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Everything posted by Deleted133263User
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Cleaning the Official Master ESMs NOTE : This guide is now out of date - I dont have any Bethesda games installed anymore, and xEdit has changed greatly since I last had it installed. Anyone wishes to re-do this guide on a new page bringing it up to date .. Crack on :D This guide assumes using TES5Edit on Skyrim Nexus, Or SSEEdit on Skyrim SE Nexus Due to this guide being dual purpose ( For Skyrim and Skyrim SE ) for the rest of this guide I will refer to both tools as xEdit. Screenshots of tools used may be one or the other, or older versions, which does not matter, the images are only to illustrate the method / options used. Why Clean the Master Files ? Before moving on to the Manual cleaning, something everyone should do prior to Manual Cleaning : Automatic cleaning of Bethesda's ESMs with xEdit With the games Original esm's installed ( You can use Steam to Verify Integrity of Game Cache of Skyrims files to ensure you have good error free copies of the original master files ), and in accordance with the following wiki article http://www.creationkit.com/index.php?title=Skyrim_Dirty_Plugins_List : Load up xEdit. 1. Right click the plugin selection screen and select "none" 2. Tick the relevant esm to edit, and click okay ( If you have not cleaned any of your Master files yet, the first one to tick will be Skyrims "Update.esm" ), then click Okay After each of the following actions, wait for a message in the message window that the previous operation has finished / Done : 3. Right click the plugin after you get the "Background Loader : Finished" message,and choose "Apply Filter for Cleaning" Wait until Filtering is finished then .. 4. Right click the plugin and choose Remove Identical to Master Records Wait until it finishes then .. 5. Right click the plugin and choose Undelete and Disable references Wait until it finishes then .. 6. Close xEdit, and it should check with you that you wish to save the plugin ( this only happens if you have made any changes to the plugin to save, if it just closes .. Then you have not cleaned anything ) Rinse and repeat the Automatic cleaning ( steps 1 - 6 above ) for each of the master files. Working from first to load, to last, not including Skyrim.esm or any unofficial patches ( No point doing Skyrim.esm, and the unofficial patches are already done and should not be cleaned ) So clean in this order Update.esm Dawnguard.esm Dawnguard.esm ( Yes it needs to be done twice ) Hearthfire.esm Dragonborn.esm Dawnguard.esm needs to be cleaned twice ( as of xEdit 3.1 onwards - After doing the automatic cleaning routine once on Dawnguard.esm, and saving it, load it up again in xEdit and you will be able to clean a further 6 ITMs ) ------------------ Dawnguard.esm needs manual cleaning aswell as automatic cleaning After the automated cleaning is done, you can also now manually clean a few more Wild edits xEdit will not have touched ... Recently Arthmoor has brought to the attention of the community additional information regarding manual cleaning of Dawnguard.esm, which everyone needs to do for their own setup same as automatic cleaning ( because nobody can legally upload official master files anywhere, everyone needs to do their own ) First load up xEdit When the plugin selection comes up, right click and select None Then put a tick in the box just for Dawnguard.esm, click Okay After its finished loading, right click Dawnguard.esm and choose "Filter for Cleaning" 1. For "CELL 00016BCF: Remove XEZN subrecord referring to RiftenRatwayZone [ECZN:0009FBB9]. Otherwise it blocks the official fix in Update.esm." .... Expand the records as in the following screenshot, and right click the indicated sub-record, and choose Remove 2. For "CELL 0001FA4C: Wild edit. Remove this record. It's a testing cell." .... Expand the records as in the following screenshot, and right click the indicated record, and choose Remove 3. For "CELL 0006C3B6: Wild edit. Remove this record. It's a testing cell." .... Expand the records as in the following screenshot, and right click the indicated record, and choose Remove NOTE : This guide used to include cleaning instructions for "CELL 00039F67: Wild edit. Remove this record. It's a testing cell" ( The WICourier edit ) - But since the new version of TES5Edit 3.1+ now cleans that as part of the automated cleaning ( which you should have done prior to manual cleaning ), you no longer need to clean it manually afterwards. ----------------------------------------- Now that the Master files are cleaned, you could put them in a zip, and get your mod manager to install them - Maybe at a future date you want to do a refresh of steam cache and it redownloads the masters which are not the same as the originals anymore (because you cleaned them), so then you would need to reclean them again. But beware, Bethesda have started redoing some masters due to Creation Club mods compatability, so make sure any redownloaded masters are not newer than your previously cleaned ones, because in that case you will need to reclean and rezip them again anyway. You can go through the rest of your Load Order using Automatic cleaning of ITMs and UDRs on all your mods plugins. The sequence of cleaning mods plugins should be after you have your Load Order correct, masters are cleaned, then clean them with the last to load being the last to clean. Mod authors should have done them already, so most will probably not need cleaning. Also look out for any mod specific cleaning instructions in the mods description. Prime example = The Unofficial Patches will not need any cleaning, they are already done, and any remaining ITMs in those plugins should be left alone because they do have a purpose .. ( its a very rare occasion when this is true ). The xEdit Work In Progress Development topic is at the following link https://afkmods.iguanadons.net/index.php?/topic/3750-wipz-tes5edit/ Development project is at GitHub https://github.com/TES5Edit/TES5Edit And newer versions of xEdit (3.2.7 +) have a link to Discord top right of xEdit window.
