedric shrines molag bal.esp  [15 ITM, 1 UDR, CRC DF0548D3]
Better daedric shrines Namira.esp  [0 ITM, 8 UDR, CRC 77CE697E]
better daedric shrines Nocturnal.esp  [5 ITM, 9 UDR, CRC D590B3C6]
Better daedric shrines sanguine.esp  [0 ITM, 56 UDR, CRC 2AFEA0AD]
Better daedric shrines Sheogorath.esp  [3 ITM, 5 UDR, CRC FFB0BBA8]
Better daedric shrines Vaermina.esp  [117 ITM, 8 UDR, CRC 61154249]
Better Dark Brotherhood Sanctuary.esp  [0 ITM, 3 UDR, CRC C208F695]  [0 ITM, 3 UDR, CRC 42C36BF9]
Better dungeons.esp  [43 ITM, 2842 UDR, CRC 4908CB39]  [48 ITM, 4164 UDR, CRC ADC761D9]
Better Imperial City.esp  [0 ITM, 3 UDR, CRC 8687BBCC]
Better Rainbows.esp  [ITM 3, UDR 0, CRC 71BDDEC0]
betterArena.esp  [30 ITM, 18 UDR, CRC 94EC8C40]
BeyondCyrodiil-Camps.esp  [224 ITM, 3 UDR, CRC B2C02B53]
BeyondTheRealmsOfDeath.esp  [244 ITM, 18 UDR, CRC CD2C8BD8]
BHC_Expanded.esp  [2 ITM, 12 UDR, CRC C73A3567]  [2 ITM, 12 UDR, CRC C73A3567]
Black ocean.esp  [273 ITM, 547 UDR, CRC AB24AEB2]
Blood&Mud.esp  [35 ITM, 401 UDR, CRC 23A62955]  [36 ITM, 401 UDR, CRC A960D6D3]
Bloodrayne Armor.esp  [10 ITM, 0 UDR, CRC 1E5AE2EF]
Blue Destiny's Paladin Armor.esp
Bob's Armory Oblivion.esp  [6 ITM, 0 UDR, CRC DE136AF6]
Book Jackets Oblivion.esp  [8 ITM, 234 UDR, CRC 88936850]
BossPhaitCrab.esp  [12 ITM, 0 UDR]
BossPhaitDismal.esp  [7 ITM, 0 UDR]
BossPhaitStygainHalls.esp
BrivasArmor.esp  [11 ITM, 0 UDR, CRC 5B43D642]
BrumaMGRestored-Frostcrag.esp  [10 ITM, 0 UDR, CRC FB464AAF]
BrumaMGRestored.esp  [10 ITM, 0 UDR 2610B3EA]
BTMoreEnemies.esp  [3 ITM, 0 UDR, CRC 3BDE7DD3]
Bullock.esp  [11 ITM, 1 UDR, CRC 2B5E16CB]
BXX_Mines.esp  [40 ITM, 23 UDR, CRC 82845758]

C&C - The Blackwood Company.esp  [100 ITM, 50 UDR, CRC 56C59AC2]
Cardac.esp  [23 ITM, 427 UDR, CRC 39F1A5A7]
Cardac-xulAspenWood-patch.esp  [0 ITM, 30 UDR, CRC 8B508D9F]
Castle_Almgard-V2.esp  [13 ITM, 1396 UDR, CRC 40E0F4DA]
Castle_Highrock.esp  [38 ITM, 0 UDR, CRC 5822A5FD]
Castle_Knightstone.esp  [14 ITM, 249 UDR, CRC 69EB3112]
Castle_Seaview.esp  [3 ITM, 0 UDR, CRC D347242F]
Castle Wolfspike2.esp  [50 ITM, 260 UDR, CRC 69690C28]
CastleInTheMountain.esp  [10 ITM, 47 UDR, CRC 466D7AF7]
CastleLegacy_V2.esp  [0 ITM, 241 UDR, CRC 80CEF8A7]
Castlevania.esp  [13 ITM, 2 UDR, CRC 99857FBF]
CaveOfLostSouls V1.esp  [54 ITM, 2 UDR, CRC 62E7808B]
CDEP-UnderpallCave.esp  [3 ITM, 246 UDR, CRC B1052381]
CDEP_FanaCeya.esp  [13 ITM, 122 UDR, CRC 84B74D3F]
cf_Improved_Barter_Gold.esp  [3 ITM, 0 UDR, CRC A4F37E72]
Chairs_Stools_Benches.esp  [ITM 93, UDR 26, CRC 0628F7F6]
Cheat Bob's Armory Oblivion.esp  [2 ITM, 0 UDR, CRC 9D227096]
Chichester Village.esp  [72 ITM, 161 UDR, CRC A5A89A38]
Choices and Consequences - OOO.esp  [0 ITM, 10 UDR]
Chorrol Jewelry Company.esp
Clamshell_Cottage_v1.5.esp  [0 ITM, 15 UDR, CRC 021CF774]
Cliff's Shacks Basements-Radiant AI.esp  [31 ITM, 0 UDR, CRC C076FE76]
Cliff's Shacks Basements.esp  [31 ITM, 0 UDR, CRC 680BCBC2]
Cliff_BetterLetters.esp  [8 ITM, 81 UDR, CRC E8007318]
Cliff_CountyNames.esp  [137 ITM, 0 UDR, CRC 5FC677BF]
ClocksOfCyrodiil.esp  [46 ITM, 20 UDR, CRC 6910C69]
ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp  [9 ITM, 0 UDR, CRC D83FBB37]
cloudcity mod V1.1.esp  [181 ITM, 50 UDR, CRC D89C1AC6]
CLS-craftybits.esp  [56 ITM, 664 UDR, CRC 4C5BC5EC]
CLS-Sailboats.esp  [12 ITM, 0 UDR, A1AE724A]
CM Emilia.esp  [3 ITM, 0 UDR, CRC DEB5D3C7]
CM Partners Extra NPCs.esp  [2 ITM, 0 UDR, CRC 9EBE1E58]
CM Partners.esp  [2 ITM, 0 UDR, CRC D1DE9617]
CM Partners Eileen.esp  [3 ITM, 0 UDR, CRC 1583D677]  [3 ITM, 0 UDR, CRC B28EC8A6]
CM Partners NPC.esp  [7 ITM, 0 UDR, CRC ACB522AC]
CM Rigel.esp  [10 ITM, 0 UDR, CRC DA4A2EB2]
CM_Kailinda.esp  [10 ITM, 0 UDR, CRC 41FCE7B5]
CNRP Cheydinhal4OOO.esp  [1 ITM, 0 UDR, CRC A9DDC458]
Cobl Glue.esp  [0 ITM, 14 UDR, CRC EAB6315A]  [0 ITM, 14 UDR, CRC EAB63159]  [0 ITM, 14 UDR, CRC 

9FA7EEF9]  [0 ITM, 14 UDR, CRC 8A79A499]
Cobl Main RUS.esp  [2 ITM, 0 UDR, CRC 8A79A499]
CompleteMagePack.esp [3 ITM, 0 UDR, CRC AE14DF6D]
COR-Episode1 Secret of Enourk.esp  [22 ITM, 16 UDR, CRC 156247AC]
Creature Diversity.esp  [34 ITM, 0 UDR, CRC DBB29BC1]
Creeper.esp  [0 ITM, 1 UDR, CRC 8A4423BA]
Crowded Cities 15.esp  [4 ITM, 0 UDR, CRC B9CC7C1A]
Crowded Cities 30.esp  [4 ITM, 0 UDR, CRC 3A67E15D]
Crowded Cities_Open.esp  [4 ITM, 0 UDR, CRC 10A7FBA3]
Crowded Roads Advanced.esp  [19 ITM, 0 UDR, E51BD6C2]
Crowded Roads Advanced less crowded.esp  [19 ITM, 0 UDR, CRC 0CBA77FF]
Crowded Roads Revisited.esp  [4 ITM, 0 UDR, CRC 239802C4]
Cryptic Festive Ayleid Dining Set.esp
Cryptic White Rose Ayleid Dining Set.esp
CT-Com's Torch Compendium.esp  [3 ITM, 0 UDR, CRC C3C7144B]  [3 ITM, 0 UDR, CRC E0C0457D]
CUO_Bravil.esp  [42 ITM, 729 UDR, CRC A1A0CAA2]
CUO_Bruma.esp  [11 ITM, 5 UDR, CRC 79E62DCD]
CUO_Chorrol.esp  [29 ITM, 468 UDR, CRC A7AF03A3]
CUO_Leyawiin.esp  [47 ITM, 417 UDR, CRC FF5FEEE3]
CV - Kilij.esp [4 ITM, 0 UDR, CRC C4E017B]
CV - Templar Fortress.esp  [50 ITM, 892 UDR 044E1671]
Cybiades.esp  [2 ITM, 0 UDR, CRC A8970D81]  [ITM 4, UDR 0, CRC B3592B2F]
Cyrodiil Border Regions 1.2.esp  [51 ITM, 0 UDR, CRC 1BD8E6E9]
Cyrodiil City Guards.esp  [78 ITM, 0 UDR, CRC E138FF22]
Cyrodiil Rebuild.esp  [128 ITM, 257 UDR, CRC A3178EEA]
cyrodiil transportation network 1.3 wz.esp

Daedric Ruins House of Healing Patch.esp  [14 ITM, 6 UDR, CRC 9617DA75]
Daedric Shrine Ruins.esp  [0 ITM, 753 UDR, CRC 99BD9CB0]
Daemonengruft.esp  [6 ITM, 9 UDR, CRC D4C4B30F]
DaggerfallResources02.esp  [16 ITM, 6 UDR, CRC 9FFFAA26]
DarkIllusionArmor.esp  [11 ITM, 1 UDR, CRC F4353E26]
DarkLeatherArmor.esp  [5 ITM, 0 UDR, CRC F67F213E]
DarknessHollows.esp  [22 ITM, 0 UDR, CRC A81A605C]
DBSRebuiltComplete.esp  [1 ITM, 299 UDR, CRC 543D21FB]  [1 ITM, 299 UDR, CRC D49DA10B]
DeadlyReflex 5 - Combat Moves.esp  [1 ITM, 0 UDR, CRC F63D656D]  [1 ITM, 0 UDR, CRC 5726D76C]
Deepwood Adventures.esp  [2265 ITM, 45 UDR, CRC AD5233BC]
DibellasWatchAdditions.esp  [0 ITM, 40 UDR, CRC 6D051C88]
Dirtier Waterfront.esp  [9 ITM, 18 UDR, CRC CB542F9D]
DJ Markov Manor.esp  [245 ITM, 1 UDR, CRC 6CB134C6]
DLCBattlehornCastle.esp  [13 ITM, 74 UDR, CRC 7048C609]  [18 ITM, 74 UDR, CRC CADD3FD0]
DLCBattlehornCastle - Unofficial Patch.esp  [5 or 1 ITM, 0 UDR, CRC AB4DE79A]
DLCFrostcrag.esp  [73 ITM, 94 UDR, CRC 2A7665FB]  [3 ITM, 184 UDR, CRC 9B056616]  [0 ITM, 131 UDR, CRC 

