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NMM Deleting old esp's


Sneekins

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I create a Merged Patch with FNVEdit whenever i add a new mod, but for the life of me i cannot remember how to DELETE the old esp's!!!

They are unchecked and remain that way but i don't like the clutter in my NMM load list or LOOT load list, any ideas???

Since there is no actual Mod to disable those esp's remain there.

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They are not MODS im trying to get rid of. They are old Merged Patch esp's that i created with FNVEdit.

My question was: How do i actually DELETE the old esp's out of the list after i disable the previous ones.

Can't seem to find an option to get those old unchecked esp's to go away!

Please don't answer or give advice if you do not understand my issue here.... :smile:

PS; thanks for responding though M4 !

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Well, you can try manually adding an extension to those plugins such as ".ghost" (which is what Wrye Bash/Flash does) and the game engine will not recognize or attempt to load them and they won't count against the "plugin cap". Myself, I would create a batch file to handle that so I could simply run it to add or remove the ".ghost" extension depending upon my need to rebuild the "merge patch" file.

 

OTOH, I use Wrye to build my "bash patch" file with "auto ghost" enabled and don't have the issue.

 

-Dubious-

Edited by dubiousintent
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Maybe I do not quite understand this topic - maybe I do! I've sometimes had old .esps hanging around even after using NMM or FOMM for uninstalling. I go into my "data" folder and delete them manually.

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  • 3 weeks later...

Uninstall from all profiles with NMM and if you wish you can delete the mod entirely. You can run Wrye Bash, LOOT, and FNVedit all from within NMM. NMM is a fairly foolproof method of both installing and deleting mods - especially for new players.

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