AlexKnight1978 Posted June 6, 2008 Share Posted June 6, 2008 I've got a little problem, I've been playing with the Thievery in Imperial City mod. I somehow linked something from that mod... Now, in my new mod, which has absolutely nothing to do with the Thievery mod, it still loads the Jog_X_Mod.esm when I load my mod. I've checked the contents of the mod, and I can't find anything that's related to the Jog_X_Mod.esm content. I've tried Tes4Edit, but I don't see how to remove the master link there... Can anyone help me, and tell me how to unlink that esm file from my mod? Link to comment Share on other sites More sharing options...
nosisab Posted June 6, 2008 Share Posted June 6, 2008 I've got a little problem, I've been playing with the Thievery in Imperial City mod. I somehow linked something from that mod... Now, in my new mod, which has absolutely nothing to do with the Thievery mod, it still loads the Jog_X_Mod.esm when I load my mod. I've checked the contents of the mod, and I can't find anything that's related to the Jog_X_Mod.esm content. I've tried Tes4Edit, but I don't see how to remove the master link there... Can anyone help me, and tell me how to unlink that esm file from my mod?When you save the mod with another marked to be load too the chances are this may occurs. To clean mark your mod in CS and instead loading it click in "details' button. So search any entries you see that not pertains to your mod. Select it and press "Delete" key. this will mark that entry as ignored. Repeat to all entries and close detail windows. So load your mod as normal, do any bogus modification meant to mark the mod name with the *, save and exit. Those entries will be gone. Link to comment Share on other sites More sharing options...
Vagrant0 Posted June 7, 2008 Share Posted June 7, 2008 I've got a little problem, I've been playing with the Thievery in Imperial City mod. I somehow linked something from that mod... Now, in my new mod, which has absolutely nothing to do with the Thievery mod, it still loads the Jog_X_Mod.esm when I load my mod. I've checked the contents of the mod, and I can't find anything that's related to the Jog_X_Mod.esm content. I've tried Tes4Edit, but I don't see how to remove the master link there... Can anyone help me, and tell me how to unlink that esm file from my mod?Tes4Edit is an older application. Use TES Gecko, it'll allow you to unlink the mods. Keep in mind that if you are using anything from the master within the .esp you will run into problems. Link to comment Share on other sites More sharing options...
AlexKnight1978 Posted June 7, 2008 Author Share Posted June 7, 2008 Thanks for the help, I've downloaded TES Gecko, it worked as a charm. But coincidentally, I also found a way to do it in the Construction Set. In the screen where you load a mod, it lists the master files on the right, I simply selected the esm file I didn't need and pressed the Delete button on the keyboard... Why oh why didn't I think about this earlier :wallbash: But again, thanks for the help. Link to comment Share on other sites More sharing options...
nosisab Posted June 7, 2008 Share Posted June 7, 2008 Thanks for the help, I've downloaded TES Gecko, it worked as a charm. But coincidentally, I also found a way to do it in the Construction Set. In the screen where you load a mod, it lists the master files on the right, I simply selected the esm file I didn't need and pressed the Delete button on the keyboard... Why oh why didn't I think about this earlier :wallbash: But again, thanks for the help.Why before doing this you must be sure had eliminated all references to this ESM... so, aways go to the details and check for 'foreign' entries, after use the utilities to clean the eventual shards remaining. Remember the cleaner will see as normal all that is in your mod once the parent mod exists and so will not 'clean' then. Most of the times the procedure is just removing the reference to the parent mod, and after running TESgeko to remove the internal references to those parents. Yet is good measure doing a look at the details so to assure no 'editing' was made to Oblivion itself before publishing the mod. Link to comment Share on other sites More sharing options...
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