greekrage Posted April 8, 2017 Share Posted April 8, 2017 The Ctrl+delete method works great..It will ofc tell you that it cant find certain references and it will delete that reference which means it will basically clean the esp of anything linked to the esm you removed. Link to comment Share on other sites More sharing options...
VValentour Posted July 13, 2017 Share Posted July 13, 2017 (edited) When I had this problem I had used WyreBash to copy the esp -plugin- files I needed to esm files to be read as masters in the creation kit. When I needed to remove one I noticed that when I used Wryebash to delete the created esm files the Creation Kit was unable to find the assets from those files and removed them as dependencies. So I was only left with a file that depended on skyrim.esm and update.esm. So to complete my mod without those unneeded files I just opened Wyrebash again and copied the files I needed to esm files and selected them in the creation kit while setting the file I was working on to active and then saving. The result was the unnecessary file dependencies were gone. The key to working with the creation kit is going back over things the same way you did them before to undo or redo something and putting things in their appropriate headings and subheadings. Edited July 13, 2017 by VValentour Link to comment Share on other sites More sharing options...
Koolavinein Posted November 12, 2017 Share Posted November 12, 2017 You can easily remove a master if your mod uses nothing from it. Here is how the wiki says to do it: "To remove an unused master file from a plugin using the CK, follow these steps: Launch the Creation Kit.Navigate to File >DataSelect any required plugins as normal.Select the plugin from the list and notice the list of parent masters on right.Select the master file to remove on the right and press Ctrl+Delete.If you receive an error regarding the ID, select "Yes."Click "OK."After the plugin is finished loading, save the changes." Source: Creating Custom Master Files The only real problem would be if you have several masters beyond Skyrim.esm and Update.esm. If you remove one, the masters that used to load after it will have to change their master list load order and land in new positions and all the content in your mod that referred to them may get disconnected. It is a royal pain reconnecting everything. But this is only an issue if you have really complicated mods with tons of masters. Thank-you sir for this information. Felt like sticking my head in a vice as I couldn't uninstall a mod because my 'merged patch' was dependent on it. Cheers. Link to comment Share on other sites More sharing options...
jeyoon Posted January 1, 2018 Share Posted January 1, 2018 This was very helpful. thank you Link to comment Share on other sites More sharing options...
XI57 Posted February 18, 2018 Share Posted February 18, 2018 Ctrl + delete was so helpful, thank you! Link to comment Share on other sites More sharing options...
Murilognt Posted March 11, 2018 Share Posted March 11, 2018 T You can easily remove a master if your mod uses nothing from it. Here is how the wiki says to do it:"To remove an unused master file from a plugin using the CK, follow these steps:Launch the Creation Kit.Navigate to File >DataSelect any required plugins as normal.Select the plugin from the list and notice the list of parent masters on right.Select the master file to remove on the right and press Ctrl+Delete.If you receive an error regarding the ID, select "Yes."Click "OK."After the plugin is finished loading, save the changes."Source: Creating Custom Master FilesThe only real problem would be if you have several masters beyond Skyrim.esm and Update.esm. If you remove one, the masters that used to load after it will have to change their master list load order and land in new positions and all the content in your mod that referred to them may get disconnected. It is a royal pain reconnecting everything. But this is only an issue if you have really complicated mods with tons of masters. Thanks mate Link to comment Share on other sites More sharing options...
MyHouseatl Posted March 17, 2018 Share Posted March 17, 2018 I have been converting LE to SE with some success. I am trying to figure out how to load a master file in CK SE and save it. When ever I load Mias Lair in CK, it can't be made active. How can I convert this .esp in CK? Link to comment Share on other sites More sharing options...
javaplaza Posted June 18, 2019 Share Posted June 18, 2019 Ctrl+Del for me caused a crash Link to comment Share on other sites More sharing options...
Raistln1971 Posted July 5, 2019 Share Posted July 5, 2019 Ctrl+Del for me caused a crashOn the bright side, at least yours didn't make you just sit there clicking while nothing happens.Got the newest version from nexus, followed the instructions, hit Cntr+Del and nothing happens.Been at it for hours trying to remove this dependency from a mod. Try Wyre Bash, CK, and TES5Edit and all of them will point out the dependency, let me view it, but nothing else. Link to comment Share on other sites More sharing options...
ChuckerBuilt Posted July 23, 2022 Share Posted July 23, 2022 Sweet! So simple lol Link to comment Share on other sites More sharing options...
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