E3DACFFD]  [0 ITM, 184 UDR, CRC 641C4EC0]  [22 ITM, 94 UDR, CRC 8C95F38D]
DLCHorseArmor.esp  [3 ITM, 0 UDR, CRC BAD48E5D]
DLCMehrunesRazor.esp  [21 ITM, 15 UDR, CRC CB413740]
DLCMehrunesRazor - Unofficial Patch.esp  [1 ITM, 0 UDR, CRC 17517FA6]
DLCOrrery.esp  [11 ITM, 2 UDR, CRC 5BC59DB4]
DLCSpellTomes.esp  [40 ITM, 0 UDR, CRC 312156F8]  [40 ITM, 0 UDR, CRC 4ABF2393]
DLCThievesDen.esp  [5 ITM, 135 UDR, CRC 5DB8CCC]
DLCVileLair.esp  [26 ITM, 1 UDR, CRC 74D2CA6F]
DoTheUnderdark.esp  [22 ITM, 1 UDR, CRC 61246D9A]
DremoraCompanion.esp
DruidsTree.esp
DSoSFrostCragRebornExteriorStairsFix.esp  [1 ITM, 0 UDR, CRC D2621E65]
Duke Patricks - Fresh Kills Now Alert The NPCs.esp  [3 ITM, 0 UDR, CRC FB7500C0]
dungeon.esp  [4 ITM, 0 UDR, CRC 1937E82F]
Dungeons.esp  [62 ITM, 0 UDR, CRC D799716C]  [322 ITM, 0 UDR, CRC 5A04546E]
DWAnvilTransport.esp  [7 ITM, 0 UDR, CRC FEF1B464]
Dwarven Mines.esp  [45 ITM, 0 UDR]

Echo_ChapelChant.esp  [2 ITM, 0 UDR, CRC 1463180E]
Edhildils Underdark.esp  [8 ITM, 0 UDR, CRC 1BCA0F29]
EiAmod.esp  [0 ITM, 277 UDR, CRC 37ABD205]
Elsweyr plantations & co..esp  [0 ITM, 137 UDR, CRC 38EFADEA]
ElsweyrAnequina.esp  [218 ITM, 1044 UDR, CRC 54674372]  [218 ITM, 1044 UDR, CRC 3EE060AB]
ElsweyrAnequina DV.esp  [218 ITM, 1044 UDR, CRC 85B9199D]  [218 ITM, 1044 UDR, CRC 51A6A4D3]
ElsweyrValenwoodImprovedPatch.esp  [104 ITM, 0 UDR, CRC F2EA526B]
Elsweyr - Valenwood Patch DV.esp  [104 ITM, 0 UDR, CRC 535E4F5D]
Elven Baths.esp  [5 ITM, 20 UDR, CRC B14D2EA1]
EM_RedRoseManor.esp  [44 ITM, 16 UDR, CRC 4A696D9]
Emarion Equipment.esp  [4 ITM, 0 UDR, CRC A71070B4]
Emertxe.esp  [8 ITM, 5 UDR, CRC 67FD3F7B]
emperorface.esp [3 ITM, 0 UDR, CRC AA25A555]
Enhanced Daedric Invasion.esp  [126 ITM, 0 UDR, CRC D34D61BC]
Enhanced Quest Roleplaying.esp  [19 ITM, 0 UDR, CRC 1D1C58B3]
EverHaus3.esp  [49 ITM, 22 UDR, CRC 10F16EB7]
EW-Storms & Sound.esp  [27 ITM, 0 UDR, CRC C439BDBB]
EW-Storms & Sound SI.esp  [27 ITM, 0 UDR, CRC AACF47E6]
ExtendedAleswellEV.esp [2 ITM, 28 UDR, CRC 969F8F4B
ExtendedBlankenmarchEV.esp  [7 ITM, 21 UDR, CRC 02CB4BB1]
ExtendedBleakerswayEV.esp  [39 ITM, 356 UDR, CRC 85311F42]
eyja.esp  [36 ITM, 20 UDR, CRC 9FBDE389]  [36 ITM, 20 UDR, CRC C2EB9EAE]

_Faithless_EV.esp  [99 ITM, 0 UDR, CRC FAF6592A]
Factions Dark Brotherhood.esp  [26 ITM, 24 UDR, CRC C9B0B2EA]
Fairies.esp  [62 ITM, 0 UDR, CRC CE62618B]
FearsomeMagicka.esp  [0 ITM, 1 UDR, CRC 4105F024]
Feudal Empire 300.esp
FHWS.esp  [422 ITM, 2 UDR, CRC 1F1BB9FC]
FightersGuildContracts.esp  [28 ITM, 9 UDR, CRC BB0D71D0]
First Person Messages.esp  [3 ITM, 0 UDR, CRC E97C0B93]
Fish! - v1.1.esp  [ITM 36, UDR 0, CRC 872545DE]
Fishing in Cyrodiil.esp  [36 ITM, 0 UDR, CRC A2300D21]
FLY Armor and Clothing - Non-replacers.esp  [4 ITM, 0 UDR, CRC B0FDF6F]
Forgotten Tomb.esp  [133 ITM, 2 UDR, CRC 39276EC4]
Fort Ferrion.esp  [4430 ITM, 1 UDR, CRC C346CFFD]
Francesco's Leveled Creatures-Items Mod.esm [6 ITM, 0 UDR, CRC 17F6FD1A]
Francesco's Optional Chance of Stronger Enemies.esp  [3 ITM, 0 UDR, CRC 4F003DB0]
Francesco's Optional New Items Add-On.esm  [ITM 2, UDR 0, CRC DFD4FB97]
FrostcragRebornCobl.esp  [0 ITM, 156 UDR, CRC C9702E32]

Gaelendryl.esp  [49 ITM, 6 UDR, CRC 795872CA]
Gaenor in Dementia.esp  [7 ITM, 0 UDR, CRC 15FC9306]
Gâteaux et sucreries.esp  [21 ITM, 0 UDR, CRC 0F4DEEC]
GatewayRealm.esp  [63 ITM, 0 UDR, CRC F6580162]
GatewayRealmUL.esp  [66 ITM, 0 UDR, CRC 00BCA56E]
Gift of Kynareth.esp  [0 ITM, 3 UDR, CRC E370F100]
Giskards Tales From the Tomb.esp  [1 ITM, 24 UDR, CRC 90F0F66]
GlenvarCastle.esp  [38 ITM, 712 UDR, CRC 718904AC]
GodStatues KOTN Edition.esp  [35 ITM, 30 UDR, CRC 78810F96]
GoldenCrest.esp  [157 ITM, 4 UDR, CRC AA4EEB02]
Golden Perch Inn.esp  [25 ITM, 2 UDR, CRC 444F0E35]
Grandmaster of Alchemy.esp  [12 ITM, 0 UDR, CRC A5FBDA05]
GTAesgaard.esp  [107 ITM, 8 UDR, CRC 94A96B7D]  [77 ITM, 0 UDR, CRC 7D7EA42E]
GTAesgaard_2.esp  [13 ITM, 12 UDR, CRC AB1F2934]
GwedenBrothel.esp [0 ITM, 14 UDR, CRC 1433B9E8]

hackdirtabyss.esp  [3 ITM, 8 UDR, CRC E8CA2F00]
HackdirtTheDeepOnes.esp  [0 ITM, 4 UDR, CRC 9294634B]
Hammerfell.esm [0 ITM, 4 UDR, CRC 7D22F9DF]
Harvest [Flora] - DLCFrostcrag.esp  [2 ITM, 0 UDR, CRC ADFEEDB5]  [2 ITM, 0 UDR, CRC 67EB4689]
Harvest [Flora] - Shivering Isles.esp  [2 ITM, 0 UDR, CRC 05003A29]
Haunted_House_v1.5.esp  [13 ITM, 5 UDR, CRC C61B8314]
HauntedHouse.esp  [38 ITM, 5 UDR, CRC 2F2F9619]
HauntedLairMod.esp  [1690 ITM, 7 UDR, CRC 4B7FB9B4]
HeartoftheDead.esp  [140 ITM, 0 UDR, CRC 36834EFA]
HeartoftheDead-ArriusCreek patch.esp  [0 ITM, 1 UDR, CRC EA1F2756]
Hemingweys Capes Improved.esp  [1 ITM, 0 UDR, CRC 397CB5DD]
Hemingweys Capes Improved Merchants.esp  [1 ITM, 0 UDR, CRC FD2BF13D]
Hentai Mania.esp  [1675 ITM, 425 UDR, CRC 840B603E]  [908 ITM, 425 UDR, CRC E35522FE]   [1738 ITM, 425 

UDR, CRC 2A340D11]
HentaiMania2(Hentai).esp
HentaiMania2.esp  [265 ITM, 556 UDR, CRC FD040A00]  [271 ITM, 556 UDR, CRC 1411E7E6]  [536 ITM, 562 

UDR, CRC 3EF2BA9C]
HentaiMania2_Merged_Hell.esp  [6 ITM, 0 UDR, CRC B148CCFA]
HentaiMania2_Merged_Nightmare.esp [6 ITM, 0 UDR, CRC CADD3173]
HighrockVillage.esp  [0 ITM, 73 UDR, CRC D1E9F459]
HilltopLodge.esp  [7 ITM, 37 UDR, CRC B5CD397E]
Hoarfrost Raid.esp  [1 ITM, 0 UDR, CRC 0B0DD032]
HoarfrostCastle.esp  [4 ITM, 730 UDR, CRC A93FE299]  [12 ITM, 738 UDR, CRC F0AC781E]  [71 ITM, 734 

UDR, CRC 8512B421]
Holy Cathedral.esp  [104 ITM, 1 UDR, CRC B294E4F]
HouseMapMarkersOnlyBought.esp  [27 ITM, 0 UDR, CRC 1664DA76]
HRMHorseArmor.esp  [4 ITM, 0 UDR, CRC 452EB6FF]
HTBUnholyChapelShop.esp  [13 ITM, 0 UDR, CRC AE3A26A9]

