whathuh Posted August 16, 2010 Share Posted August 16, 2010 I accidentally saved over defaultplayerspell in a mod I'm making. Thus, now the esm file has it in there, and will rewrite it (with a new name, unfortunately, which I don't want). I could write over it with the right name, but a) that's unnecessary work, for any larger problems I might have in the future, like overwiting a race, and b) it doesn't solve the problem, and makes the mod unfriendly. I discovered a few more places where my mods do this. Now I want to go back and edit them, however, that's incredibly difficult, since I don't know how to edit a plugin file without the master file. I can't delete defaultplayerspell, since it's part of oblivion.esm. But I want to delete it in my mod (there's no reason the mod should overwrite it). How do I go about doing this? Link to comment Share on other sites More sharing options...
Hickory Posted August 16, 2010 Share Posted August 16, 2010 DefaultPlayerSpell (Heal Minor Wounds) is part of oblivion.esm, and what you have done is to overritde it in your mod esp. It is quite safe to load up your mod and rename it, as it will still remain in oblivion.esm. I don't understand what you mean by it is too much work, or will create larger problems and make the mod unfriendly. Can you explain exactly what you mean? Link to comment Share on other sites More sharing options...
whathuh Posted August 16, 2010 Author Share Posted August 16, 2010 My understanding of the esp system is that it overwrites/creates a new object over top of the master file. In the simple case of DefaultPlayerSpell, mymod.esp overwrites this (by accident), so when I load up oblivion, it is effectively loaded twice: once with oblivion.esm, and a second time with mymod.esp. Now, what if, for some reason, I want to use a mod which overwrites spells, including DefaultPlayerSpell? Well, I'd have to load it last, after mymod.esp, since mymod.esp overwrites DefaultPlayerSpell. That's why it's unfriendly. All I want to do is delete the spell in mymod.esp, but in the CS it says it's a default spell, so I can't delete it. Link to comment Share on other sites More sharing options...
Hickory Posted August 17, 2010 Share Posted August 17, 2010 My understanding of the esp system is that it overwrites/creates a new object over top of the master file. In the simple case of DefaultPlayerSpell, mymod.esp overwrites this (by accident), so when I load up oblivion, it is effectively loaded twice: once with oblivion.esm, and a second time with mymod.esp. Now, what if, for some reason, I want to use a mod which overwrites spells, including DefaultPlayerSpell? Well, I'd have to load it last, after mymod.esp, since mymod.esp overwrites DefaultPlayerSpell. That's why it's unfriendly. All I want to do is delete the spell in mymod.esp, but in the CS it says it's a default spell, so I can't delete it. That is the nature of Oblivion: mods loaded last take precedence, that's how hundreds of mods are able ro all run together, without making the game crash. As far as the default spell is concerned, maybe you cannot delete it, but you can alter it's effects, and the effects in your mod will override the effects of stock Oblivion. That does not make your mod 'unfriendly'; it makes it a mod! Link to comment Share on other sites More sharing options...
Shadowfen Posted August 18, 2010 Share Posted August 18, 2010 I accidentally saved over defaultplayerspell in a mod I'm making. Thus, now the esm file has it in there, and will rewrite it (with a new name, unfortunately, which I don't want). I could write over it with the right name, but a) that's unnecessary work, for any larger problems I might have in the future, like overwiting a race, and b) it doesn't solve the problem, and makes the mod unfriendly. I discovered a few more places where my mods do this. Now I want to go back and edit them, however, that's incredibly difficult, since I don't know how to edit a plugin file without the master file. I can't delete defaultplayerspell, since it's part of oblivion.esm. But I want to delete it in my mod (there's no reason the mod should overwrite it). How do I go about doing this? Download TES4Edit and load your mod and oblivion.esm only. Then after it finally loads the files, you can look at all of the records in your mod for 00 formids and verify that you intended to make that change, or you can delete the record in your mod. Link to comment Share on other sites More sharing options...
DavidBudreck Posted August 18, 2010 Share Posted August 18, 2010 Check out Tes4Edit. This makes undoing accidental changes a breeze. Tes4edithttp://www.tesnexus.com/downloads/file.php?id=11536 Select your mod only. It will load any others it needs by itself. You are then presented with a tree of things you have added or changed in your mod, broken down by category. Within here you can see the individual things you have placed and/or changed. To undo a change, right click and "Remove". Save the mod and Presto! Clean Mod! It doesn't hurt that you have renamed the spell, as long as you did not change it's ID. Other mods do this, like LAME. Link to comment Share on other sites More sharing options...
Recommended Posts