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Removing changes from a mod


stickbow

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I (probably stupidly) have a single mod that I do all my own personal modifications to - created some followers, tweaked some of the armor/weapons, improved looks on some NPCs. Most importantly to this question is I made changes to Breezehome, which now crash the game with the latest DLC.

 

I deleted spiderwebs and moved some furniture around, added a merchant chest to an NPC I added, some things like that. Is there a way to undo those changes - ideally to an entire space (location Interiors, WhiterunBreezehome)? I have tried to do so in the creation kit, but am not sure it's having an effect.

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If you want to use the Creation Kit only, next time you load your mod / set as active and press DETAILS, all changes are listed in the file detail window.

 

http://666kb.com/i/c95k068luk72nt1ic.jpg

 

Select all edits you want to undo (CTRL and click to select multiple ones, SHIFT and click to select a whole area from/to) and press DELETE key, now it will only load the undeleted changes...now just keep on working on it or just save the current state.

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Here you go:

 

- Open TESEdit, on first box select only your mod. (Wait load it).

- At the left Tab box, click on the + sign at your mod name, that will open the tree.

- Now you need to find exacly what you want to delete.

- BECAREFULL NOW BEFORE DELETE: Make sure first thru inside CK that all dependencies with what youre deleting has being cleared.

- OK, found what u need to delete: Right Click over it, and choose REMOVE.

- Wait the 3 seconds warning, agree.. and DONE!

- Exit saving.

 

I do that a lot when creating mod, is a very common procedure... no worries... is better do that and keep your mods clean. :)

 

Ket

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it's so useful when you have your own catch-all mod on the end. you can open your mod and the one you download, pull up the records that match ('filter for cleaning' highlights them) and then delete the one you dislike. that way you can have bits of yours and bits of theirs winning the load order wars.
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