UgTheViking Posted November 5, 2012 Share Posted November 5, 2012 BOSS tells me I have some dirty edits. Ok, no problem. But I was wondering why mods that have been working fine and have not been updated or edited recently, suddenly become dirty?Thanks. Link to comment Share on other sites More sharing options...
OakRain Posted November 5, 2012 Share Posted November 5, 2012 They haven't suddenly become dirty - what's happening is that the BOSS Masterlist has to be manually updated by the BOSS team,TES5Edit has started to be widely used and it is this tool that most easily detects mod dirt.The BOSS team have limited time available for updating - you are likely to see more dirty edits listed in new mods each time BOSS gets updated. As to how dirty edits arise in the first place I have lifted this from the TES5Edit Cleaning Guide for convenience; " Why Clean? Many mods make unintentional or unnecessary edits to game elements. Such edits can be a problem when using multiple mods due to the "rule of one", that states that if multiple mods change the same record, only the changes from the mod loaded last will be applied. When a mod containing unintentional or unnecessary edits (known as a "dirty mod") is used with a mod that makes an intentional edit to one or more of the same elements, this can introduce the possibility of bad things happening, from incorrect game settings to broken content and crashing to desktop (CTD). The more dirty mods you run, the more likely you are to encounter such issues.Dirty Edits 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. The most common type of dirty edit is an Identical To Master (ITM) edit. This is where a mod contains an edit to a record where the edited values are identical to the original values. There are other types of dirty edit, including things like automatic cell water height edits, but they are commonly also referred to as ITM edits, so the terms "dirty edit" and "ITM edit" are somewhat colloquially equivalent. Example 1: Identical To Master Edits Consider a quest mod in which the author has also changed the properties of some sneaking settings to better fit with other areas of the quest mod. The author then later decides the sneaking changes are unnecessary, and sets them back to their original values. If this quest mod were then loaded after a mod that overhauls the sneaking system, the sneaking overhaul's effects would be at least partially undone by the quest mod, which is not the effect intended by the author of either mod, nor the effect desired by the user. The solution would be to clean the quest mod, which would remove the ITM edits and allow the sneaking overhaul mod to function as intended. Wild Edits Wild edits are unintentional or misdirected edits to game elements by a mod author that cause unnecessary conflicts with other mods. They are called wild edits because they often appear to have been made haphazardly with no relation to the author's stated intentions. One example of a wild edit would be when a container is incorrectly modified to include an item, but instead of only that one container including the item, the result is that all containers of the same type include the item. If the description of the mod states that an item is added to a specific container, then it is clear this is a wild edit and the mod should be cleaned by fixing the wild edit.Deleted References Deleted references are a common cause of crash-on-exit. This is because if one mod tries to modify a reference that another mod has deleted, then the first mod cannot find the reference, and this then leads to a crash when the game is exited. References are generally deleted to remove them from the game world, but a practically identical effect can be achieved by undeleting the reference then disabling it and moving it to a position where it is no longer visible in the Creation Kit (TES5Edit sets the Z axis position to -30,000 units). " Link to comment Share on other sites More sharing options...
MotoSxorpio Posted November 5, 2012 Share Posted November 5, 2012 Sometimes they are accidental records change when modder has to click on things in CK. For more details trot over here for words from the TES5Edit devs and users http://forums.bethsoft.com/topic/1418434-relz-tes5edit-plugin-cleaning-emporium/ Link to comment Share on other sites More sharing options...
MotoSxorpio Posted November 5, 2012 Share Posted November 5, 2012 LOL Oak, your post wasn't there a second ago o_O Link to comment Share on other sites More sharing options...
OakRain Posted November 5, 2012 Share Posted November 5, 2012 Ha - don't know how I managed to sneak it in LOL. Link to comment Share on other sites More sharing options...
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