Idle Dialogue.esp  [5 ITM, 0 UDR, CRC F3DDD964]
Illusionary Summons.esp  [3 ITM, 0 UDR, CRC 8BC62AF5]
Immersive Prison sewer exit.esp  [19 ITM, 0 UDR, CRC D607A66]
Immersive Travelers.esp  [8 ITM, 0 UDR, CRC D9D40901]
ImpeREAL City Unique Districts - All the Districts - Merged.esp  [2 ITM, 0 UDR, CRC DF183339]
ImpeREAL Empire - Unique Forts.esp  [15 ITM, 0 UDR, CRC AD577F04]
ImpeREAL Empire - Unique Forts - OOO FCOM patch by Xtudo.esp  [3 ITM, 0 UDR, CRC 58328D81]
Imperial_City_Cave_House-9473.esp  [1 ITM, 2 UDR, CRC FE41E7A8]
Imperial City Redux.esp  [789 ITM, 2758 UDR, CRC C6D93343]
ImpIsle Walkabout  XUL.esp  [22 ITM, 0 UDR, CRC 4062E31E]
Improved Imperial Infrastructure.esp  [0 ITM, 135 UDR, CRC CDECE238]
Inscription Profession.esp  [1 ITM, 0 UDR, CRC CC8DFD00]
Insomonias Ruins.esp  [1862 ITM, 2 UDR, CRC 554DE8AB]
IOM - Arena.esp
Ivellon.esp  [9 ITM, 13 UDR, CRC 645E2C6D]  [0 ITM, 13 UDR, CRC 0BF5CF18]

Jagnot- Imperial City Library V1.3.esp  [ITM 41, UDR 171, CRC FC58ACB0]
Jail Break Routes.esp  [40 ITM, 4 UDR, CRC A547B997]
Jhaerik's Dungeon Fog Remover.esp  [0 ITM, 1523 UDR, CRC FA68A64E]
Jhaerik's Dungeon Fog Remover Lite.esp  [0 ITM, 464 UDR, CRC 51999419]
John's Leveled List Overhaul.esp  [4 ITM, 6 UDR, CRC 1347A16B]
JQ-AssassinQuest.esp  [6 ITM, 0 UDR, CRC 936A0C19]

K2_Summons.esp  [2 ITM, 0 UDR, CRC 49ACE956]
KDQ - Rural Line Additions.esp  [2 ITM, 0 UDR, CRC A93FE8B0]
kingdomofAlmar.esp  [177 ITM, 31 UDR, CRC 72392FC9]
Knight of Skeleton.esp  [1 ITM, 0 UDR, CRC 79E857E0]
KnightlyArmory.esp  [7 ITM, 9 UDR, CRC CB971F26]
Knight of Skeleton.esp [1 ITM, 0 UDR, CRC 79E857E0]
Knights.esp  [113 ITM, 255 UDR, CRC 71480B94]  [121 ITM, 257 UDR, CRC F1F478FA]
Kvatch Rebuilt.esp  [26 ITM, 4 UDR, CRC 34A9FAC9]  [32 ITM, 0 UDR, CRC 61F4A8B9]  [ITM 32, UDR 2, CRC 

CC9713B1]
KvatchAftermath.esp  [5240 ITM, 390 UDR, CRC 8997D4F1]
KvatchCastleMakeover.esp  [1 ITM, 57 UDR, CRC 89D1C577]
KvatchRebuilt-CheydinhalFalls patch.esp  [0 ITM, 1 UDR, CRC DCE9A024]
KvatchRising.esp  [202 ITM, 3 UDR, CRC 6C91CBEB]

Lady Stone Villa.esp  [6 ITM, 1830 UDR, CRC 3F125733]  [22 ITM, 1830 UDR, CRC C5B26ABE]
Lady Stone Villa ULCompatable.esp  [3 ITM, 1830 UDR, CRC AEF9E69D]  [21 ITM, 1830 UDR, CRC 5D2B3929]
LadyLis_dainties.esp  [21 ITM, 0 UDR, CRC B3EC8302]
LadyLiy_Leckerli.esp  [21 ITM, 0 UDR, CRC 0B3CA457]
Lady Stone Villa.esp  [6 ITM, 1830 UDR, CRC 3F125733]  [22 ITM, 1830 UDR, CRC C5B26ABE]
LakesideHome.esp  [3 ITM, 0 UDR, CRC 12A14EDA]
LaserGun_v1.esp  [19 ITM, 0 UDR, CRC BD23305F]
LastUnicorn.esp  [1 ITM, 3 UDR, CRC F0A49BD7]
LCE-addon.esp  [12 ITM, 0 UDR, CRC 46563387]
Leviathan Soulgems.esp  [1 ITM, 0 UDR, CRC DF3D1184]
Legendary Abilities-Fortify Health MOJ.esp
Legendary Abilities-Reflect MOJ.esp  [5 ITM, 0 UDR, CRC 51D68248]
Legendary Abilities-Shield MOJ.esp  [5 ITM, 0 UDR, CRC 52EBC32E]
Legends - Baleful Eye.esp  [15 ITM, 11 UDR, CRC 4A2E7217]
Legion Faction Mod.esp  [244 ITM, 990 UDR, CRC 32E46BF4]
LetThePeopleDrink.esp  [9 ITM, 152 UDR, CRC 9D730B18]  [9 ITM, 152 UDR, CRC AC6A3945]
LetThePeopleDrink-Cobl.esp  [ITM 1, UDR 0, CRC 0DA32EAD]
LetThePeopleDrink-fountainonly.esp  [6 ITM, 93 UDR, CRC 2A1A281B]
LetThePeopleDrink-fountainonly-Cobl.esp  [1 ITM, 0 UDR, CRC 3B07DA89]  [6 ITM, 93 UDR, CRC FC8A8B5F]
LetThePeopleDrink.esp  [9 ITM, 152 UDR]
Living Economy - Items.esp  [10 ITM, 2 UDR, CRC 1F0A2AB8]
lorecreatures.esp  [36 ITM, 1 UDR, CRC 43BF6B9B]
Lost_Happ.esp  [447 ITM, 36 UDR, CRC 42EFBD66]
Lost Paladins of the Divines.esp  [6 ITM, 3 UDR, CRC E3BD8E62]  [6 ITM, 3 UDR, CRC 7D20E14F]
LostSpires_TheOrderofNibenay_patch.esp
LostSwordOfTheAylied.esp  [29 ITM, 1 UDR, CRC 775DF108]  [2 ITM, 1 UDR, CRC DD4B7009]
LSBSkullWeapons.1.esp  [3 ITM, 0 UDR, CRC ADCE836]  [2406 ITM, 2 UDR, CRC CDB7D4E1]
LSB Skull Weapons.esp  [0 ITM, 2 UDR]
LSB Skull Weapons (Clean).esp [0 ITM, 2 UDR, 19B24219]
LTDVampireOverhaul.esp  [53 ITM, 10 UDR, CRC BC307C34]
Lyn-StoriesFromTheSeaMod.esp  [7 ITM, 0 UDR, CRC 182A6977]
Lynges_Dark_Brotherhood_Assassins-8654.esp  [56 ITM, 0 UDR, CRC B5CD930F]
Lynges_Thieves_Highway-10256.esp  [2 ITM, 0 UDR, CRC 24FE4781]

M.O.E. - Lycanthropy and Lichcraft.esp  [61 ITM, 0 UDR, CRC 412CBB2C]
M.O.E. - Tools of Kagrenac - The Secret of White Gold Tower.esp  [3 ITM, 0 UDR, CRC 2AA7F42A]
M.O.E. - Vampire Clan Raelu.esp  [3 ITM, 0 UDR, CRC 277FF034]
Mad Mike's Crypts of Cyrodiil.esp  [16 ITM, 0 UDR, CRC 560DE988]
Mafreseli.esp  [12 ITM, 172 UDR, CRC D235E598]
Mage'sSkyHouse.esp  [79 ITM, 3 UDR, CRC CEC8800F]
Mage_Guild_Teleport.esp  [1 ITM, 0 UDR, CRC E5DFD452]
Malevolent.esp  [88 ITM, 65 UDR, CRC 969EEDB3]
MannimarcoComplete.esp  [ITM 15, UDR 0, CRC E174D1FE]
MannimarcoRevisited.esp  [ITM 0, UDR 261, CRC E2BE41DA]
Mansion of Champions.esp  [64 ITM, 1 UDR, CRC EE81149C]
Mart's Monster Mod - Farm Animals.esp  [8 ITM, 0 UDR, CRC A00E61D1]
MidasSpells.esp  [49 ITM, 11 UDR, CRC E39AF0AC]
Mighty Umbra.esp  [1 ITM, 0 UDR, CRC 6D7692CD]
Mighty Umbra - Vanilla OB.esp  [1 ITM, 0 UDR, CRC 5EDC8746]
Millstone_Farm.esp  [0 ITM, 17 UDR, CRC 8BAB5B62]
Millstone_UL_Patch.esp  [13 ITM, 116 UDR, CRC F7081B36]
Mimics!.esp  [0 ITM, 8 UDR, CRC 7F582015]
Minotaur Race.esm [7 ITM, 0 UDR, CRC 477340C8]
MIS Low Wind.esp  [2 ITM, 0 UDR, CRC F343D8EA]
MIS.esp  [1 ITM, 0 UDR, CRC BCA36827]
MMMMWL-RollingHills patch.esp  [0 ITM, 8 UDR, CRC C3F43D05]
MMMMWL-TheHeath patch.esp  [0 ITM, 14 UDR, CRC 427B1939]
MODArnTemplar.esp  [5 ITM, 0 UDR, CRC 958A7C]
MODAssassinsCreed2_Revisited.esp  [3 ITM, 6 UDR, CRC AB73F59D]
moDem's City Life.esp  [286 ITM, 19 UDR, CRC 88D5A5EE]
Morag Tong Assassins v1-1.esp  [56 ITM, 0 UDR, CRC EBABFCE8]
Morag Tong Assassins(V1.2).esp  [54 ITM, 0 UDR, CRC EE106B87]
Morag Tong Assassins(V1.3).esp  [54 ITM, 0 UDR, CRC 6D3B25D4]
More_Vegetables.esp  [3 ITM, 0 UDR, CRC 2EAEE466]
Moriarcis.esp  [11 ITM, 3 UDR, CRC 18D5C766]
Morrigan Swords Axes and Shield by Jojjo v1_1.esp  [0 ITM, 2 UDR, CRC AA6DD529]
Morroblivion item rebalance.esp  [1 ITM, 0 UDR, CRC E0060F76]
MotoDualGoldbrandEbony.esp  [216 ITM, 0 UDR, CRC 9F9B8D08]
Mounted_Spellcasting.esp  [3 ITM, 0 UDR, CRC D60BCB81]
mrSiikasBetterPorts_CorvetteExpansion.esp  [1 ITM, 0 UDR, CRC A7EEA5FC]
MTCDirtierBandits.esp  [0 ITM, 10 UDR, CRC 2AB190D0]
MTCExpandedVillages.esp  [12 ITM, 290 UDR, CRC 795046EF]
MTCRiverShackv1.2.esp  [94 ITM, 5 UDR, CRC 47777B7D]
MTCThievesGrottoV4.1.esp  [38 ITM, 61 UDR, CRC 941BAFD5]
Mud Crabs!_coMbO.esp  [16 ITM, 0 UDR, CRC C4750E07]
Museum.esp  [4 ITM, 0 UDR, CRC E3CC13A8]
MvCQuellArkadiensEV.esp  [0 ITM, 8 UDR, CRC B9CE0619]
Mysterious Bear's Epic Necromancy + EM.esp  [15 ITM, 2 UDR, CRC A8E08203]  [15 ITM, 2 UDR, CRC 

