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Mod (creation) cleanup orphaned files - how ?


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In the process of creating a mod I'm noticing that while I try to clean up as I go, there are definitely script fragments (in my own forms) that are obsolete. There are also likely dialogue audio files that are obsolete, e.g. while moving some to sharedinfo ones.  Having a large number of these files, it's quite painstaking to go through every one to find ones to delete.  Ain't nobody got time for that.

Is there a way to easily track down some of these now irrelevant files to clean things up a little ?

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Do they have some prefix in common, showing what mod they're from?

Or, if you're using Mod Organizer, these files will be either in your mod's own folder (inside your Mods folder) or in your Overwrite folder.  Making them relatively easy to track down, though probably no less tedious.

Beyond that, no idea really.

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2 hours ago, AaronOfMpls said:

Do they have some prefix in common, showing what mod they're from?

Or, if you're using Mod Organizer, these files will be either in your mod's own folder (inside your Mods folder) or in your Overwrite folder.  Making them relatively easy to track down, though probably no less tedious.

Beyond that, no idea really.

Sorry if I'm not clear. 99% of files are from the mod I'm creating. Because I'm learning as I go, I (for example) add a script fragment somewhere then decide to restructure, deleting the fragment in the CK but obviously these remain lurking in the mod's folders. If there was an easy way to track down these files (that aren't associated with any form in the mod) and dialogue files that also aren't associated with any form anymore.

Maybe there isn't an easy way to do this.

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I systematically place a readily identifiable segment in the name of every script file I create (except tif, because I did not know how to force such an identifying string in the tif's filename until recently).  To identify unused script files, you can use the papyrus script manager's "use info" to find forms that use it.  This only sees attachment to forms, so you still need to use grep to find whether it is used as a global script or as a parent as well.

Another trick is to use the quest's "recompile all quest script", and then look for old pex files.

Doable, but as tedious as it gets.

Dunno 'bout voice recordings.

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Well, supposedly if you try to create a .bsa archive for your mod, it should only pull the files the mod does need.  Namely, there is an option to generate a list of files that will go into the .bsa.

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