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[GUIDE] Manual Cleaning Skyrim Master Files
Deleted133263User replied to Deleted133263User's topic in Skyrim's Skyrim LE
And another update to the OP This topic is now dual purpose It covers Skyrim Original and Skyrim Special Edition -
[GUIDE] Manual Cleaning Skyrim Master Files
Deleted133263User replied to Deleted133263User's topic in Skyrim's Skyrim LE
:facepalm: forum is as forum does -
Just downloaded and installed Old Skyrim again to check with TES5Edit v3.2 The Results are a little different for the Dawnguard.esm All the auto cleaned and Manual cleaned stages of that plugin now have new CRC / MD5 checksums because the new TES5Edit corrects something it did not do before. Edit : And if anyone is wondering - I can confirm the same routine needs to be applied to Skyrim Special Edition plugins, even the manual cleaning, you will get a few different checksum results and amount of ITMs / UDRs cleaned because Bethesda managed to add a few more, but the routine is the same.
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[GUIDE] Manual Cleaning Skyrim Master Files
Deleted133263User replied to Deleted133263User's topic in Skyrim's Skyrim LE
Hey I'm on night shifts and this morning I just got around to re-installing Old Skyrim again to enable me to do it .. among everything else I want to do .. Patience is a virtue. Fingers crossed I can safely uninstall Old Skyrim for good after this time. Its now done And I can concur your first run on Hearthfires MD5 I think you may have done the procedure slightly wrong and produced a different checksum. The only things different after cleaning with TES5Edit v3.2 was the auto cleaned and manual cleaned stages of Dawnguard.esm, those have new MD5 checksums and CRCs which concur with your results. Edit : And if anyone is wondering - I can confirm the same routine needs to be applied to Skyrim Special Edition plugins, even the manual cleaning, you will get a few different checksum results and amount of ITMs / UDRs cleaned because Bethesda managed to add a few more, but the routine is the same. -
[GUIDE] Manual Cleaning Skyrim Master Files
Deleted133263User replied to Deleted133263User's topic in Skyrim's Skyrim LE
Ah, hmm its been a while .. I think I need to download original skyrim again temporarily ( I have completely switched to SSE now ) TES5Edit has been updated a few times since I made the guide, but most of it apart from possibly resulting CRCs is still valid The whole procedure ( including how many times to clean Dawnguard ) and manual cleaning steps ( exactly the same edits ) are also still valid for Skyrim Special Edition ( I did the same for the new game and Bethesda instead of solving some of the dirty edits since the original Skyrim have only added to a few of them for SSE, so you will find a few more ITMs / UDRs for one or two of the plugins ) Will get around to updating this using TES5Edit 3.2 one of these days ( currently testing UnOfficial patches for SSE and FO4 and helping support Wrye Bash testing in between shift work ) -
The Sunday Discussion - SmartBlueCat - Author of 'Inigo'
Deleted133263User replied to TheTokenGeek's topic in Site Updates
In response to post #47518485. #47518910 is also a reply to the same post. High fives SBC Same ;) -
The Sunday Discussion - SmartBlueCat - Author of 'Inigo'
Deleted133263User replied to TheTokenGeek's topic in Site Updates
SmartBlueCat is a diamond among the NEDs :) I'd like to know if he has ever participated in putting the traffic cone back on ? -
In response to post #47164330. #47188535 is also a reply to the same post. I am not "implying" anything I am telling it like I saw it The site software is obviously doing things you were previously not aware of .. And I just remembered an issue which is still open and unresolved .. https://forums.nexusmods.com/index.php?/topic/4466205-need-new-preference-option-stop-article-notifications/ .. Possibly related ?
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Why does this topic keep coming up in my notifications ??? Sod off with pushing social networks Notification deleted - Again !
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I think I would rather buy it ( avoid joining facebook / twitter ) and support the people who have given so much to the communities over the years .. But good luck to the people who are already facebook / twitter members. Nice idea to promote it too.
