About cleaning dirty ESP

Post » Thu Jun 21, 2012 7:06 am

FO3Edit. Had to pull the Keyword group out momentarily, then put it back in, but all should be intact/healthy.

Here's hoping all goes well :)
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Chenae Butler
 
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Post » Thu Jun 21, 2012 1:37 am

This is the screenshot about YngolBarrow01

http://s9.postimage.org/5u4z1u3yn/image.jpg



However it is surely more clean now... :) thank you. I'll upload tomorrow. You'll get credits in my readme :)

Thank you very much.
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Oceavision
 
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Post » Thu Jun 21, 2012 7:14 am

Hmm... Thought I had UL'd the wrong plugin for a moment, but the CK actually put that back in. Just removed it again and CK put it back in, again 0_o CK won't remove it for me either. Only way I can think of is using TESVSnip, but the CK will throw that cell back in next time it's edited.

Make sure you test it thoroughly before uploading, just in case.

*would sac a chicken for TES5Edit right about now*
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Danny Blight
 
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Post » Thu Jun 21, 2012 12:20 am

Sometimes just clicking on the cell in the render window is enough to bring it back. If you don't want to mess with that barrow, stop loading it into the render area :P
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Queen Bitch
 
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Post » Thu Jun 21, 2012 4:41 pm

Sometimes just clicking on the cell in the render window is enough to bring it back. If you don't want to mess with that barrow, stop loading it into the render area :tongue:
I guess we've all had this problem when trying to discover how Bethesda implements something.

Is there any way of loading a cell in read-only mode, without unloading the plug-in?
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brandon frier
 
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Post » Thu Jun 21, 2012 2:56 pm

So, uh... how do I make Update.esm a master if I've already got the mod up and running? Do I just have to load the esm together now and save the plugin again?

Edit:
Also, if, say, update.esm changes the record of Iron Armor from Skyrim.esm, when I load both of them, which record will appear? From SKyrim? From Update? Or both?
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Chloé
 
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Post » Thu Jun 21, 2012 12:22 am

I guess we've all had this problem when trying to discover how Bethesda implements something.

Is there any way of loading a cell in read-only mode, without unloading the plug-in?
Just do what I do. Have a second copy of the CK open to use to poke around with stuff to see how it was done or check on things you need.

So, uh... how do I make Update.esm a master if I've already got the mod up and running? Do I just have to load the esm together now and save the plugin again?

Edit:
Also, if, say, update.esm changes the record of Iron Armor from Skyrim.esm, when I load both of them, which record will appear? From SKyrim? From Update? Or both?
Just make sure Update.esm is checked to load before you select your mod to load. The CK will take care of adding it.

When Skyrim.esm and Update.esm load, anything Update.esm changes will be what you see while working.
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nath
 
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Post » Thu Jun 21, 2012 12:40 pm

Sometimes just clicking on the cell in the render window is enough to bring it back. If you don't want to mess with that barrow, stop loading it into the render area :tongue:
In this case, the CK just plain insists on it being there. Carved it out twice and CK threw it back in inexplicably...
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Britta Gronkowski
 
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Post » Thu Jun 21, 2012 5:52 am

Sometimes just clicking on the cell in the render window is enough to bring it back. If you don't want to mess with that barrow, stop loading it into the render area :tongue:
Hello :smile: I can find the YngolBarrow01 in the "details" button.

Hmm... Thought I had UL'd the wrong plugin for a moment, but the CK actually put that back in. Just removed it again and CK put it back in, again 0_o CK won't remove it for me either. Only way I can think of is using TESVSnip, but the CK will throw that cell back in next time it's edited.
Made me crazy for several days....

Make sure you test it thoroughly before uploading, just in case.

*would sac a chicken for TES5Edit right about now*

I'll make a test of the plugin but yes... A good TES5Edit would be fine :smile:

Thanks again!
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Britta Gronkowski
 
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Post » Thu Jun 21, 2012 5:01 am

About trying to use the update.esm. My CK will crash when I add the update.esm due to missing updeate strings. Please some one can give me the english string files for update.esm?

Thank you.
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Roisan Sweeney
 
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Post » Thu Jun 21, 2012 1:23 pm

Just do what I do. Have a second copy of the CK open to use to poke around with stuff to see how it was done or check on things you need.

How do I enable that? At the moment if I try to open a second copy it pops up that Steam's "Preparing to launch Creation Kit", but then just highlights my currently opened one.
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Eire Charlotta
 
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Post » Thu Jun 21, 2012 6:56 am

Right. I keep forgetting that's not a vanilla setting.

In your main Skyrim folder, SkyrimEditor.ini (not the one with Prefs in the name) look for bAllowMultipleEditors=0 and change it to bAllowMultipleEditors=1
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Siidney
 
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Post » Thu Jun 21, 2012 2:06 am

Right. I keep forgetting that's not a vanilla setting.

In your main Skyrim folder, SkyrimEditor.ini (not the one with Prefs in the name) look for bAllowMultipleEditors=0 and change it to bAllowMultipleEditors=1

Very nice, thanks a lot!
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Miragel Ginza
 
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Post » Thu Jun 21, 2012 8:46 am

Hi to all :smile:
I'm requesting the english strings of update.esm. I'm Italian... Someone can pass these files to me please?


*EDIT*


for JustinOther: Your cleaned version of my mod just wiped out the script of the quest :smile:

Anyway... I renounce about this mod to not being tedious.

Thank you very much!
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MISS KEEP UR
 
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Post » Thu Jun 21, 2012 6:43 am

A comment from the Workshop:
"awesome, its no longer crashing and next time i start up the game i will be making my way through your dungeon :))"

Thank you very much JustinOther!!!!
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Yonah
 
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