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Creation Kit - Mod-Cleaning neccesary?


q111

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I'm only a beginner in modding, but even i know the neccesary of cleaning mods, so my question: are the mods done by the creation kit as dirty as in previous games; even in new vegas they were sometimes really bad if they are not cleaned afterwards, so maybe someone here could tell if beth learned from the previous games or not.

 

And if beth didn't learned from previous games: is there a tool to clean mods afterwards or is something like this in developement?

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Yours is a good question, Passing the current mods by the CK may help tying loose tips.

 

Anyway, for most mods you have seen to date is to be expected deep changes and many will become obsolete very quickly and many new mods on the same line popping from all sides together with all new mods categories without a single representative today :)

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So, sorry to push it upwards, but it's already a day without concrete reply, so agaim my question:does somebody know already how clean the mods are from the creation kit?

 

What do you mean by that?

 

If you mean: Are they corrupted by save file edits?

The answer is no. The Creation Kit lets you load DEFAULT regions before any changes are made, and ignores save files.

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The first thing is noticed is most mods made before the CK lacks integration with the navmesh. Now, what you mean specifically by cleaning a mod is not clear ... One way to see this is removing loose references, since is not possible to delete something directly while inside the CK. The object is flagged to be deleted and it happens afterward.

 

The other meaning seems have not changed from Oblivion/Fallout days.

 

select the mod you want to clean (is not necessary to mark it) and press the "details" button, navigate to what you want to remove and mark it be ignored. Once done, open normally the CK and the ignored objects will be gone, save the mod.

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I remember the old times when Morrowind cluttered your mod with GMST entries although you never touched them. And if you simply placed an object into the game, it also marked those objects as altered although you did not change the entry.

So far, the CK did not mark clutter dropped into a cell as altered. Looks like Bethesda has finally removed that flaw.

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  • 3 years later...

I remember the old times when Morrowind cluttered your mod with GMST entries although you never touched them. And if you simply placed an object into the game, it also marked those objects as altered although you did not change the entry.

So far, the CK did not mark clutter dropped into a cell as altered. Looks like Bethesda has finally removed that flaw.

Actually, the reason I came here is because I am getting that bug specifically. Saving in the Creation Kit is creating dirty edit every time without fail. Edits are getting created even though I'm not touching those entries.

 

Going into TESVedit lists about 2000 UDR's every time. I clean the mod, and after saving the CK recreates the UDR's.

 

EDIT*

 

sorry for Necroing on this. Didn't notice the date :)

 

Edited by lennykrapitz
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