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TESVEdit Help


dretcher2

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I've just watched Gopher's video on mod cleaning, as well as reading up on the wiki's for TESVEdit, and have figured out how to do basic automated mod cleaning. However, something that I can't find addressed in any of the documentation for it is when a mod has a bunch of things in red in the list. For example,

http://img515.imageshack.us/img515/981/tesvedit.png

 

 

What do these various colors mean, and are they something that I need to be wary of when attempting to clean my mods?

 

Thanks

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It just means you have something of the mod being writen by another mod, you can actually go to the exact rewriten part to see what its writen over by, dont try to change it in tesvedit though your just going to break it, I go to the winning file in CK and fix it if it doesnt get fixed by automated cleaning.

 

Sometimes its just things you actually want to overwrite and other times its incompatable mods like ethereal elven overhaul and mods that add new warpaints or things that are not compatable with hearthfire or dawnguard.

 

Unless you get crashes its not worth going into fix most of them, unless something is not working as intended... in such cases they are just broken mod parts.

 

I dont know about pink lines though if thats what you mean.

 

Also right click in the right section and hide ... non conflict lines or something it was... will just show the conflicts.

 

Again dont go editing s*** in tesvedit, your just going to break stuff and have to reinstall.

Edited by rarborman
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I wouldn't bother cleaning Mods at all if I were you.Most mods that get released have already been sent through that process by their own creators. That Video is for when you need a guide for when you've screwed up the game bad enough to render it near unplayable, but you aren't quite ready to reinstall yet.

 

There are some mods that actually need the dirty edits to function properly.

 

You'll almost never encounter a problem that can't be fixed by resorting your load order with boss, making a patch, or just flat out uninstalling a troublesome mod.

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I There are some mods that actually need the dirty edits to function properly.

 

TES5Edit Cleaning Guide describes Dirty Edits as "Dirty edits occur for two reasons: the first is that a mod author changes a record's properties but then decides to undo their changes by setting the properties back to their original values instead of removing the changes entirely, and the second is due to Creation Kit bugs changing the values of properties without the mod author being aware of this occurring."

 

@formalrevya, please could you give at least one example of mod that required inadvertently misplaced / removed objects and navmesh or Creation Kit bugs to "function properly"?

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dretcher: If you click on "Information" at the right-hand bottom, there's some basic information about line and text colours.

Essentially, they tell you that one plugin overwrites that thing from skyrim.esm / another mod (which is almost always exactly what it's supposed to do). You can check that in the right-hand window: In your screenshot, you see the data contained in skyrim.esm, update.esm, and dawnguard.esm (the columns). If you scroll down, there will be a red line where these three sets of data differ. The one on the right always wins (here, dawnguard.esm).

Red line means a conflict between several mods; if the text is in red, it gets overwritten by something else (like Update.esm in your example); if the text is in brown(ish, whatever that is), it's the one overwriting, and the effects of that mod you will see in your game.

Yellow line means that the mod changes a value from skyrim.esm.

Usually, you want all these things to be left alone. In a TES load order, conflicts like those are a perfectly normal thing to happen; it's the whole point of mods. There are a few conflicts you would want to resolve, but I would advise against doing that as long as you don't really know what you're doing.

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I There are some mods that actually need the dirty edits to function properly.

 

TES5Edit Cleaning Guide describes Dirty Edits as "Dirty edits occur for two reasons: the first is that a mod author changes a record's properties but then decides to undo their changes by setting the properties back to their original values instead of removing the changes entirely, and the second is due to Creation Kit bugs changing the values of properties without the mod author being aware of this occurring."

 

@formalrevya, please could you give at least one example of mod that required inadvertently misplaced / removed objects and navmesh or Creation Kit bugs to "function properly"?

 

If memory serves there was a few in FCOM that the mod authors specifically said not to clean. That the dirty edits were in there as a workaround to....something. I don't know what exactly, I'm not a mod creator. and I definitely wasn't involved in FCOM development in any way shape or form. Whether it was there specifically to work around issues with having that many game changing mods active at the same time, or it was a stand alone issue, I do not know.

 

But I've seen mods in the past where the creator specifically said not to clean them.

 

And my original point still stands, I've got 60 mods active, and the only dirty edits are 2 ITM's in Skyrim monster Mod. The rest are clean as a whistle. There's really no reason to clean mods to deal with CTDs unless you've exhausted all other options.

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