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Posted
Hi all, I'm working on an exciting mod atm and in the experimenting I made changes to some default formlists. I've since worked around the need for such, as it means no incompatibilities with other mods, and have removed my changes. However, the CK still marks them with a * (ie. edited) despite containing only the default/vanilla information. Is there any way I can force them back to an "unedited" state? I'm concerned that even though they contain no changes, they may over-ride other mods which do make changes to them. Many thanks in advance.
Posted (edited)

Try tesvsnip but don't be put off by the "may cause unexpected issues", once you've made edits in this program save as a new esp and your original is safe and no harm done.

 

- Open your mod in CK

- Open TesVsnip and open the esp

- Drop the mod (+ icon) to see the list of edits with the categories abbreviated in 4 letters

- Look at the edits you don't want in the CK, track them down in Tesvsnip and delete them

- When you've got rid of them all hit save and name it slightly different so you can tell the difference

 

This process will get rid of any bad edits and won't effect the changes you want to keep :thumbsup:

 

Trust me, I merged 40+ weapon mods into one esp and it works fine for me despite some error messages in the CK.

Edited by Ironman5000
Posted

Brilliant, thank you so much for this! Found it, downloaded it, used it, got rid of all the records I changed (and a handful more I honestly don't remember changing! :biggrin: ) and now it's nice and neat. Very grateful for the tip, it looks like a useful program to keep around.

 

Now do you also want to finish this mod for me? :wink: It's turning out a lot more ambitious than I originally thought. Hah, my sincere thanks again.

Posted (edited)

:laugh: I don't about actually finishing the mod, I have a few others lined up plus I am working on doing updates for my released ones.

 

I've been there with overly ambitious projects though, if it's too much why not think of a way to shorten it so you can actually finish it realistically then build around it if you have the time later? What actually needs doing for this mod anyway?

Edited by Ironman5000
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