0AB56ABA]
Mysterious Bear's Power Animals - Opaque.esp  [0 ITM, 2 UDR, CRC 26A014E9]
Mysterious Bear's Power Animals - Translucent.esp  [0 ITM, 2 UDR, CRC 3813B26C]
Mysterious Bear's Power Animals- Transparent.esp  [0 ITM, 2 UDR, CRC 6386DDCF]
Mysterious Bear's Ramshackle Armory.esp  [49 ITM, 5 UDR, CRC 9708EC51]
mz_Shields.esp  [ITM 3, UDR 0, CRC B1D9EF78]
mz_Shields_SI.esp  [ITM 3, UDR 0, CRC 050C5ECE]

Nagrons Berg-Pagode.esp  [5 ITM, 17 UDR, CRC B0C916AC]
NakedNord.esp  [18 ITM, 0 UDR, AB1B9D3C]
Nanaelas Heartbreak.esp  [1 ITM, 0 UDR, CRC 3677ABB7]
Nascosto Isles 3.esp  [156 ITM, 0 UDR, CRC D6D26C08]
Nature's_bounty.esp  [1 ITM, 0 UDR, CRC 97D180F0]
New Frostmourne Sword by Jojjo v1_0.esp  [5 ITM, 0 UDR, CRC 770A8BD4]  [5 ITM, 0 UDR, CRC E4C84842]   

[5 ITM, 0 UDR, CRC AF56FD5C]
NewMGQuests.esp  [3 ITM, 0 UDR, CRC DF4CDC4D]
New Potions by Tealpanda.esp  [1 ITM, 0 UDR, CRC E5983547]
NEW SHEOTH PALACE LOD FIX-TESSource.esp
New_Sheoth_Palace_LOD_fix-10076.esp  [1 ITM, 20 UDR, CRC 3FB0EBDD]
Nicoroshi Creations DW heavy.esp  [1 ITM, 20 UDR, CRC 99B70AED]
Nicoroshi Creations DW Light.esp  [5 ITM, 135 UDR, CRC 3F5B9AB5]
NNWARE Series 1.esp  [20 ITM, 11 UDR]
NNWARE2.esp  [11 ITM, 0 UDR]
NNWAREAyleidDungeons_Series1EV.esp  [20 ITM, 11 UDR, CRC 1F9C69A7]
No psychic guards v1.2.esp  [1 ITM, 0 UDR, CRC A43BE46F]
NordRuins.esp  [25 ITM, 7 UDR, CRC D56D4152]
Northern Front.esp  [98 ITM, 27 UDR, CRC 87B8FF17]  [116 ITM, 27 UDR, CRC 58BDBD48]  [116 ITM, 27 UDR, 

CRC E1E5FD88]
NRB4+UL-II+LtPD Patch.esp  [0 ITM, 14 UDR, CRC 3E7CA082]
NW-Storms & Sound.esp  [27 ITM, 0 UDR, CRC AC2CE763]
NW-Storms & Sound SI.esp  [27 ITM, 0 UDR, CRC 6761AAF1]

object_placement.esp  [12 ITM, 37 UDR, CRC E4858A00]
Oblivifall - Ambiant Dungeon SFX.esp  [1 ITM, 0 UDR, CRC CBB991E4]
Oblivifall - Losing My Religion Blood&Mud.esp  [1 ITM, 0 UDR, CRC 128C5F11]
Oblivifall - Losing My Religion West Roads Patch.esp  [12 ITM, 0 UDR, CRC 1489007C]
Oblivion Cats v0.22b.esp  [18 ITM, 0 UDR, CRC 1CE8A9DD]
Oblivion Collectible Cards.esp  [1 ITM, 0 UDR, CRC AC9752E5]
OblivionMsg.esp  [100 ITM, 0 UDR, CRC F0EE32C5]
OBSE-Storms & Sound.esp  [27 ITM, 0 UDR, CRC 5A07EB4E]
OBSE-Storms & Sound SI.esp  [45 ITM, 0 UDR, CRC AB61AA5A]  [46 ITM, 0 UDR, CRC 3E9AC1E2]
OgramiradsUnmarkedPlaces.esp  [16 ITM, 3 UDR, CRC A738D15F]
ORM-TamriellicGlassDLC6.esp  [5 ITM, 0 UDR, CRC 0631088B]
OMPexample.esp  [3 ITM, 0 UDR, CRC E1CE7EED]
OOO 1.32-Cobl.esp  [9 ITM, 0 UDR, CRC 10E32F6B]
Origin of the Mages Guild.esp  [173 ITM, 383 UDR, CRC 440FF00]  [ITM 153, UDR 119, CRC D4A96591]
OWC - ND UL Colovian Highlands Patch.esp  [1 ITM, 0 UDR, CRC CBD9DCFD]
OWC - New Dimension.esp  [198 ITM, 0 UDR, CRC 6450282]
OWC - Seaworld.esp  [0 ITM, 1 UDR, CRC A9894CF0]
OWCND - UL Arrius Creek Patch.esp  [13 ITM, 14 UDR, CRC 7EC34CF0]

P1DseeYouSleep.esp  [7 ITM, 0 UDR, CRC A72D68F1]  [7 ITM, 0 UDR, CRC 41C990C4]
pale_rider's Paladin Equipment_enchanted_eng.esp  [4 ITM, 0 UDR, CRC A277829D]  [4 ITM, 0 UDR, CRC 

2E665F07]
pale_rider's Paladin Equipment_enchanted_ger.esp  [4 ITM, 0 UDR, CRC E3CF4E28]  [4 ITM, 0 UDR, CRC 

6283824C]
pale_rider's Paladin Equipment_unenchanted_eng.esp  [4 ITM, 0 UDR, CRC 2F89323]  [4 ITM, 0 UDR, CRC 

D2F29B7A]
pale_rider's Paladin Equipment_unenchanted_ger.esp  [4 ITM, 0 UDR, CRC 99E1B373]  [4 ITM, 0 UDR, CRC 

D66CA2FA]
Passwall Adventurers Club.esp  [13 ITM, 4 UDR, CRC 11E6D7FE]
PearlFarm.esp  [12 ITM, 0 UDR, CRC 590DE30D]
Pek_Halls_of_The_Phoenix_Order.esp  [2 ITM, 0 UDR, CRC D96DB828]
PersonalPackGuars.esp  [12 ITM, 0 UDR, CRC 508E738B]
PersuasionOverhaul.esp  [1 ITM, 0 UDR, CRC 8948EEF4]
PhoenixEquipment.esp  [3 ITM, 0 UDR, CRC 88C21554]
PhoenixWithoutArmorflame.esp  [3 ITM, 0 UDR, CRC 4AA60013]
Pitcher Plant and Lily Ingredients.esp  [1 ITM, 0 UDR, CRC 963ADDCE]
PJs Spell Compendium - Spell Requirements.esp  [9 ITM, 0 UDR, CRC 38EEF54D]
pmRealTimeInteractions.esp  [1 ITM, 0 UDR, CRC 94805075]
Portable Campsite.esp  [4 ITM, 0 UDR, CRC EDD4B869]
Portable Campsite - Quickstart.esp  [4 ITM, 0 UDR, CRC FE300F35]
PTMudwater.esp  [0 ITM, 5 UDR, CRC 822438DC]
Punk Stevo - Brutal Underground.esp  [9 ITM, 1 UDR, CRC DFB2260B]

Qarl's Harvest 1.1.esp  [8 ITM, 105 UDR]
Qarls_Harvest.esp  [8 ITM, 105 UDR, CRC 31844E23]
qNS3-inventrix.esp  [13 ITM, 0 UDR, CRC 8C3473FA]
QOTW Season One.esp  [231 ITM, 2 UDR, CRC 315470CB]
QOTW021.esp  [4 ITM, 0 UDR, CRC 25B73907]
QQuix - Rock, rock, rock your ship - V2.0.esp  [3 ITM, 0 UDR, CRC 275D6C94]  [3 ITM, 0 UDR, CRC 

DD45007E]
QQuix - Rock, rock, rock your ship - V3.esp  [12 ITM, 0 UDR, CRC 2E1085A5]  [12 ITM, 0 UDR, CRC 

DA6F223C]  [12 ITM, 0 UDR, CRC E4A111C4]  [12 ITM, 0 UDR, CRC 2AE99607]
Quest For The Elements.esp  [254 ITM, 461 UDR, CRC D2E0B570]

Rainbows.esp  [3 ITM, 0 UDR, CRC 71BDDEC0]
Ranokoas City Stealth Exits.esp  [78 ITM, 9 UDR, CRC B6E7250E]
Realistic Water.esp  [5 ITM, 0 UDR, CRC B049E8E]  [5 ITM, 0 UDR, CRC 4B04A062] [3 ITM, 0 UDR, CRC 

EAF3B550]
RealitySpectre'sBetterPotions.esp  [5 ITM, 0 UDR, CRC E8944779]
Reaper's Esmeralda's Desert Manor.esp  [48 ITM, 32 UDR, CRC DB57B73]
Reaper's Waterfront.esp  [14 ITM, 60 UDR, CRC 704A02EE]
rebornaylieds.esp  [6 ITM, 2 UDR, CRC F58D55F6]
ReclaimSancreTor.esp  [7 ITM, 0 UDR, CRC A92BCD32]  [356 ITM, 0 UDR, CRC 7D6378B9]  [309 ITM, 0 UDR, 

CRC D18D5D53]  [0 ITM, 1 UDR, CRC D7E41ACB]
Redecoration.esp  [3 ITM, 0 UDR, CRC 31844E23]
Region Revive - Lake Rumare.esp  [0 ITM, 45 UDR, CRC 4D8FA617]
RenGuardOverhaul.esp  [3 ITM, 0 UDR, CRC 54286FE0]  [1 ITM, 0 UDR, CRC B736932B]
Respawning Varla & Welkynd Stones.esp  [0 ITM, 727 UDR, CRC 49328AE8]
Retma Dresses.esp  [2 ITM, 0 UDR, CRC 2DF18C43]
Retros Fletching and Imbueing.esp  [1 ITM, 0 UDR, CRC 4AA8EE9A]
Return Of Shadows.esp  [0 ITM, 2 UDR, CRC 6D97B636]  [5 ITM, 2 UDR, CRC E29749D7]
road+bridges.esp  [0 ITM, 16 UDR, CRC CA103402]
ROHJ2.esp
RomancingAhnassi.esp  [66 ITM, 0 UDR, CRC 91D702AB]
Rowboats.esp  [3 ITM, 11 UDR, CRC 4CFABD99]
RTT.esp  [32 ITM, 3 UDR, CRC 65F14171]
Ruin.esp
Ruins of Tarnesia.esp  [4440 ITM, 1 UDR, CRC 9654B520]

