cumbrianlad Posted September 14, 2017 Share Posted September 14, 2017 Hi. ....SOLVED So I've made a basic error. While I had the object window open and an item selected in it, I pressed delete thinking that I was deleting the object highlighted in the render window at the time...oops. The object I wanted shot of is still there and now I've got a 'D' marked next to DwePipeEndCap01 in the object window... Doh! I guess that anyone loading my mod would be without DwePipeEndcap01 wherever it occurred in Skyrim. that would be some kind of Dwemer plumbing catastrophe, which must be avoided at all costs! It's not the first time I've done this. when I'm tired or distracted I can do this sort of thing. I always end up shutting down CK without saving and loading it back up again, so that the part I mistakenly deleted is there again. That's a pain though (even if it seems totally necessary). I just wondered if there was any way to un-delete items in the object window, as this would help when I'm careless! The delete command obviously doesn't delete the data associated with the part instantaneously or it wouldn't be there again when I reload, so it must be recoverable without the palaver of shutting down and reloading? any ideas?... ...other than to tell me not to be so stupid again! (I guarantee that I will be.) Link to comment Share on other sites More sharing options...
nerdofprey Posted September 15, 2017 Share Posted September 15, 2017 Load the plugin in TES5Edit, find the thing you deleted by accident, and, well... delete it. That will remove the edit from the plugin, so the thing in question will no longer be affected by your mod. You're deleting the delete! It should always be part of your process to look through your mod in TES5Edit and get rid of dirty edits, which include accidents like this. This is assuming the thing you deleted is not a thing you added yourself. In that case you probably just need to add it again. Or roll back to your last saved version. Link to comment Share on other sites More sharing options...
greyday01 Posted September 15, 2017 Share Posted September 15, 2017 Good advice by nerdofprey. It is really a good idea to get comfortable with Tes5Edit. Maybe try checking your mod for dirty edits at the end of each session or if you are nervous about messing up your mod make a practice mod. Do things like deleting objects instead of references, moving vanilla references and then using Tess to put them back where they belong, deleting a navmesh and then restoring it. Tess5Edit is an invaluable tool. I was really nervous of it at first but by using it I became much more comfortable. Just play with a test mod or make a backup of your mod and then explore it with Tess5Edit to see it you had some unintended changes. Oh about deleting an object from the object window. Since you deleted the object it probably deleted all the references of that object. You might have to find any cell that had a reference of that object. If in Tes5Edit you delete that cell the reference should be restored and the entire cell put back to its vanilla form. I think that's how it works anyway. Link to comment Share on other sites More sharing options...
foamyesque Posted September 15, 2017 Share Posted September 15, 2017 TESVEdit has saved my bacon *SO MANY TIMES* after working with the render window. I'll add my voice to those saying it's a wonderful tool that you should use religiously. Link to comment Share on other sites More sharing options...
cumbrianlad Posted September 16, 2017 Author Share Posted September 16, 2017 Thanks people. I use TESVEDIT. What you're saying is it's no big issue so long as I clean the plug-in regularly enough. That's fine by me. It's such a pain to shut down and open creation kit with multiple masters to load. Thanks again. Link to comment Share on other sites More sharing options...
nerdofprey Posted September 17, 2017 Share Posted September 17, 2017 You should get used to looking through your mods in TES5Edit just so you know how it's supposed to look when it's not broken, and to understand how your actions in the CK will show up in the plugin. That way, if you see something that's not supposed to be there like a deleted base object or a cell edit, you'll recognize it as a problem and be able to remove it. You might be familiar with the standard mod-cleaning process to remove identical-to-master edits and deleted references, but not every mistake will be an ITM or deleted reference. Your example of a deleted base object could not be "cleaned" by that method. You would have to actually know what to look for in TES5Edit. Another reason to get familiar with it is, there are a lot of things you can't pull off with the CK alone. Sometimes to get the right result you have to deliberately make dirty edits with the CK and then undo them in TES5Edit later. In short, yes, anything you do can be undone, but it's a skill in itself. Link to comment Share on other sites More sharing options...
Evangela Posted September 17, 2017 Share Posted September 17, 2017 Yeah, I have TES5Edit ready as soon as a * appears on any reference for any reason. Sometimes just clicking on one and not having moved it yet, is enough to flag an edit. Don't get me started with navmeshing haha. Link to comment Share on other sites More sharing options...
foamyesque Posted September 17, 2017 Share Posted September 17, 2017 Thanks people. I use TESVEDIT. What you're saying is it's no big issue so long as I clean the plug-in regularly enough. That's fine by me. It's such a pain to shut down and open creation kit with multiple masters to load. Thanks again. For what it's worth, I like to name anything I am intentionally placing, moving, or otherwise modifying, with a fixed prefix per mod. That way when I look at things in TESVEdit, and anything appears that doesn't have that prefix, I know it was something I *didn't* mean to do and can therefore clean it. Link to comment Share on other sites More sharing options...
Recommended Posts