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CK ignored files not working?


bluesmurph

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So I have been having some problems with the creation kit. I want to get rid of some things i did to my mod a while ago. You can do this by going to File>Data and then highlighting your mod and clicking Details. In the Details all you have to do is Highlight the edit you want to delete and hit the delete key. This flags it with an I for ignored. It is supposed to delete the ignored files on the next save but this doesn't work for me. After I flag my files as ignored and save they stay their when I load the mod up again. Is their something I am missing? Why won't CK ignore and delete these files?

 

If I cannot ignore these files and get rid of them is their any way to transfer all the other items, recipes, and cells that i have edited/created that i want to keep to another new clean .esp?

Edited by bluesmurph
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It all depends what you are trying to ignore. If you are trying to ignore moving/deleting/adding an item the you are normally OK, if you are trying to ignore changes to the game's heightmap/texturemap then you are likely s*** out of luck. (based on my experiance of modding Morrowind/Oblivion/FO3/FONV/Skyrim). Edited by flobalob
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So I have been having some problems with the creation kit. I want to get rid of some things i did to my mod a while ago. You can do this by going to File>Data and then highlighting your mod and clicking Details. In the Details all you have to do is Highlight the edit you want to delete and hit the delete key. This flags it with an I for ignored. It is supposed to delete the ignored files on the next save but this doesn't work for me. After I flag my files as ignored and save they stay their when I load the mod up again. Is their something I am missing? Why won't CK ignore and delete these files?

 

If I cannot ignore these files and get rid of them is their any way to transfer all the other items, recipes, and cells that i have edited/created that i want to keep to another new clean .esp?

 

You can use TESVSnip. It's a very good tool for copy&paste actions, and to clean up mods.

 

 

 

Regards

Ghaun

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You can use TESVSnip. It's a very good tool for copy&paste actions, and to clean up mods.

 

 

 

Regards

Ghaun

 

Ok thank you. I got TESVSnip and it is fairly easy to use. I made a new plugin and I dragged all the files I wanted to keep to the new plugin. The only problem is that when I load the new plugin up in the CK it says that every item already exists and it wants me to change them to duplicates. Then it has problems finding [EffectSetting 'fill in code' in spell 'item name'] or something? It also has trouble finding keywords. And it wont load any navmeshes and has troubles with the one cell i'm moving over (I added a room to the inside of a building that already exists). And before i can click through all the errors (i read that you have to click yes on each one) the CK crashes. Plus if i try clicking "yes to all" it still crashes.

 

I don't want to turn them all into duplicates with different IDs because then they aren't the actual Items. Id be better off just redoing every item from scratch but i don't want to do this. is their any way to fix this cause aren't the items in the .esp supposed to be edited copies of the real items that are loaded over the .esm?

Edited by bluesmurph
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Ok thank you. I got TESVSnip and it is fairly easy to use. I made a new plugin and I dragged all the files I wanted to keep to the new plugin. The only problem is that when I load the new plugin up in the CK it says that every item already exists and it wants me to change them to duplicates. Then it has problems finding [EffectSetting 'fill in code' in spell 'item name'] or something? It also has trouble finding keywords. And it wont load any navmeshes and has troubles with the one cell i'm moving over (I added a room to the inside of a building that already exists). And before i can click through all the errors (i read that you have to click yes on each one) the CK crashes. Plus if i try clicking "yes to all" it still crashes.

 

Mmh...that's not easy to answer. I don't know what you did exactly. Did you load your new .esp along with an older one? That would explain at least some of your error messages. If the CK complains about duplicated Editor-IDs, it's nothing that would harm your mod. If it complains about duplicated Form-IDs, that's not good. My suggestion: load your .esp in TESVSnip and go to -> Spells -> find duplicated Form-ID. If it gives a result, you should check the .esp for duplictated items/references in it. Maybe something went wrong as you copied them. Maybe, you already had some bad edits in your mod and copied to your new .esp. As said, it's not easy to answer... :confused:

 

If this doesn't help you at all, I can also offer you to send me a PM with your .esp, so I can look at it to see what's wrong.

 

 

 

Regards

Ghaun

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ok never mind. turns out that fixing everything that i wanted to ignore was actually really easy.

I was editing a skill tree and deleting perks, combining perks, and adding my own to the skill tree. well i decided i didn't like it and wanted to go back to default. I didn't know that i didn't actually delete any of the old perks so it was simple just adding them back to the skill tree in their correct spots and deleting my own custom perks.

 

I'm sorry for being lazy and spending so much time trying to merge my files over to a new plugin than at least trying to fix the problem by hand.

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