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[LE] [Skyrim] All about Textures
Deleted133263User replied to Deleted133263User's topic in Skyrim's Creation Kit and Modders
Adding a recommendation to Post #2 If you are working with Skyrim Special Edition textures - Recommend you use the Intel Texture Works plugin instead of NVidia plugins( At time of writing there is not a version of this plugin for G.I.M.P .. So SSE Modders need Photoshop currently )Reason : See this topic on Reddit You will also notice Skyrim SE face normal maps if you load them using the old plugins, some of the channels are swapped - BUT in game it makes no difference .. So whats going on there then ? Load the same files up with the new Intel Texture Works plugin and the channels are not swapped. So the new normal maps for faces are fine, and the old NVidia plugins / G.I.M.P open source plugins are loading these files wrong. Also see the quote from Jon in this post -
ARGONIA PLEASE BETHESDA ! http://elderscrolls.wikia.com/wiki/Black_Marsh Lots of atmospheric swampy areas with the new game engine would be superb. The Aylied City of Gideon would be a wonderful location to visit, and other Ayleid fort locations in general with their typical puzzles to open up deeper layers and traps. Tree house cities, and tribal villages similar to an old Oblivion mod called MudWater would be excellent Maze like areas in the extensive mangroves, with underground areas with a similar flavour to the Shivering Isles And a few Dunmer / Telvanni settlements near the outskirts for a bit more variety And being able to swim, or increase you're ability to remain underwater being a more advanced ability traditionally would lend itself to opening up later game areas initially too inaccessible. And, on balance, more Dark and Misty areas in this game would be atmospherically and immersively excellent with the game engine advances evident in Skyrim SE ( which imho are much better than Fallout 4 ). Hitching ship / boat rides around the coast could become a bigger thing with this area too, maybe even steering your own. And .. ofc .. Hail Sithis :)
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Various Nexus related things from the Skyrim SE launch aftermath
Deleted133263User replied to Dark0ne's topic in Site Updates
In response to post #43704355. #43704855, #43705060, #43705660, #43705780, #43706130, #43706985, #43708130, #43726865 are all replies on the same post. "There are many hurtles that modders will need to jump" .. .. special obstacles for turtles ??? :P -
In response to post #43224730. #43229715, #43231195, #43231225, #43234520, #43237900, #43238095, #43248580, #43248780, #43256345, #43256845, #43258870, #43261500, #43262515, #43262825, #43264055, #43264355, #43265250, #43265975, #43266150, #43268550, #43270650, #43271300, #43272015, #43274835, #43277400, #43278605, #43280025, #43280880, #43282555, #43282860, #43285205, #43285500, #43287370, #43287415, #43287810, #43288780, #43290720, #43298850, #43302560, #43303655, #43304280, #43310115, #43317010, #43317290, #43321865, #43326160 are all replies on the same post. NeMO or NMO for Nexus Mod Organizer imho
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In response to post #43242385. Ooh just rememberred someone who's experience may be helpful, and still active : monpetitbeurre who did OBMMex ( A more reliable version of OBMM which was less inclined to lose track of the granular detail of loose file installations like the original OBMM was on rare occasions ) http://www.nexusmods.com/oblivion/users/645498/?tb=mods&pUp=1 May be worth looking up if you have any historical questions regarding the OBMM pedigree of mod managers
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I dont use either MO or NMM so I dont have much to contribute except one question : Multi-Scripted installers which include a Wizard.txt ( For Wrye Bash users ) in the root of the archive, AND a FOMod folder, and the usual array of xml's within .. .. Will those still work as they do with NMM and MO - wizard.txt will be ignored and the FOMod scripting would take charge of the installation, to ensure compatability with mods existing out there from authors who may have left the scene
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[LE] [Skyrim] All about Textures
Deleted133263User replied to Deleted133263User's topic in Skyrim's Creation Kit and Modders
Mornedill your link is broken .. But some of the info you give is not as informative as the links to pages we have already given in the OP For example "DXT1: use this format for typical textures with no alpha channel." - True if you are talking about DXT1c, but not if you are talking about DXT1a The link in the OP originally given by Teaandcigarettes http://wiki.polycount.com/wiki/DXT ( See the resources section at the end of the first post ) The 888 format textures mostly are ideal for face ( and sometimes body textures ), due to their size they are best used as you say sparingly, on game objects where close inspection is more likely, and where they are going to be used not so often throughout the game. I think Xenius was one of the modders who discovered the benefits of this texture type early on with the No More Blocky Face mod http://www.nexusmods.com/skyrim/mods/30/? which eliminated the default squared female nose bumps on the normal maps in particular.