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Remove changes from a mod?


Thalassicus

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My guess is no, but is there any convenient way to reset an object/record to oblivion defaults in the construction set, removing it from the mod? There's nothing in the contextual menus (or otherwise) that I've seen.

 

Likewise:

 

- Is the undo command a true undo, or does it leak data into the mod e.g. by simply moving an object back to where it was, but still flagged as moved and thus included in a mod?

 

- I've heard of, and was wondering if there's a program that can clean out mods of such changes? (Or an existing feature of a current program... it's been weeks and I've still read only perhaps half of the bash manual.)

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In the construction set, once you move an object, it stays flagged as having been modified. VERY annoying!

 

There IS a program that can undo things, TES4 Gecko. It is truly great, and truly a Godsend.

 

Sometimes it's not intuitive to use, however, at least for me it wasn't. It took some playing around with before I got the hang of it.

 

There is supposedly a "Clean" function, but that has never worked for me; it always runs out of memory. I looked around for answers to that, but all I found was that several years ago somebody else had the exact same problem, but nobody had ever responded to her post.

 

Anyway, to remove changes, select "Display/Copy". This asks you for a mod, then shows a tree, highlighting everything that has been changed. Once you locate the item, (which can take some doing so it is best to come prepaired--write down the FormID of the Object you want to unchange ahead of time), then click on the "Toggle Ignore" button at the bottom. You then click on "Save Mod" at the bottom. The Toggle Ignore tells Gecko to ignore that object (thereby removing it from your mod) when it saves.

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Anyway, to remove changes, select "Display/Copy". This asks you for a mod, then shows a tree, highlighting everything that has been changed. Once you locate the item, (which can take some doing so it is best to come prepaired--write down the FormID of the Object you want to unchange ahead of time), then click on the "Toggle Ignore" button at the bottom. You then click on "Save Mod" at the bottom. The Toggle Ignore tells Gecko to ignore that object (thereby removing it from your mod) when it saves.

The CS has the same feature built in. Open up the mod details before loading anything and you can select records to ignore. It's not as clean and neat as the one in gecko, but can still do the job if you know what you're doing.

 

 

There is supposedly a "Clean" function, but that has never worked for me; it always runs out of memory. I looked around for answers to that, but all I found was that several years ago somebody else had the exact same problem, but nobody had ever responded to her post.

It's a common issue which can often be solved by reading the readme file and making the needed changes to the shortcut properties.

 

to install this utility, place the TES4Gecko.jar and the TES4Gecko-Silence.mp3 files into a directory of your choice. To run the utility, create a program shortcut and specify

 

javaw -Xmx1024m -jar "<install-directory>\TES4Gecko.jar"

 

as the program to run, where <install-directory> should be replaced with the directory where you extracted the jar file. If the path for java isn't set on your system, you will need to specify the full path to javaw.

 

A sample program shortcut is included that specifies \Tmp as the install directory. The -Xmx1024m argument specifies the maximum heap size in megabytes (the example specifies a heap of 1024Mb, or 1Gb). You can increase the size if you run out of space merging very large plugins. Note that Windows will start swapping if the Java heap size exceeds the amount of available storage and this will significantly impact performance.

 

Which, for me, ends up being something like

target =
...\system32\javaw.exe -Xmx1200m -jar "...\Bethesda Softworks\TES4Gecko\TES4Gecko.jar"

 

But, the clean function of TES4Gecko is suggested ONLY for your own mods, using it with some mods can break them. If manually cleaning is an option, it is usually preferred. TES4Edit is a bit better when it comes to cleaning mods, but is also easier to screw them over completely if not careful.

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Thanks a ton, small things like this in the editor aren't often very well documented. Like double-clicking instead of a single click to mark a checkbox when loading mods - it's taken for granted after you get used to it, but not intuitively obvious at first and often overlooked in guides.
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