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Can the CK list new items placed by a particular mod?


Piranha91

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I'm very new to the CK so pardon if this is a dumb question. I really like the Solitude Expansion mod but it hits my FPS too hard in combination with my other mods. Instead I opted for Solitude Docks + Solitude Exterior Addon. However, I really like one of the fortifications (which is an arranged set of wall and ceiling items rather than a single static object) from Solitude Expansion, and I think it sits on a portion of land that the other mods leave untouched. Is there a way in the CK to iist all items added by Solitude Expansion so that I could go through and delete them one by one until only the fort remains? The only other way I can think of doing it is by just loading Solitude Expansion and deleting objects from the word renderer, but in that case I wouldn't know if I was deleting the object from Solitude Expansion or from Skyrim.esm (and I also wouldn't be undoing landscape changes brought over from Expansion).

 

Is there any good way of doing this?

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Hi
if you load any mod and set it as active - every cell and every object that is manipulated by that mod will be marked with an *
http://i63.tinypic.com/1zw7rm.jpg
so quite easy to find stuff and if you double click the object inside the cell window, your render window will jump to it and load the location where that object is.

CL

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Hi

if you load any mod and set it as active - every cell and every object that is manipulated by that mod will be marked with an *

http://i63.tinypic.com/1zw7rm.jpg

so quite easy to find stuff and if you double click the object inside the cell window, your render window will jump to it and load the location where that object is.

 

CL

 

Wow, I didn't notice that it differentiates some entries with an *. That sure makes things easier. Thank you!

Edited by Danja91
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IMHO, SSEEdit is a more useful tool for this task. You can load the .esp file in SSEEdit an see everything added by the mod. SSEEdit can also be used to delete stuff. Just make sure to have a backup copy...

Thanks :). The issue with SSEedit is that it's all text-based and I don't think I can spot the object references to the fort amid the sea of other objects placed by Solitude Expansion.

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The * can be misleading. What I mean is, it doesn't necessarily mean a reference or cell has been edited within a mod authors' intentions. The easiest way to cause a dirty edit is to right click any reference in cell, as this will slightly offset its position, hence cell and reference is flagged with a *. So be aware of that.

Edited by Rasikko
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IMHO, SSEEdit is a more useful tool for this task. You can load the .esp file in SSEEdit an see everything added by the mod. SSEEdit can also be used to delete stuff. Just make sure to have a backup copy...

 

Of course SSEEdit is a great tool to remove stuff - but only if you exactly know where that object is. If you like to remove an very specific object that maybe has multiple copies in one cell than SSEEdit is absolutely useless. And if I understood Danja91 question correct , than he does not want to remove all the objects added by the mod and leave some where as he does not know how they are composed. So he has no other choice as going through hundreds of edited objects so he does not delete the wrong ones.

 

CL

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