[Help Request] Cleaning a mod of compiled scripts.

Post » Fri May 13, 2011 1:33 pm

Just like the topic says. I have this one mod I like, but unfortunately it's compiled a bunch of scripts unnecessarily into the mod itself. Quite a few, in fact. It's the only thing that's wrong with it, and it's one of my favourite player homes, so I'd like to keep using it and I want to fix it if possible. Due to the nature of all the scripts included, even if I load it before all other esms other than FalloutNV.esm (which I'm aware is possible now), it'll still override any changes to scripts made by patches.

As far as I can tell, the mod just basically compiled all scripts, or compiled a bunch of scripts, when it was unnecessary to do so, with no changes to those scripts. I'm wondering if there's any way I can clean out the scripts the mod has changed without actually 'deleting' the scripts from the game. Could any of the tools like TESSnip, FNVEdit, or CReditor do this? I'm new to this sort of thing, and haven't done much modding myself. So the thought of fixing another person's complex mod is an insurmountable idea to me.

Any aid and/or advice would be much appreciated. And in order to save face for the author, I won't mention the mod unless it becomes absolutely necessary to do so. I'm hoping I'll just be able to quietly poke them with an update.
User avatar
Mrs Pooh
 
Posts: 3340
Joined: Wed Oct 24, 2007 7:30 pm

Post » Fri May 13, 2011 8:02 pm

I've never used to to delete scripts, but this is right up FNVEdit's alley. I use it to delete stuff from mods all the time.
User avatar
Rhi Edwards
 
Posts: 3453
Joined: Fri Jul 28, 2006 1:42 am

Post » Fri May 13, 2011 6:26 pm

Easy to do in FNVEdit. Just load everything up, and go to that mod specifically - everything you see there is what is in that file only. In other words, if you delete a script under that mod listing, it will only delete it in that file - leaving it in the other esm files etc.

FNVEdit makes it nice and easy since when you click on the entry on the left hand side, you'll see the side by side entries of all instances of that same item/script/whatever, on the right hand panel, highlighting differences, etc.

As always when learning a new editing program, make sure to back everything up to a different folder before you even start -- but once you get the hang of FNVEdit, you'll be surprised how easy something like this is.
User avatar
Juan Cerda
 
Posts: 3426
Joined: Thu Jul 12, 2007 8:49 pm

Post » Fri May 13, 2011 4:01 am

@Everyone

THANK YOU! I was afraid to try that, as I wasn't sure what it would break. As it turns out, it breaks nothing. That's one thing I don't like about the GECK, if you delete something, it 'deletes' it, it tells the game that it doesn't exist in FalloutNV.esm, even. But if you delete something in FNVEdit, it just removes it from the mod, rather than telling the game to think of it as non-existent. That is so very, very, very, very, exceedingly, incredibly handy.

My problem is fixed! Tested to be sure, too. I'll go poke that mod author, now.
User avatar
BlackaneseB
 
Posts: 3431
Joined: Sat Sep 23, 2006 1:21 am

Post » Fri May 13, 2011 1:48 pm

In my experience thus far, GECK is useful for a lot of things - but FNVEdit seems to have the broader usefulness. I fire up GECK when I'm going to work on something specific that I need it for, but FNVEdit is always my last stop - even on something created with the GECK.
User avatar
Devils Cheek
 
Posts: 3561
Joined: Sun Aug 13, 2006 10:24 pm

Post » Fri May 13, 2011 9:45 am

Both the GECK and xEdit have their functionalities that the other does not have. GECK's strength is in having a GUI, while Edit's is that it can compare between modules and is crazy with editing safety. GECK also is fully able to read all form objects and has a script compiler, while there are still a few things that Edit can't do (like Facegen data, or Imagespace Modifier data).

I use GECK for just idly perusing form objects, because it can sort them far more effectively than Edit can. I also use it when quickly and repeatedly testing changes, as I have a powerful enough machine to handle both the game and the GECK.

I use Edit for troubleshooting things, or for comparisons, or for cleaning out dirty mods like how the OP needed to do.
User avatar
Britney Lopez
 
Posts: 3469
Joined: Fri Feb 09, 2007 5:22 pm

Post » Fri May 13, 2011 12:10 pm

Well, Wrye Flash has a "decompile all" option, which does it all for you. Of course, I'm a little late, but better now than never, huh?
User avatar
Kelvin Diaz
 
Posts: 3214
Joined: Mon May 14, 2007 5:16 pm


Return to Fallout: New Vegas