Sacred Duty.esp  [41 ITM, 10 UDR, CRC B7D2A66F]
Salmo the Baker, Cobl.esp  [34 ITM, 0 UDR, CRC E02E250D]
Sauron_Armor_Chest.esp  [5 ITM, 1 UDR, CRC F496AE96]
SB IC Palace Tower Light Mod v1.1 - Constant Yellow Light.esp  [2 ITM, 0 UDR, CRC EFB8DAF7]
SB IC Palace Tower Light Mod v1.1 - Flicker Yellow Light.esp [2 ITM, 0 UDR, CRC DC39256E]
SB IC Palace Tower Light Mod v1.1 - Pulse Yellow Light.esp  [2 ITM, 0 UDR, CRC 6E556FA4]
ScarletMonastery.esp  [28 ITM, 255 UDR, CRC B4B5DA1E]
Secrets.esp  [2 ITM, 0 UDR, CRC 16DFAB8C]
Secrets-UL edition.esp  [1432 ITM, 0 UDR, CRC 7FDC6530]
SecretsoftheAyleidsClosure.esp  [3 ITM, 0 UDR, CRC E9500749]
Secure Guild Chest.esp  [9 ITM, 13 UDR, CRC 9FE1ED7F]
SeductiveIdles.esp  [3 ITM, 0 UDR, CRC B8DE5B2F]  [3 ITM, 0 UDR, CRC 32F0B1EE]  [2 ITM, 0 UDR, CRC 

F011E367]
Self-Preservation v1.0.esp [12 ITM, 0 UDR, CRC 3BB14891]
SentientWeapon.esp  [4 ITM, 0 UDR, CRC A4E3D11B]  [4 ITM, 0 UDR, CRC C078A0F2]
SetsunaDummyTraining.esp  [4 ITM, 0 UDR, CRC 7718C0CE]
Shadow Ranger.esp  [19 ITM, 2 UDR, CRC 1F83FEE1]
Shadow Steed.esp  [1 ITM, 0 UDR, CRC EDDAB6DB]
Shadowcrest_Vineyard.esp  [34 ITM, 57 UDR, CRC 497EDBA5]
Shadowcrest_Vineyard_COBL.esp  [34 ITM, 57 UDR, CRC 9FD89158]
ShadowfangKeep.esp  [313 ITM, 2 UDR, CRC A970802F]
Shdw_Armor Set_Sotonhorian.esp  [1 ITM, 0 UDR, CRC 3D45C1F1]  [1 ITM, 0 UDR, CRC 1C75B309]
Sheogoraths_Accords_of_Madness.esp  [98 ITM, 71 UDR, CRC C7AFC21D]
ShezriesTownsMaster.esp [45 ITM, 87 UDR, CRC 67594659]  [24 ITM, 0 UDR, CRC 1A77795D]  [114 ITM, 0 

UDR, CRC C59896C6]
ShiveringIsleTravellers.esp  [7 ITM, 0 UDR, CRC 36DD18E]
Siliane.esp  [3 ITM, 0 UDR, CRC 436F457D]
Silj's Martigen's Monster Mod summmon spells and conjuration compendium.esp  [13 ITM, 4 UDR, CRC 

3C6CC609]
Silvercliff.esp  [3 ITM, 0 UDR, CRC B6D06CD5]
sir_balin_mod.esp  [233 ITM, 0 UDR, CRC 607E10BE]
SK_Berserk_v0.6.esp  [15 ITM, 2 UDR, CRC FC1D6B7F]
SkinMannequinVan-nosleep.esp  [10 ITM, 0 UDR, CRC 65249775]
SkinMannequinVan.esp  [10 ITM, 0 UDR, CRC B3148F27]
Skyrim Draugr Canyon.esp  [0 ITM, 73 UDR, CRC DE35E870]  [0 ITM, 73 UDR, CRC ED13B243]
Skyrim Draugr Canyon Deutsch.esp  [0 ITM, 73 UDR, CRC F9B5659D]  [0 ITM, 73 UDR, CRC 4F6681F2]
SkyrimObservatory.esp  [14 ITM, 7 UDR, CRC 5ADC0013]
Slappy's Wigs v1.0.esp  [12 ITM, 2 UDR, CRC 71A3DAD3]
Slof's Extra Horses.esp  [28 ITM, 0 UDR, CRC 8BA333FA]
Slof's Giger Armour.esp  [3 ITM, 0 UDR, CRC 8B6D4ABC]
Slof's Horses Base.esp  [18 ITM, 0 UDR, CRC 66C78539]
Slof's Oblivion Robe Trader.esp  [1 ITM, 0 UDR, CRC 2613C2F9]  [4 ITM, 0 UDR, CRC 9D2961CB]
SM_ShiveringIsles.esp  [1 ITM, 0 UDR, CRC FA560808]
Solace.esp  [29 ITM, 24 UDR, CRC 9682DF1D]
Sonia.esp  [1 ITM, 0 UDR, CRC D87BC592]
Soolie'sBetterEnchantmentEffects.esp  [2 ITM, 0 UDR, CRC 850A32B5]
SoT_TheOrderofNibenay.esp  [129 ITM, 19 UDR, CRC CA79063C]
Sounds of Cyrodiil - OC Reborn Patch.esp  [1 ITM, 35 UDR, CRC 408C9E1F]
Spells and Enchanting at guilds.esp
Spirit's Edge.esp  [97 ITM, 4 UDR, CRC 3987C0D6]
StalhrimVillage.esp  [0 ITM, 89 UDR, CRC 1D11672D]
Star's Fury.esp  [0 ITM, 3 UDR, CRC 0B25A64E]
StockClothingArmor-forExnems.esp  [3 ITM, 0 UDR, CRC 97BD3C1A]
StokerWolff.esp  [11 ITM, 3 UDR, CRC 52AFA081]
Storms & Sound.esp  [27 ITM, 0 UDR, CRC 2DBAAA1A]  [27 ITM, 0 UDR, CRC AC2CE763]  [27 ITM, 0 UDR, CRC 

C439BDBB]  [27 ITM, 0 UDR, CRC C23EEEE9]  [27 ITM, 0 UDR, CRC 5A07EB4E]  [27 ITM, 0 UDR, CRC AB61AA5A] 

 [27 ITM, 0 UDR, CRC 9A124534]  [27 ITM, 0 UDR, CRC 30E0955F]  [27 ITM, 0 UDR, CRC 993A2165]  [27 ITM, 

0 UDR, CRC AACF47E6]  [27 ITM, 0 UDR, CRC 6761AAF1]
Storms & Sound SI.esp  [27 ITM, 0 UDR, CRC 9A124534]
strotisNewFood.esp  [31 ITM, 0 UDR, CRC 833600D6]
Suliin V1.2.esp  [52 ITM, 118 UDR, CRC 5802804A]
SunderedKeep.esp  [50 ITM, 3 UDR, CRC 70719F5B]
sunk ships.esp  [135 ITM, 34 UDR, CRC E238F1EC]
Sutch Reborn.esp  [ITM: 8, UDR: 0, CRC E88717D7]
Sutch reborn Lighthouse Fix UL.esp  [2 ITM, 0 UDR, CRC C591AFC5]
SW01.esp
SW01Plus.esp

T-HMO.esp
T.I.E4MODS.esp  [6 ITM, 392 UDR, CRC 2FD81EB9]
T.I.E4MODSOOO+FCOM.esp  [8 ITM, 0 UDR, CRC A7E5FB03]
Tales from Elsweyr Anequina.esp  [0 ITM, 224 UDR]
TalosBridgeGateHouse.esp  [15 ITM, 31 UDR, CRC DF00178C]
TamrielSnacks11-DV.esp  [20 ITM, 19 UDR, CRC 156F6CFE]
TamrielSnacks11-EV.esp  [20 ITM, 19 UDR, CRC 36E6CBAA]
TamrielTravellers.esp  [38 ITM, 0 UDR, CRC EB4A4D83]
TamrielTravellers4MMM.esp  [37 ITM, 0 UDR, CRC C0CECFEA]
TamrielTravellers4OOO.esp  [78 ITM, 0 UDR, CRC 2CB068DB]
tda_Armoury.esp  [5 ITM, 0 UDR, CRC E1B7E45F]
tda_WitchKingHelm.esp  [4 ITM, 5 UDR, CRC 744A186B]
Templar Fighters Guild.esp  [12 ITM, 6 UDR, CRC 43631980]
The Arsenal.esp  [ITM 15, UDR 20, CRC 4D20F120]
The Ayleid Steps.esp  [0 ITM, 1 UDR, CRC B0311481]  [0 ITM, 1 UDR, CRC 6669B5B6]
The Imperial Water - BETTER CITIES.esp  [ITM 21, UDR 0, CRC 73F25199]
The Kingdom of Shadow test1.esp  [ITM 1360, UDR 62, CRC 94C3C6B]
The Lost Spires.esp  [165 ITM, 433 UDR, CRC 5B6ADFB3]  [164 ITM, 433 UDR, CRC 8BBD7F36]  [163 ITM, 433 

UDR, CRC B90E1A6D]
The Mystery of the Dulan cult.esp  [4569 ITM, 16 UDR, CRC 06845A1E]
The Ruins of Miscarcand.esp  [10 ITM, 1910 UDR, CRC 9B8C026E]
The Temple of Medusa.esp  [37 ITM, 0 UDR, CRC CC093DE]
The Temple of The Sleeper.esp  [139 ITM, 0 UDR, CRC 7EF41099]
TheElderCouncil.esp  [274 ITM, 192 UDR, CRC 763FC748]
TheElderCouncil_TempleOfTheOne.esp  [15 ITM, 0 UDR, CRC 5BEE0900]
TheForgottenShields.esp  [6 ITM, 0 UDR, CRC 33817D08]
TheHole.esp  [57 ITM, 165 UDR, CRC D8CE5984]
TheHolePt2.esp  [4 ITM, 141 UDR, CRC F880F95E]
The Kingdom of Shadow test1.esp  [1292 ITM, 62 UDR, CRC 6E718D35]  [1292 ITM, 62 UDR, CRC 4C73C319]  

