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Stray records in .esp file (checking for "dirty mod")


syscrusher

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I have a mod that uses (as always) a lot of vanilla game objects. At one point, I accidentally touched a container object's master record and thereby changed the behavior of that container game-wide -- not what I intended. No problem -- I opened my .esp in TES4edit, found the offending record and deleted it, re-saved, and tested. All was well.

 

When I was in TES4edit, however, I saw some records that seemed to indicate my mod had changed things in Cameron's Paradise. I would swear that I've never even *opened* that cell in the CS, let alone changed it. Also, when I am editing my mod in the CS, it doesn't asterisk those cells to indicate any mods.

 

Before I delete those records, I'd like to know if TES4edit will ever list records in the "cell" section for reasons other than that cell being touched? I may have used some objects that also are used there -- could that be the source of the records?

 

Thanks for any advice.

 

Syscrusher

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The CS is a dirty erratic program. It creates dirty mods. It randomly scatters mod dirt to places you have never been. Creating a really dirty mod is no reflection on the modder. A skilled modder will just make a mod that is not quite as dirty as a newby will, after having learned a few anti-mod-dirt techniques and acquired the discipline to always use them.

 

What is a reflection on the modder is how well the mod is cleaned before release. The skilled modder will release a mod that has been almost perfectly cleaned. The newby won't even know about the issue and will just release the mod with no cleaning.

 

So on your mod, you should select "ignore" on all the cells you have never been to and did not plan to change. This will not harm your mod. (If all goes well.) One exception is cell 0, 0. That is where persistent references are stored, no matter what cell they come from. Do not mod clean out that cell.

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The CS is a dirty erratic program. It creates dirty mods. It randomly scatters mod dirt to places you have never been. Creating a really dirty mod is no reflection on the modder. A skilled modder will just make a mod that is not quite as dirty as a newby will, after having learned a few anti-mod-dirt techniques and acquired the discipline to always use them.

 

What is a reflection on the modder is how well the mod is cleaned before release. The skilled modder will release a mod that has been almost perfectly cleaned. The newby won't even know about the issue and will just release the mod with no cleaning.

 

So on your mod, you should select "ignore" on all the cells you have never been to and did not plan to change. This will not harm your mod. (If all goes well.) One exception is cell 0, 0. That is where persistent references are stored, no matter what cell they come from. Do not mod clean out that cell.

 

Thanks very much for the reply; I wasn't aware of the erratic behavior of the CS. I'll keep that in mind. I am a computer engineer professionally, so I will be keenly attentive to cleaning out my mod before release.

 

I didn't know about the Cell 0,0 business -- thanks for alerting me!

 

Should I tell TES4edit to erase the Cameron's Paradise records from my mod, then?

 

Kind regards, and again thanks for the tips,

 

Syscrusher

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Links to my oblivion mods:

 

P.S. -- I took a look at the images from a couple of your mods, just out of curiosity. "Forgotten Realm" looks absolutely brilliant! When I get some free time from my own work, I eagerly look forward to trying that one and possibly some of the others. Wonderful graphic design and lighting.

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