castielarchangel Posted November 13, 2020 Share Posted November 13, 2020 (edited) Hello, So I'm absolute trash at using the CK and I'd like to remove items from an esp file. Exactly, what I'm trying to do is, I think, pretty simple: I want to use - Unique Artifacts Replacer and Unique Uniques SE at the same time. But some weapons are covered by both and because they both have an esp file, only the last one loaded will take effect, so I need to edit one of them to only contain some of the items. Problem: it's been 4 hours I'm trying to figure out how to do it and so far I'm nowhere, not only the CK reports a billion of erors before finishing loading the masters (masters i'm just hoping are the right ones because I'm not sure), but I also cant figure out how to delete anything in the CK. All I need to do (I think, I don't know honnestly) is remove everything concerning 3 weapons in the Unique Uniques .esm (removing the meshes and rextures files is already done). If anyone would be kind enough to help me I'd really like it, please, pretty please. (Sorry if this is of the most basic stuff and has been asked a million times before) Edited November 13, 2020 by castielarchangel Link to comment Share on other sites More sharing options...
HadToRegister Posted November 13, 2020 Share Posted November 13, 2020 Use XeditLoad the one last that has the most items that you want to use from the two.For the one that loads FIRST, that has the items you want to use, just select the items, and pick COPY AS OVERRIDE... and it will pop up and ask you to name an esp. so you call it something like "My Patch.espNow that new ESP you made will only have the items from the ESP that loads FIRST, now loading AFTER the 2nd ESP you have the most stuff in it you want to use.EX:First esp that has some stuff you want to use.esp||Second esp that has the MOST stuff you want to use.esp SO, 2nd esp is going to overwrite a LOT of the stuff from the first esp, however, if there's stuff from the first esp you want to keep, and overwrite the second esp, then you created a THIRD.esp that just overwrites those select things from the second esp with the first espso then1st esp that has some stuff you want to use.esp||2nd esp that overwrites stuff in the first esp||3rd esp YOU made, that has the stuff from the 1st esp, that will overwrite the 2nd esp That's how it works.All you're doing essentially is making a patch, that brings the items from the 1st below the 2nd esp, so those items will show up, and all of the 2nd esp items that you want will also showYou only need to COPY AS OVERRIDE from the First Loading ESP, what you want to override in the second esp. In your case, you're basically going to COPY AS OVERRIDE those 3 weapons from Unique Artifact Replacer, and make a new esp (to load AFTER Unique Uniques.esp, that will contain those 3 records from Unique Artifact Replacer, so they load last and take effect Link to comment Share on other sites More sharing options...
dylbill Posted November 13, 2020 Share Posted November 13, 2020 If you simply want to delete something from an esp, before loading it in the creation kit under data, click on the esp to highlight it and then click on Details. This will show you all the forms altered or added by the esp. Highlight the forms you want to delete and hit the delete key. You'll get a warning about the ignore flag. Click yes, then load the esp and save it. Link to comment Share on other sites More sharing options...
castielarchangel Posted November 13, 2020 Author Share Posted November 13, 2020 HadToRegister => Thank you kind sir, first way of doing did the trick. dylbill => well, didn't have to delete things after all, but thank you nonetheless. Heh who knows, maybe one day I will be able to do by myself that item description mod I started in 2015... Link to comment Share on other sites More sharing options...
Aelthwyn Posted November 14, 2020 Share Posted November 14, 2020 (edited) I wanted to note that you shouldn't be too worried about all the errors CK gives you while loading things up, the general advice seems to be just click yes to all and forget about it. I was trying to do a very similar thing to what you mentioned recently (weeding out some unwanted weapons from a massive weapon pack) and was able to just right click on an item I didn't want which brings up a menu in which there is a delete option and select that. It then gave me a notification that this form is in use by___ number of things (which it gave details about) and if I continue it would be checked out of those - or something like that. I selected yes, and then it Appeared to not have done anything, but there was a little symbol to the far right of the item in the list, and after saving and closing CK and then reopening it, those items were indeed deleted. When I tested it in game nothing seemed to be broken, and the deleted items didn't show up, even though I'd forgotten to go remove their meshes and textures. Edited November 14, 2020 by Aelthwyn Link to comment Share on other sites More sharing options...
dylbill Posted November 14, 2020 Share Posted November 14, 2020 Aelthwyn, that is fine for new forms that are added by the esp, but you should not however do that for vanilla forms that the esp alters because that will delete the vanilla forms from the game, which can cause a lot of problems. The way I described above won't delete vanilla forms, but just delete the altered record from the esp. Link to comment Share on other sites More sharing options...
Aelthwyn Posted November 18, 2020 Share Posted November 18, 2020 Aelthwyn, that is fine for new forms that are added by the esp, but you should not however do that for vanilla forms that the esp alters because that will delete the vanilla forms from the game, which can cause a lot of problems. The way I described above won't delete vanilla forms, but just delete the altered record from the esp. right. I was thinking that it wouldn't be a good idea for vanilla things that were modified by a mod, but didn't actually say that so I'm glad you specified that. Also thank you for the info on deleting things from that 'details' window, that's really handy to know. Link to comment Share on other sites More sharing options...
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