[1360 ITM, 62 UDR, CRC 94C3C6B]
TheNecromancer.esp  [108 ITM, 178 UDR, CRC 6798B41]
TheOubliette.esp  [32 ITM, 0 UDR, CRC 2F16C1C5]
ThePaleAdventurer.esp  [1 ITM, 0 UDR, CRC 29220AEF]
TheReturnOfTheDarkBrotherhood.esp  [10 ITM, 76 UDR, CRC 08450046]
Thermae.esp  [21 ITM, 39 UDR, CRC AAD7EC09]
TheStorytellersBrotherQuest.esp  [17 ITM, 0 UDR, CRC 2414A8EF]  [17 ITM, 0 UDR, CRC 3B237D7C]
thievery.esp  [4 ITM, 0 UDR, CRC D5951BC9]
Thieves Arsenal.esp  [368 ITM, 1216 UDR, CRC 2DE5B6D1]
TLC2.esp  [113 ITM, 5 UDR, CRC 8AC7051F]
TolawaylAyleidCity_Quest.esp  [26 ITM, 18 UDR, CRC C5C868BD]
Tombstone Epitaphs.esp  [3 ITM, 587 UDR, CRC 888FB064] 
Torynwyll.esp  [24 ITM, 25 UDR, CRC 693FB4D9]
TOS - Prelude.esp  [0 ITM, 6 UDR, CRC FB2EC779]
TOTF.esp  [ITM 76, UDR 2, CRC 14BBA6EE]
tq3-Blood-and-Gold.esp  [2 ITM, 0 UDR, CRC 2153825C]
TR_Stirk.esp  [7 ITM, 1 UDR, CRC BAEEF8CF]  [11 ITM, 1 UDR, CRC B25BA607]
Trade and Commerce.esp  [9 ITM, 18 UDR, CRC DC6AFCCD]  [17 ITM, 18 UDR, CRC C5C1D187]  [0 ITM, 18 UDR, 

CRC 955A7549]  [0 ITM, 18 UDR, CRC 955A7549]
Trail  Central.esp  [112 ITM, 16 UDR, CRC 25B95DA0]
Trail  EAST.esp  [85 ITM, 37 UDR, CRC 9682CAFF]
Trail  South East.esp  [109 ITM, 31 UDR, CRC 4069ED03]
Trail  WEST.esp  [160 ITM, 22 UDR, CRC 4AC3EAB9]
Trails of Cyrodiil - Colovian Highlands UL.esp  [109 ITM, 64 UDR, CRC C5EBDE40]
Trails of Cyrodiil North Short Cut.esp  [9 ITM, 36 UDR, CRC B1DA95E5]  [7 ITM, 36 UDR, CRC 11603FD8]
treasure maps v1.esp  [13 ITM, 1 UDR, CRC C3590CBA]
Treasure Maps_Boethia's Burden.esp  [2 ITM, 1 UDR, CRC A30496FE]
treasure maps captus demus.esp  [3 ITM, 0 UDR, CRC D0D3DA5C]
Treasure Maps Meridias Womb.esp  [1 ITM, 0 UDR, CRC 100F394C]
Treasure Maps Revenge Of The Nords.esp  [3 ITM, 0 UDR, CRC 41E287B2]
TRoN.esp  [9 ITM, 3 UDR, CRC 8A09B1F1]
TWMP_ProvinceHighRock.esp  [98 ITM, 130 UDR, CRC C429C648]
TWMP_Thir River.esp  [32 ITM, 0 UDR, CRC 52ECF190]
Tyrael Companion.esp  [2 ITM, 0 UDR, CRC 3BE2DB53]

UFF & RM Gold and Silver Daedric Armor.esp  [10 ITM, 1 UDR, CRC 9DFB019]
UL II Immersive Prison Sewer exit.esp  [11 ITM, 0 UDR, CRC 26B755F4]
undercover.esp  [19 ITM, 0 UDR, CRC 757F1F42]
UnderdarkSaga.esp  [6 ITM, 0 UDR, CRC 453742B9]
Ungarion1TheWelkyndSword.esp  [5 ITM, 3 UDR, CRC E8E6D2AC]
Unholy Cathedral.esp  [431 ITM, 149 UDR, CRC 840C67F8]
Unique Dungeons - Lichs Lair.esp  [6 ITM, 0 UDR, CRC 7BF67082]
Unique Dungeons - Lost Glory.esp  [2 ITM, 0 UDR, CRC 1CD53035]  [2 ITM, 0 UDR, CRC 166EFDC3]
Unique Forts Fort Strand.esp  [4 ITM, 35 UDR, CRC 5AAF40DC]
Unique Forts Gold Coast.esp  [39 ITM, 217 UDR, CRC 99C57EC6]
Universitum Arcanorum.esp  [121 ITM, 1169 UDR, CRC 9BDBB795]  [9 ITM, 1169 UDR, CRC D41DC29C]
Unofficial Elsweyr Anequina Patch.esp  [2 ITM, 0 UDR, CRC AD4131F8]
UVII.esp  [13 ITM, 0 UDR, CRC 3144EC1B]
Valenwood Improved - Fallenleaf Everglade EV - Patch.esp  [5 ITM, 0 UDR, CRC 8056A33C]  [5 ITM, 0 UDR, 

CRC 
Valley_View_Estate.esp  [28 ITM, 15 UDR, CRC 0BC0E798]
VAs Better Gold with no Menu Icon.esp  [0 ITM, 1 UDR, CRC C0A002B4]
VaultsofCyrodiil.esp  [15 ITM, 58 UDR, CRC 3D9375C6]
Veldin.esp  [49 ITM, 11 UDR, CRC BC65CD25]
Verwen Brewery UL_AY_AC Compatable.esp  [0 ITM, 1 UDR, CRC E45679C7]
VHBloodlines 1.2.esp  [45 ITM, 756 UDR, CRC 4FBE3DC0]  [45 ITM, 756 UDR, CRC 8187F096]  [1 ITM, 0 UDR, 

CRC CE62618B]
ViljainLakeside.esp  [3 ITM, 0 UDR, CRC 649D8691]
ViljainRedRoseManor.esp  [3 ITM, 0 UDR, CRC 1A496E57]
Villages1.1.esp  [24 ITM, 19 UDR, CRC 71F17D9E]
Vin Swords.esp
Visually Enhanced Arena.esp  [4 ITM, 0 UDR, CRC 81563088]

WAC.esp  [34 ITM, 0 UDR, CRC C8D70EC3]
WAC - Birds&Insects.esp  [11 ITM, 0 UDR, CRC 34E5DAEC]
WAC - BlackBootDungeon.esp  [4 ITM, 0 UDR, CRC 7C253683]
WAC - Crowded Roads Revisited.esp  [3 ITM, 0 UDR, E49CCD66]
WAC - Female Armor Refine.esp [40 ITM, 0 UDR, CRC 87D74399]
WAC - Female Armor Refine -No Low Body.esp  [87 ITM, 0 UDR, CRC 24FF137B]
WAC - Horses.esp  [3 ITM, 0 UDR, CRC 1ABE5A11]
WAC - Magic.esp  [3 ITM, 0 UDR, CRC 290989F0]
WAC - NoMapMarker.esp  [16 ITM, 0 UDR, CRC 9BD8F9C2]
WAC - OverSpawn.esp  [3 ITM, 0 UDR, CRC 030C2196]
WAC - Player Summons.esp  [21 ITM, 0 UDR, CRC 77FF1D67]  [30 ITM, 0 UDR, CRC EA321AD6]
WAC - xulBCLostCoast.esp  [2 ITM, 2 UDR, CRC 905F14AF]
WAC-ULchorrolhinterland-patch.esp  [1 ITM, 0 UDR, CRC D31BDFEF]
Walkabout.esp  [21 ITM, 11 UDR, CRC 31BE18D9]  [27 ITM, 11 UDR, CRC 594A8E9B]  [1 ITM, 0 UDR, CRC 

379F2A1B]
wands.esp  [5 ITM, 0 UDR, CRC BA110E01]
Watchtower.esp  [8 ITM, 16 UDR, CRC 11D3867A]
Waterfront Shack.esp  [1 ITM, 8 UDR, CRC 4FD37830]
WaterfrontMarket.esp  [17 ITM, 8 UDR, CRC 72EB5289]
WatersEdgeImproved.esp  [30 ITM, 14 UDR, CRC 53A73FA1]
Wayshrines Improved.esp  [13 ITM, 0 UDR, CRC A200A48]
Weapon Expansion Pack for Oblivion Nthusiasts.esp  [1 ITM, 0 UDR, CRC 13F4CF76]
WeaponsOfTheNine.esp  [24 ITM, 21 UDR, CRC DA0EE588]
Wellspring Vale.esp  [2 ITM, 134 UDR, CRC 3E9D0614]  [2 ITM, 134 UDR, CRC 0AFCCFE8
West Roads.esp  [5 ITM, 10 UDR, CRC EDE05E56]
Weye.esp  [41 ITM, 80 UDR, CRC A3FF8474]
WeynonRetreat.esp  [91 ITM, 10 UDR, CRC C5361D05]
Wiedergaenger Race.esp  [30 ITM, 4 UDR, CRC 6F1B67D5]
Windfall.esp  [9 ITM, 0 UDR, CRC 5C811264]
Witch's Throne.esp  [12 ITM, 14 UDR, CRC 6F1BEFB0]
witchkingsword.esp  [5 ITM, 0 UDR, CRC 65F472B4]
Wizard'sSpellBook.esp  [31 ITM, 27 UDR, CRC 1A8F35F2]
Wolf Companions -TcS-.esp  [3 ITM, 0 UDR, CRC C9B5E3A]
WOTFH_1.3.esp  [0 ITM, 15 UDR, CRC 76708A3D]

xulAncientRedwoods.esp  [361 ITM, 734 UDR, CRC 6387135]
xulAncientYews.esp  [1 ITM, 4572 UDR, CRC 6B0D5E8E]
xulArriusCreek.esp  [0 ITM, 337 UDR, CRC 4C4B30C8]
xulBeachesOfCyrodiilLostCoast.esp  [0 ITM, 1371 UDR, CRC 8955ECE]
xulBlackwoodForest.esp  [39 ITM, 0 UDR, CRC 781AC4EB]
xulBravilBarrowfields.esp  [0 ITM, 5260 UDR, CRC A29AFDC3]
xulChorrolHinterland.esp  [0 ITM, 2326 UDR, CRC B7B4334A]
xulCliffsOfAnvil.esp  [5 ITM, 0 UDR, CRC E9AEB1BF]  [2 ITM, 0 UDR, CRC 701EF543]
xulCloudtopMountains.esp  [0 ITM, 4984 UDR, CRC FAB16618]
XulEntiusGorge.esp  [12 ITM, 1309 UDR, CRC CE1FE795]
xulFallenleafEverglade.esp  [0 ITM, 697 UDR, CRC E17D276D]
xulImperialIsle.esp  [19 ITM, 49 UDR, CRC 9F8E4A43]
xulLushWoodlands.esp  [0 ITM, 648 UDR, CRC 62FB2C49]  [52 ITM, 940 UDR, CRC FA59EB15]
xulPantherRiver.esp  [0 ITM, 90 UDR, CRC 168E01A1]
xulRiverEthe.esp  [0 ITM, 7847 UDR, CRC D3959EE4]
xulRollingHills_EV.esp  [20 ITM, 282 UDR, CRC 3B943963]
xulRollingHills_EV_withoutWheat.esp [2 ITM, 282 UDR, CRC 7518580E]
xulTheHeath.esp  [25 ITM, 704 UDR, CRC 64C34F7D]
xxJump.esp  [3 ITM, 0 UDR, CRC 6F92CD7C]

Your_Personal_Museum_Updated-9300.esp  [3 ITM, 0 UDR, CRC AA358578]

za_bankmod.esp  [5 ITM, 0 UDR, CRC 831EB9FA]
zCats & Rats.esp  [15 ITM, 0 UDR, CRC 99F45386]
ZUSIO-Map MarkerOverhaul SI-patch.esp  [ITM 1, UDR 0, CRC B66FCFAE]
zzzItemGeneratingSystem.esp  [4 ITM, 0 UDR, CRC A08A9ABE]
zzzNpcAIEnhanced.esp


300_White Stallion 4.esp Special Cleaning Instructions[edit | edit source]

Requires custom TES4Edit work to fix errors or it can’t be saved. It's too complicated to list here, but it has to do with editing REFR:00092EC9 so that it uses the Upper version of the door and moving the door into the correct position. Copy the coordinates from REFR:020014BE then delete REFR:020014BE. This also applies to the renamed Feudal Empire version.

