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depandcy removal


chet

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hello i remember in morrowind i had a tool that would remove the dependencies on a mod and some mods demand that i have another esp and on my mod that i have for my personal use what i do is i take a base and my mod eats parts from it but i don't want it eating the other dependencies so can i nix the dependencies that i don't want or will it be like esp not eating that?
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"Eating"used in this sense is not standard English and your post therefore becomes difficult to read. Is it a typographical error? Is it some type of slang?

 

In Oblivion you cannot remove masters or you will break mods. (Unless you are a modder and know what you are doing.) If the .esp actually does not use any resources from the .esm, then it is completely safe to remove that master. A good mod would never be built this way. It is a bug if you encounter a mod like this.

 

So most .esps that have masters have them for very good reasons and will malfunction and/or crash your game without the masters.

 

One option would be to use TES4Gecko to merge the .esp to the master. Then you only have one mod and don't lose any content.

 

Another option would be to use the CS to manually merge the pieces of the master that you need to the .esp and then remove the dependency.

 

Another option would be to delete all the content that the .esp has to refer to the .esm for, but with this approach, you lose a bunch of content.

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ok what i found odd was that 1 of the mods so called masters was a esp lol

 

Oblivion does not allow one .esp to use assets of other .esp. If any mod has .esp master(normally it cannot be done with CS, you need to do mod de-isolation trick), it is indeed made to be dependant on that .esp. For example, ths plugin you got can be compatibility patch for 2 or more conflicting mods, or it can be NPC mod that requires certain cosmetic/race mod.

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