ChalkLine Posted April 1, 2009 Share Posted April 1, 2009 I've gone and made a mistake. I was designing buildings in what I thought was a copy of the interior cell TestDungeon. After some time I've looked back and realised I've deleted everything in the original TestDungeon. So now I have a messy mod. Will TES4Gecko fix this? Link to comment Share on other sites More sharing options...
Maigrets Posted April 1, 2009 Share Posted April 1, 2009 Try this page at the Wiki. It deals with cleaning mods when you've done something you shouldn't have. http://cs.elderscrolls.com/constwiki/index...eaning_Tutorial It's not a great disaster as on as you follow these directions. Thee are directions on how to do it properly with TES4Gecko. Link to comment Share on other sites More sharing options...
bben46 Posted April 1, 2009 Share Posted April 1, 2009 First rule of modding (programming) Back everything up. Then back it up again to be sure. Before you start making a mod, make a backup of the data folder - the easiest way is to copy the contents to another folder in a different location. It may take a while if you have a lot of mods. I use a complete second copy of the game. With only those mods needed for my mod. I created a clean data folder, ans a clean saves folder and named them CSdata and cssaves When I work on a mod, I rename my data to gamedata and my saves to gamesaves, then rename the cddata to data and the cssaves to saves. You can do this with the ini also if it is different. That way I can work on my mod in a clean game, and switch back to play with all of the mods and saves. And I always keep a separate clean backup for when I screw up my mod so bad I need to restart it. Every time you get something to work in your mod, make a new backup of it so you can drop back 2 or even 5 or 10 versions if you need to. Link to comment Share on other sites More sharing options...
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