While we're talking about White Stallion/Fuedal Empire, this mod also has a LOT of errors in the AI Packages. They currently have no faction assignments and need to be updated. You can open the mod in the Construction Set and go to AI Packages and find all the ones with null parameters. Change those to have the following two conditions:

Target no, GetFactionRank, LeyawiinFaction, >=, 0.00 AND Target no, GetFactionRank, KnightsWhiteStallion, >=, 0.00

Artefacts of the Ancestors.esp Special Cleaning Instructions[edit | edit source]

This mod contains two cells that share the same FormID (DELETEDHdADungeon and DELETEDHdAHaus, with FormID XX000CE8). This will cause TES4Edit to error when you attempt to open the plugin to clean it. There are two methods to correct this:

1. Open the plugin in the Construction Set with Construction Set Extender installed and give one of the cells a new FormID. This is not recommended unless you are a highly experienced modder, though.

2. Use TESSnip to remove one of the duplicated cells. Instructions follow:

Once, you have opened the plugin in TESSnip, locate the CELL records DELETEDHdADungeon and DELETEDHdAHaus (Fifth GRUP bunch down in the CELL GRUP, first Sub-Group). As you will be able to tell, these cells have identical FormIDs, and at least one of them needs to go. Given the prefix of the Forms, it is very likely that neither was ever meant to be seen in game, but this is something that really cannot be told at a cursory glance. Anyways, deleting at least one of these cells will fix the error.

This will allow you to edit the plugin in TES4Edit and clean things up.

AuriCloudRulerAddons.esp Special Cleaning Instructions[edit | edit source]

Contains a wild edit of the Redguard race record 00000D43. Delete this edit manually.

Cell 00000ADC contains a large number of objects that have only been moved very slightly, and it is possible these are leftovers from running the Havok Sim. These records, however, cause no harm and so do not need to be removed.

BattlehornCastleEnhanced.esp Special Cleaning Instructions[edit | edit source]

Before this mods can be cleaned automatically, an incorrectly placed object that causes errors must be removed. To do so, the following must be done in TES4Edit:

Load the mod in TES4Edit. Once it has finished loading, search for the FormID 01012EC4 using the box in the upper left of the window. Once found, right-click the record and select "Remove". Say OK to the message and quit TES4Edit, saving the plugin. You can now re-load the plugin in TES4Edit for automatic cleaning.

Book Jackets Oblivion.esp Special Cleaning Instructions[edit | edit source]

Book Jackets Oblivion adds three lights to the BookWarehouse cell. You can safely delete those.

CDEP_FanaCeya.esp Special Cleaning Instructions[edit | edit source]

This mod moves the interior door to Fanacasecul, which is a persistent reference, and can causes CTDs in the area around Fanacasecul. There's a (relatively) easy way to fix this, though:

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 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[edit | edit source]

There's one wild edit changing the water height in Worldspace cell (26, -42). To remove this, open in TES4Edit, and expand "Worldspace", then expand "0000003C - Tamriel". Now the second row down called "Block 0, -2" is what needs to be removed. Right-click on "Block 0, -2" and pick "Remove" from the menu. Say OK to the message and close TES4Edit and save the .esp.

KvatchRising.esp Special Cleaning Instructions[edit | edit source]

Kvatch Rising incorrectly modifies the script for Alawen, the advanced Marksman trainer. To correct this, the following must be done in TES4Edit:

expand the branch for KvatchRising.esp. Then expand the branch for "Script". The first one on the list will be formID 000A79EC. Right click on that script, select "change form ID" and change it to: 030A79EC.

You'll get another menu that comes up with some NPCs listed. Right click anywhere in the group of NPCs, hit "select all", then hit OK twice. If it worked correctly, you'll see a message at the bottom of the right pane of the app that says:

10 records out of 10 total records which reference FormID [000A79EC] have been updated to [030A79EC]

Close TES4Edit and let it save the changes.

Shadow Ranger.esp Special Cleaning Instructions[edit | edit source]

These records have been attributed to breaking access to some containers in Abandoned Mine. Use TES4Edit to remove these records manually:

NAZStaticRef NAZBearRef NAZLionRef NAZLion1Ref NAZLion2Ref NAZLion3Ref NAZLion4Ref NAZMarkerRef NAZMarker2Ref NAZMarker3Ref NAZMenuRef NAZPantherRef NAZWolfRef NAZWolf1Ref NAZWolf2Ref NAZWolf3Ref NAZWolf4Ref

SunderedKeep.esp Special Cleaning Instructions[edit | edit source]

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[edit | edit source]

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[edit | edit source]

Contains NULL Refs that must be deleted manually. These are the refs:

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

List of Mods Already Clean[edit | edit source]

1AzuSeraphimSet.esp

A Family Problem.esp 
Ak- Morroblivion Maps HD.esp
Alchemy Book.esp
Alir'sArmor.esp
All Natural.esp
All Natural SI.esp
All Natural - Real Lights.esp
Alluring Potion Bottles v3.esp
Alyeid Loot Extension.esp
An Old School Dungeon.esp
An Unexpected Company.esp
Andragorn_Weapons_Armors.esp
Anduril Reforged.esp  [Version 1.31]
ArmamentariumArtifacts.esp
Armamentium female.esp
Armory of the Silver Dragon.esp
Arren.esp
Artifacts - ArmaCompleteAddon.esp
ArtifactsFemaleArmor.esp
AsharasCMPartners.esp
AT2 01-Shiki Armor Set.esp
AT2 02-Shiki Armor Set.esp
Atmospheric Oblivion.esp
attack and hide xxx v2.1.esp
AudaciousMagery.esp

Bedrolls-OBSE.esp
Better Cities (all files)
BetterCoins.esp
BlackLuster.esp
BladeOfTheHaunted.esp
BookCollisionTest.esp
Breathing Idle Animations.esp
BrinaCrossVillage.esp
BrinaCrossVillage - COBL.esp
Brina Cross - Unique Forts Patch.esp

C&C - The Blackwood Company - OOO.esp
CalyndStone.esp
Camping.esp
CapesandCloaks.esp
Castle Redwort.esp
Chapel Shop.esp
ChaseCameraMod.esp
Cobl Races TNR.esp  [Version 1.53]
Cobl Races TNR SI.esp  [Version 1.53]
Cobl Si.esp  [Version 1.63]
Council of Mages Reconvened.esp
CM Partners.esp
Crystal Cave Dungeon.esp
Crystal Cave Tileset.esm
CybiadesDungeon.esp

DACompilation_GO_SI_APN.esp
DA Sprint.esp
DAValeriaCuteElf.esp
Deadly Reflex Bow Sway.esp
Detect Life Shader [New].esp
DibellasWatch.esm
DragonKnightArmor0.9.esp
Dread Knight Armor.esp
DropLitTorchOBSE.esp
DS Flaming Arrows.esp
Dungeon Actors Have Torches 1.6 CT.esp
DWIngameMap.esp
DZ_Hide_Grass.esp

Egress.esp
Enhanced Economy.esp  [Version 5.1] Author: TheNiceOne
Enhanced Grabbing.esp
Enhanced Hotkeys.esp  [Version 2.1.1] Author: TheNiceOne
Enhanced Seasons.esp
Enhanced Vegetation xxx.esp
Enhanced Water v2.0 HD.esp
Enhanced Water v2.0 HD - SI Addon.esp
Enhanced Water v2.0 HDMI.esp
ES4_Alchemists Reference.esp
Ethereal - Eyes.esp
EVE_KhajiitFix.esp
EVE_KnightsoftheNine.esp
EVE_ShiveringIslesEasterEggs.esp
EY_BM_Armory.esp
Exterior Actors Have Torches 1.3 CT.esp

FastEquipping.esp  [Version 1.01]
FineWeapons for OOO.esp
Firefly101 Daedra Attacks.esp
FormID Finder4.esp
Fort Akatosh Redux.esp
Francesco's Optional Chance of More Enemies.esp  [SI version]
Francesco's Optional Chance of Stronger Bosses.esp  [SI version]
Francesco's Optional Leveled Guards.esp  [SI version]

Get Wet.esp
Get Wet - just droplets.esp
GGValeria2_0.esp
Ghost Rider Helmet.esp
gq Chapel Altars become Wayshrines.esp
GrimbotsSpellTomes.esp
Guards of Cyrodiil Redux.esp

Harvest [Flora] - DLCVileLair.esp
HeartOftheDead.esp  [Version 6.5]
Hemingweys Capes.esp
Heretic Robe Replacer.esp
Higher Thieves' Guild Fence Amounts.esp
HUD Status Bars.esp  Author: TheNiceOne

icPlayerHome.esp  [no version number] Author: Stroti
Idle Dialogue.esp  [Version 1.3]
Immersive Interiors.esp
Immersive Interiors - Lights.esp
ImmersiveWait.esp
ImpeREAL City Unique Districts – xxx  [Version 2.8.0]
ImpeREAL Empire - Unique Castles (all plugins)
ImpeREAL Empire - Unique Castles - All the Castles -OCC.esp
ImpeREAL Empire - Unique Castles - All the Castles -OCR.esp
ImpeREAL Empire Unique Cities - Sutch.esp
ImpeREAL Empire - Unique Forts.esp
Imperial Furniture Renovated.esp

Kragenir's Death Quest.esp
KDCircletsOOOOptimized - Loot Only.esp
kuerteeCleanUp.esp
KvatchRankFix.esp
Kyoma's Journal Mod.esp

