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Tool wanted or maybe as feature of SSEdit


Dreifels

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found nothing with this doing for Skyrim SSE:

load one ore more esp/esp by CK and create a list of all files, incl. pathes, that this / these esp/esm (s) do use.

 

Reason: I need to compare the files list in my /Data/ with the mods installed to find what file is needed but missed (and by what mod with that path) and what file(s) are not used and s*** to get deleted.

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If you are just concerned about what files might have been installed by certain mods, you can always go to the files tab on the mod page here on the Nexus. Each file for download has a preview contents link.

 

For mods not from Nexus or no longer existing on Nexus, if you still have the 7z / zip / rar file that the mod came in, you can always look inside of it (or extract to a clean folder) and compare the contents against your data folder. 7zip adds an "open archive" option in the right click context menu of Windows Explorer. This lets you see what is inside without having to extract it. Not sure what the other utilities that handle 7z / zip / rar files can do.

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You don't understand. The point is, you have a mod with loose files (and hundret other), and you cannot identify what files belong to that mod with what pathes as some - as you later take notice - have mass of unused files in their 7z and propably also there are missing files. Special bigger older mods are not packed carefully but transport often s#*! or are incomplete.

WIth such a tool as I want it would be easyy to different what belong to what and sort out all what is not used, and also find, what files are missing and to what mod.

I currently have a mod with 50.000 files belonging to 3 esm/esp depending from each other and mixed, and everal files are multiple but different pathes. What is needed and what is s#*!? So I cannot sort out this manually and can't see what is missing from what esp, and a first investigation sow me more than 1.500 unused and bad placed.

So I need a list what esp reqires what files and that are the pathes. Then I can compare and delere the unused and look for the missing files.

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I am glad that I do not have this problem. Mod Organizer keeps all my mods in their own folders and exposes them to the game via a virtual file system rather than dumping all the files into the data folder for everything to get confusing.

 

I doubt there is a tool to do what you want. SSEEdit does have a script which can list meshes used for a specific plugin and another for Skyrim only to list scripts used. But there are a lot of other file types that would be unaccounted for.

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You still not understood right, or you're trolling

NO Modmanager does read in esp/esm for the files needed. ALL Modmanager read the content of the package (i.e. 7z) for thei files and pathes and compare with those being installed for conflicts.

The say not if a file, that is needed by that mod, is missing or wrong or double etc. as this requires that the esp/esm gets extract with ALL relations. The only tools which do such are CK and SSEdit.

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I read correctly. I am not trolling. There is no utility that can list out every needed file for any one specific plugin. I already mentioned that SSEEdit has some scripts which can list some of the assets but not all of them. That will be as close as you can get. Even if the Creation Kit could list out the assets used by a plugin, it would most likely be wrong as it always gets the files wrong when trying to build a BSA from inside the program.

 

And I still don't get why you cannot look at the 7z / zip / rar archive contents and determine what files came with what mod. Because THAT is as close as you can get to what you want without scouring every record of each plugin yourself. And just remember that if you do scour every record of every plugin, that there are still some files that won't be referenced by the plugin that are necessary. Not all models use texture set records, some are hard coded in the NIF file and won't show up in the plugin. Some scripts are "library" scripts that hold global functions and are not assigned to a specific object, these won't show up in the plugin either.

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you simply not yet understand. Or will not, as you'reintelligent, I suppose.

so I tell it for newbees:

sample: I have

\meshes\mb\clothes\afterglowfashion\fingerclaw.nif

and \meshes\mbc\clothes\afterglowfashion\fingerclaw.nif

and \meshes\clothes\afterglowfashion\fingerclaw.nif

and thousand of such as loose files in the .7z that I download, total 50.000 files, 20GB.

also, in the 7z are THREE esp/esm

How I can identify

a) what file belongs to what of these esp/esms ?

b) what file is double, wrong path, unused, or whatever reason and I can kill

c) is there a file that one of these esp/esm does need but not exist or exist with wrong path, and what esp/esm isrelated?

 

Do you understand now?

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If it is all one mod (which wasn't mentioned before by the way), then ask the mod author. They are the only one who would know what goes with what plugin.

 

I am curious tho as to what mod you are referencing. Seeing the archive structure for myself might answer a lot of questions that I now have about this situation.

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