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

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= Introduction =
{{Featured}}
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.


First, I made an special (fake) mod ESP which contains random records copied from Oblivion.esm. This serves the purpose of demonstrate how to use the program and to allow me to take pictures of the working process without using anyone's mod as a guinea pig.  
First, I made an special (fake) mod ESP which contains random records copied from Oblivion.esm. This special mod ESP allows me to demonstrate the use of the program and to take pictures of the working process without using anyone's mod as a guinea pig.  


== How to obtain TES4Edit ==
== How to obtain TES4Edit ==
''If you already have installed TES4Edit and have it working, then skip this first paragraph.''
''If you already have installed TES4Edit and have it working, then skip this first paragraph.''


First thing first, you'll ''need'' TES4Edit. Get the last version from the location below, which is:  1.2.43 (at the time I wrote this at least)
First thing first, you'll ''need'' TES4Edit. Get the last version from the location below, which is:  2.5.0 (as of 6/9/2009)
*[http://www.tesnexus.com/downloads/file.php?id=11536 TES4View by ElminsterEU]
*[http://www.tesnexus.com/downloads/file.php?id=11536 TES4Edit by ElminsterEU]


In order to use it, you need to place the files contained in the archive you just downloaded in the Oblivion directory (*not* Data directory, but the directory in which is located the Oblivion.exe)
In order to use it, you need to place the files contained in the archive you just downloaded in any directory on your local computer.  


As I show on the screenshot below, I placed mine in the same directory as the Oblivion.exe, just to keep things in one place, but as I said, ''any folder'' in your computer will do the right job.
Here's my setup, showing the folder content, including the shortcuts:
[[Image:Pic030-Oblivion Directory.png|oblivion.exe directory|400px]]
[[Image:Pic030-Oblivion Directory.png|oblivion.exe directory|400px]]


== Setting up the shortcuts ==
== Setting up the shortcuts ==


So, now, in order to use it as TES4EDIT you have two choices:
It is best to set up a shortcut at an easily accessible location because you will be opening, closing, and re-opening TES4Edit many, many times. Your desktop is the suggested location.
 
#Copy and then Paste a new TES4View.exe on the same directory, and rename it to TES4Edit.exe, or
#Create a shortcut to TESView and start it specifying the parameter -edit when you launch it.
 
In any case, always the best option is to create a new shortcut to it, just select the executable (TES4View or TES4Edit) on the explorer and right-click. Then in the context menu which appears, select Create Shortcut, which will create a new "Shortcut to <whatever>" within the current directory. After that, right-click on it (on the new shortcut), and again, on the popup click on 'Properties', and in the window that opens, edit the box called Target to have this text:
 
<path to where Oblivion.exe is located>\TES4View.exe -edit -fixupPGRD
[[Image:Pic020-Shortcut to TES4View.png|shortcut to TES4View|300px]]
 
If you just created the new TES4Edit.exe by renaming a copy of TES4View, and prefer to use it leaving TES4View for readonly operations only, then put in Target this text:


<path to where Oblivion.exe is located>\TES4Edit.exe -fixupPGRD
Note: older versions of TES4Edit before 2.3.0 required some extra shortcut settings such as "-edit" and "-fixupPGRD". These are now outdated and you can simply download TES4Edit and run it unaltered.
[[Image:Pic010-Shortcut to TES4Edit.png|shortcut to TES4Edit|300px]]


== Having the mod ready ==
== Having the mod ready ==
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Take notice of its size so you can see the effect of the cleaning afterwards.
Take notice of its size so you can see the effect of the cleaning afterwards.


= The clean process =
= The cleaning process =


== Warming up ==
== Warming up ==
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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 the mod you are cleaning and any other mods that the mod you are cleaning depends upon. Generally, this means you will only tick the specific mod you are cleaning but if the mod modifies another mod, that mod is required to be ticked as well. 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 TES4Edit 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]]


As you can see in the image, the mod does in fact have some dirty records. They are shown colored in GREEN background and DARK GRAY text. Mainly they are landscape and some placed objects which got transferred to the mod since the CS though that they had been touched.  
As you can see in the image, the mod does in fact have some dirty records. They are shown colored in GREEN background and DARK GRAY text. Mainly they are landscape and some placed objects which got transferred to the mod since the CS thought that they had been touched.  


None of those records are needed, since they an exact copy of the same information is already present on Oblivion.esm.  
None of those records are needed, since they an exact copy of the same information is already present on Oblivion.esm.  
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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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