Lich King's Helm v1_0.esp
LoadingScreens.esp
LoadingScreensAddOn.esp
LoadingScreensSI.esp
Loths Blunt.esp  [Version 3.0.1]
Loth's Blunt Weapons for Npcs.esp  [Version 3.0.1]

Mage Equipment.esp
Mages Guild Quests.esp
MaleBodyReplacerV4.esp
Map Marker Overhaul.esp  Author: TheNiceOne
Map Marker Overhaul - SI additions.esp  Author: TheNiceOne
MergedMaps.esp
MiniMap.esp
MIS New Sounds Optional Part.esp
MMM-Cobl.esp  [Version 1.73]
Moonshadow Elves - Sc.esp
Morrigan Armor Set v1_0.esp
Morroblivion Dungeon Interior Music.esp
Morrowind Robes and Dresses for HGEC.esp
Mystery of the Dulan Cult.esp (Better Cities replacer plugin)

Natural_Habitat_by_Max_Tael.esp
Nicos  Scimitars Back.esp
Night Knight Armor.esp
Nightshade_Armor.esp
NNWARE Rhyelia Emero.esp
NNWAREAyleidDungeons_Series1EV.esp
No More Annoying Messages.esp

Oblivifall - Ambiant Dungeon SFX.esp
Oblivifall - Losing My Religion.esp  [Version 1.4]
Oblivionized Enchants.esp
Oblivion XP.esp
OL_MyBrumaFireplace.esp
Old Crow Inn  [Version 1.5]
OOO 1.32-Cobl.esp  [Version 1.32]
Open Better Cities
OTEP - Aleswell.esp
OWC - Players Home.esp

P1DkeyChain.esp
Permanent Effects from Quest Items fix.esp
Permanent Effects from Quest Items fix - SI.esp
PickUpChicksInOblivion.esp  [Version 1.0]
Plate of the Shadow.esp
Plugin Resources.esm
PowerAttack Voicemod.esp
PowerAttack Voicemod - The Shivering Isles.esp
ProgressMBSP.esp [v2.00]
ProgressSBSP.esp [v1.00]
ProgressRBSP.esp [v1.00]
ProgressRacial.esp [v1.00]
PTRoamingNPCs.esp

Qaja'kar Essential Bartenders.esp
Quest Award Leveller and DLC patches
Quest Log Manager.esp

RealisticForcexxx.esp
RealisticMagicxxx.esp
Real Lava 1.3.esp
RealSleep.esp
ReclaimSancreTor.esp
ReneersNotesMod.esp
Reznod Mannequin.esp
RingwraithArmorSteel.esp
RustyItems for OOO.esp

Saerileth.esp
Script Effect Silencer.esp
Side's Sailing Ships.esp
Slof's Oblivion Robe Trader.esp
ShadowWatcher_HGEC_v2.esp
Shivering OOO.esp
SM_COBL.esp  [Version from Supreme Magicka 0.90b6 download]
SM_DeadlyReflex.esp  [Version from Supreme Magicka 0.90b6 download]
SM_DLCSpellTome.esp
SM_EnchantStaff.esp
SM_MMM.esp
SM_OOO.esp
SM_Scrolls.esp
SM_SigilStone.esp
SM_ShiveringIsles.esp  [Version from Supreme Magicka 0.90b6 download]
Smite of Order.esp
SPB Mercenary Armors.esp
Spell Delete.esp
StarX Vampire Deaths.esp
StarX Vanilla Vampires Revised.esp [Later versions have removed the NULL refs.]
StealthOverhaul.esp
StopDarkBrotherhood.esp
Sundered Keep.esp  [Version 1.16]
SupremeMagicka.esp  [Version 0.90b6]
Syc_AtHomeAlchemy.esp
sycNiceToMeetYou.esp
Symphony of Violence.esp
Synchronized Date and Time.esp 

talkwithyourhands2.esp
Tamriel Resource Pack.esp
TamrielTravellerAdvscript.esp
TamrielTravellers Cosmetics Cobl or RBP.esp
TamrielTravellersItemsCobl.esp
TamrielTravellersItemsnpc.esp
The Power Attack Voice Mod
Toaster Says Share Faction Recruitment.esp
Toggleable Quantity Prompt.esp
trfjBladeMasterSword.esp
trfjSolarisStaff.esp
trfjSpiderGreatsword.esp
TRN One of the Gang
TWMP_Azure_Palace.esp
Tyrael Armor.esp

UFF & RM Black Plate Armor.esp
Underworld Armor.esp
Unique Landscapes mods (all of them)
Unofficial Oblivion Patch.esp  [Version 3.3.3]
Unofficial Official Mods Patch (all plugins)
Unofficial Shivering Isles Patch.esp  [Version 1.4.0]
Update My Statue.esp

Vampire Hunting - Order Of The Virtuous Blood.esp  [Version 2.6]
VanityCameraSmoother.esp
VASE - Cyrodiil for MMM.esp
VASE - Vanilla SI.esp
Viconia.esp
Villages1.1.esp [Version 1.1b is clean. Not recommended to use previous versions, which are still dirty.]
Visual Health Indication, Cobl.esp
Voice Overs V002.esp
VOILA.esp

Warglaives by Jojjo v1.0.esp
Weapon Expansion Pack for Oblivion Enthusiasts.esp 
Willful Resistance.esp
WindowLightingSystem.esp  [Version 5.3.5]

XiaNewAmuletsV1.esp
X.Races.Comp.esp

za_less_NPC_conversations.esp

Arthmoor's mods...such as...

Cyrodiil Travel Services
Faregyl Village
New Roads and Bridges Revised
Open Cities
Open Cities New Sheoth
RAEVWD Cities.esp
RAEVWD Imperial City.esp
RAEVWD New Sheoth.esp

Also note: since this is a wiki and anybody can edit it, the original author of this article cannot verify that the mods on the list are all truly clean. But most are, probably, maybe.

List of Mods You Should NOT Clean[edit | edit source]

There are a very small number of mods out there that contain "dirty edits" intentionally. One reason for this is to sort of do a preemptive strike to combat against truly "dirty" mods that might cause problems. There are other reasons too. The bottom line is do NOT clean the mods below.

ArmamentariumArtifacts.esp

Bashed Patch.esp (NOTE: It is safe to run undeletes on this, but do not remove ITM records)

BG2408's mods (LAME, RBP, Integration)
EXCEPTION: bgIntegration.esp contains a single deleted reference, but do nothing beyond addressing that.

FCOM (None of the .esp/.esm files should be cleaned)
FCOM_Hentai Mania.esp

Mart's Monster Mod - City Defences.esp (author says to not clean)
Mart's Monster Mod - Gems & Gem Dust.esp (author says to not clean)
Mart's Monster Mod - Hunting & Crafting.esp (author says to not clean)

Oblivion WarCry EV.esp  [Version 1.09] (do not clean core FCOM mods)

Oscuro's_Oblivion_Overhaul.esm (do not clean core FCOM mods)
Oscuro's_Oblivion_Overhaul.esp (do not clean core FCOM mods)

Personality Idles - Modified version.esp (author confirmed that cleaning breaks functionality)
personality_idles4.esp (confirmed that cleaning breaks functionality)

SM Plugin Refurbish (Battlehorn and ThievesDen, specifically, but this goes for all the plugins) [contains dirty dialogue edits that are intentional for mod functionality, do not clean]

SupremeMagicka.esp  [Version 0.90b6] (Do not clean beyond what the author cleaned already) 

Vanilla Weapon Stat Override.esp and Vanilla Weapon Stat Override - SI.esp. These contain intentional dirty edits and must not be cleaned.

Glossary[edit | edit source]

Vanilla Oblivion: This refers to the default Oblivion experience (settings, locations, items, ect) when running no mods at all.

Dirty/Unnecessary edit: This edit is caused either by accidental editing or CS bugs (unknown phantom edits). This edit is identical to vanilla Oblivion and is not part of a patch-type mod, and is therefore totally unnecessary. This edit can be empirical proven to be worthless. Automated cleaning will remove all dirty/unnecessary edits.

Wild/Undesirable edit: This edit alters the vanilla Oblivion environment, but the change is not consistent with the purpose and intent of the mod in question. This edit causes problems and is determined to be undesirable by making a judgment call based on comparing the mod creator’s purpose and intent to the actual mod edits. Automated cleaning will not remove this type of dirty edit. These edits require manual cleaning.

Explicit dependency: This is another .esm or .esp file that the mod in question lists as a master in its header. All you need to know for cleaning purposes is that TES4Edit will always load the explicit dependencies for you.

Implicit dependency: This is another .esm or .esp that the mod in question doesn’t list as a master in the header but nonetheless is required for the mod in question to do its job. You must know enough about the mod in question to know which mods it implicitly requires.

Simple .esp: An .esp that relies solely on Oblivion.esm and possibly a master. esm from the mod itself, which would be distributed with the mod itself and be obvious. A simple mod has only explicit dependencies, so TES4Edit will always load the necessary master files when loading the mod.

Complex .esp: An .esp that mods another mod and is meant to be used with one or more other mods. This can also be called a ‘patch’ mod. A complex has both explicit and implicit dependencies, so you MUST determine and load the implicit dependencies into TES4Edit.

Basic Complex .esp: An .esp that usually edits two other mods in a minor way. Landscape patch mods are the most common examples of this.

Advanced Complex .esp: To fit this category an .esp must attempt to patch many mods together in a very in-depth way. This would be FCOM. It is not recommended to clean FCOM not because it *can’t* be safely cleaned but because to safely clean it you need a LOT of knowledge about the inner workings of FCOM, and nobody but dev_akm is qualified here. Plus dev_akm cleans his stuff well enough already.

Do it right: Making sure you load all files that the mod you are cleaning relies upon (.esp or .esm) into TES4Edit in the correct load order, including both explicit dependencies and implicit dependencies. The file you are cleaning must always be the last one loaded. Never clean more than one plugin at a time. If you need to clean multiple files, you'll have to restart TES4Edit for each and every one of them.

Correct cleaning load order: The same load order that is correct for playing the game. The file you are cleaning must ALWAYS be the last file loaded in TES4Edit, and all other required files must be loaded in the same optimal order you use for playing.

Closing Remarks/Credits[edit | edit source]

You actually read all of this? +5 to OCD for you.

But seriously, none of this would be possible without ElminsterEU, who has put an enormous chunk of his personal spare time into the making of this wonderful program. All kudos should go to him. And if you are in position of doing so, don't forget to endorse the file at TESNexus.

Just so you know, I, Brumbek, wrote most of this guide, so any errors are mine most likely. You may contact me on the bethsoft forums if you have any input or other comments.

I also want to think all the other contributors to this, specifically Vorians, Arthmoor, dev_akm, and many others. I also want to thank all the little people I stepped on in order to become Master of the Universe.