Difference between revisions of "TES4Edit/Mod cleaning tutorial with TES4Edit"

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[[Image:Pic040-Mod Selection Dialog.png|mod selection dialog|250px]]
[[Image:Pic040-Mod Selection Dialog.png|mod selection dialog|250px]]


In order of use this tool to clean, you should load only one mod: the one you want to clean ''(there is a technique which allow to load several and clean one by one, but more on this later)'' The tool will also load Oblivion.esm, since all master plugins are also loaded, and every mod depends on it.  
In order to use this tool to clean, you should load only one mod: the one you want to clean ''(there is a technique which allow to load several and clean one by one, but more on this later)'' The tool will also load Oblivion.esm, since all master plugins are also loaded, and every mod depends on it.  


So, to proceed, first deselect all the mods already checked (defined by the mods you have currently active). In order to do so quickly, right click on the window and then choose “Select None”  
So, to proceed, first deselect all the mods already checked (defined by the mods you have currently active). In order to do so quickly, right click on the window and then choose “Select None”  
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[[Image:Pic060-Select None Popup.png|select none popup|250px]]
[[Image:Pic060-Select None Popup.png|select none popup|250px]]


Lastly, go and search for the mod you want to clean ''(you already copied it to the Data folder, right? If you didn't, then this is a good time to do so ... and restart TES4View in order to be able to see it in the list)''
Lastly, search for the mod you want to clean ''(you already copied it to the Data folder, right? If you didn't, then this is a good time to do so ... and restart TES4View in order to be able to see it in the list)''


Then select it (tick the check to the left of the window), and click the OK button.  
Then select it (tick the check to the left of the window), and click the OK button.  
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[[Image:Pic070-Selecting the mod.png|selecting the mod|250px]]
[[Image:Pic070-Selecting the mod.png|selecting the mod|250px]]


After that, let the program load the stuff it need to be loaded, and when it's done, it would say so. So don't bother it until it shows "Background Loader: terminated" on the Message tab.
After that, let the program load the stuff it needs, and when it's done, it will say so. So don't bother it until it shows "Background Loader: terminated" on the Message tab.


[[Image:Pic080-After loading finished.png|loading finished|500px]]
[[Image:Pic080-After loading finished.png|loading finished|500px]]
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You should clear all ticks on options shown as un-ticked and only tick the ones shown.  
You should clear all ticks on options shown as un-ticked and only tick the ones shown.  


After you're done, select OK and the filtering process will start. The program will change their window caption to show the filtering progress as it goes. It could take from seconds to several minutes, depending on how large is the mod and on the speed of your computer.  
After you're done, select OK and the filtering process will start. The program will change their window caption to show the filtering progress as it goes. It could take from seconds to several minutes, depending on how large the mod is and on the speed of your computer.  


When the filtering is finished the caption will return to normal and the message:
When the filtering is finished the caption will return to normal and the message:
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will be printed on the message tab.
will be printed on the message tab.


The point of filtering is to instruct the program to show only the things that we want to focus on, so, with that settings it will show only the records which are identical to the corresponding master record, i.e. records whose presence is not needed in the current mod, since they aren't changing anything useful. The mod only got them because the CS put them without the modder wanting to do so.  
The point of filtering is to instruct the program to show only the things that we want to focus on, so, with these settings it will show only the records which are identical to the corresponding master record, i.e. records whose presence is not needed in the current mod, since they aren't changing anything useful. The mod only got them because the CS included them without the modder wanting to do so.  


After the filtering process is done, the program will show the content shown (select the root of the tree and press the '*' which is located on the numeric keypad in order to expand all levels):  
After the filtering process is done, the program will show the content below (select the root of the tree and press the '*' which is located on the numeric keypad in order to expand all levels):  


[[Image:Pic120-Filtered Records Shown.png|filtered records shown|500px]]
[[Image:Pic120-Filtered Records Shown.png|filtered records shown|500px]]
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Don't hate it! That warning is meant to prevent you accidentally changing something in a mod you didn't want to touch.  
Don't hate it! That warning is meant to prevent you accidentally changing something in a mod you didn't want to touch.  


Ok, we're approaching to the end of the process.  
Ok, we're approaching the end of the process.  


After you click "Yes, I’m absolutely sure" (because you do, right? Never lie to a program!), the removing process will be executed. After it finishes, you will notice that the modified mod turned to 'bold' as a signal that it has been modified.  
After you click "Yes, I’m absolutely sure" (because you are, right? Never lie to a program!), the removing process will be executed. After it finishes, you will notice that the modified mod turned to 'bold' as a signal that it has been modified.  


And on the other side, on the message pane, a dump of what's being removed is printed:  
And on the other side, on the message pane, a dump of what's being removed is printed:  
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The program doesn't actually touch the original mod when saving, it always generates a new file. The name is chosen to allow a distinct file to be generated each save, and so the program does, for every change you do, you can save and you will get a distinct file and the previous one will be left untouched.  
The program doesn't actually touch the original mod when saving, it always generates a new file. The name is chosen to allow a distinct file to be generated each save, and so the program does, for every change you do, you can save and you will get a distinct file and the previous one will be left untouched.  


That way, in case something goes wrong (maybe you delete a group record forgetting that within it was some important edit,) then, as soon as you notice it, you can roll back to the previous save file, or open it as a new mod and copy the editions back. Thus, is important to stress this point: save often, and only do edits in chunks and save every one separately. In that way, you can go back to any point as you may wish.
That way, in case something goes wrong (maybe you delete a group record forgetting that within it was some important edit,) then, as soon as you notice it, you can roll back to the previous save file, or open it as a new mod and copy the editions back. Thus, it is important to stress this point: save often, and only do edits in chunks and save every one separately. In that way, you can go back to any point you wish.


Another thing to notice is that the original mod (CleanModsDemo.esp) is left untouched until you exit the program:
Another thing to notice is that the original mod (CleanModsDemo.esp) is left untouched until you exit the program:
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