Jump to content

Any way to easily locate all of the files attached to an esp/esm?


fightingdownfall

Recommended Posts

As I said in the topics title, I'm hoping to find a way to quickly and easily locate all of the individual installed files attached to and associated with any given esp or esm. Specifically, all of the textures, models, sounds, and so on and so forth that are installed with and attached to an esp/esm. My reason for so desperately seeking this info is because I have decided to do a totally clean and fresh install of only my favorite mods and textures due to the fact that I cannot get the game to run properly now after having installed so damned many and the inevitable conflicts of having that massive of a number of installed mods has created. To put it in short, I'm simply trying to avoid having to go through every single damned installed texture and model located in the Data folder manually and by hand simply to locate which ones were installed by and required by their given esp's and esm's. Now obviously I would prefer to just go back and download all of them again and install them all through FOMM, but unfortunately my favorite and most important mods are no longer posted on the Nexus. Specifically, and my most important a favorite above all others btw, is the Book of Earache and the Tactical Weapons pack/vendor that is located in the open-air area of the GoodSprings gas station where that beaten up truck usually is. There are a handful of others as well, but those two are the most important to me. Any help, direction, input, or advice in general would be MASSIVELY APPRECIATED!! :D And I'd also like to preemptively thank all of the people that have at the very least taken the time to read through this little plea and cry for help of mine. lol ;)
Link to comment
Share on other sites

You may be making it harder than you need to. I have a suggestion that would be easier to manage after a little work on your part (but less than the headache of tryiong to figure out what support files go where).

 

Do a clean install, and before you install a single mod, turn any that have external support files (meshes/textures/sound/music/etc) into fomod packages with FOMM. Once you do, its a matter of activating or deactivating a single entry to install or remove a mod completely. You will never have to worry about what meshes and textures were for what again.

Link to comment
Share on other sites

First off, thank you for being willing to help me out dude, I really and truly appreciate it immensely. But your method seems to have details that I'm not understanding I think. The problem being that not all of the mods I'm trying to find all of the subordinate support files for were installed using FOMM. Meaning I installed them by hand just using the "drag and drop in the Data folder and overwrite if prompted" method. lol Is there still any way that I could get your method to work even given the fact that a few of the mods I'm trying to transfer over and install in my clean start reinstall aren't listed in the "package manager installed mods list"?
Link to comment
Share on other sites

Most mods have mesh and texture parts that will be found in either the Textures or Meshes folders usually in a subfolder with that mods name - so if the mod is named xyz, there should be an easy to find xyx.esp in your data folder, then look inside of the data\textures folder for a file \Textures\xyz - that is where the textures for that mod should be. Meshes is the same , look for a Meshes\xyz subfolder.

 

If you kept the zipped file for the mod, you can look at what is in it and find what files it installed that way.

Link to comment
Share on other sites

I'll add a little more detail to what I was suggesting. It may look like a lot of steps but it's very easy and quick once you have done one. Of course, if you are determined to try and save files, then you are welcome to do that if you wish and just disregard my suggestion.

 

Do your clean install, no mods at all installed. I don't suggest trying to save any support files from mods you previously installed because some mods do not use custom folders and are intended to override vanilla resources, and the same files may have been overwritten by multiple mods.

 

Gather the mod archives you want to install.

One at a time, open each zip/7z/rar file up and look to see if it has files located in any texture/meshes/music/sound/menus folders. If the mod does, create a FOMod for that mod (see instructions below).

Repeat through all of your mods you intend to use.

 

Any mods that contain only esp/esm/bsa files do not need to be packaged, install them as usual.

 

 

Creating a FOMod:

1. Create an empty folder, name doesn't matter.

2. Drag all of the mod files and folders (all folders/esp/esm/bsa) from the mods archive and drop them into the empty folder you just created.

3. Open FOMM, click on "Package manager" button.

4. In the Package Manager UI, click on the little arrow on the top most button on the right and select "Create FOMod'.

5. Click the button you just selected and the Create a FOMod ui will open.

6. Enter the file name you want to create in the box under "FOMod File Name (without extension):"

7. Add your files to the Source Files section by clicking the Add Files and Add Folders buttons, browsing to the folder you made and selecting the mods files/folders and clicking OK.

8. Once you have all the mods folders and files in the Source Files section, drag each file and folder over to the FOMod Files section on the right.

9. Click on the "FOMod Info" button on the left and add any info that identifies the mod you are packaging. (Note, leave the Required FOMM Version as 0.0.0.0 to avoid possible tool error messages that will stop you from progressing).

10. Click on the "Save Locations" button on the left and check the option for "Create FOMod".

11. Click OK. The creator will most likely pop up a warning message that some info is missing, which is ok. Click OK and the package will be built and stored in the FOMod folder set when FOMM was first installed.

12. Once the package is built the Create UI will close and you will see the mod now listed in the Mod List of the Package Manager. click on the FOMod you just made and select the "Activate" button on the right and the package manager will do all the actual file/folder installations. To uninstall the mod, simply select the FOMod and select the "Deactivate" button.

13. Repeat the above process for each mod you want to be packaged.

14. Now close the Package Manager and make sure any esp/esm files are checked and are in a proper load order.

Link to comment
Share on other sites

@ Sunnie: THANK YOU!! Someone else had kindly pointed out a FOMOD For Dummies guide awhile back, to help out with the generic-to-FOMOD thing, but I still couldn't figure it out. Just made/installed a FOMOD from a generic mod following your steps, and it couldn't have been easier.

 

Now I don't have to be reluctant to DL mods just because they don't have unique subfolders for the associated mass of new textures/ meshes etc., (there's a ton of mods like that) and worry about picking through a ton of folders & files if I want to uninstall.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...