» Mon Jun 18, 2012 9:43 pm
I have to say the easiest way, although the most time consuming, is using the details tab under the date load menu. It looks like alot but if you actually try to decipher how it works it actually becomes simple. or at least it was to me. I couldnt get TESAME to work on my computer or with Skyrim, and the other mods i was not too familiar with and such warnings as having to update a cell count or actually deleting everything in the mod instead of the data, well it just seemed like a hassle and a pain in the ass.
The details menu you dont actually delete anything. what it does when you press delete is it "ignores" changes you made to that specific data line so that the next time you start the game or open the creation kit (granting you pressed the save button), those changes have been removed.
Now as far as a breakdown of the data lines i think i have it down pat as i been going through my mod, which is rather large and removing items i dont want changed. the break down is simple. from the top it starts off with Any static objects, items or references YOU created. These are labeled "Stat". this means, any statics used that were under the vanilla naming convention, dont fall under this. So if you grab an existing static and rename the reference ID for it, the mod saves it as a seperate file and it shows up in the begining. im assuming this goes for scripts, references etc... i am not sure what the TES4 is considering this is TES5...
After those all the interiors you have created and/or altered show up. its actually pretty consistent too. as long as you havent clicked on the above tabs to sort the items, when you first bring up the details menu, it sorts everything by the cells. So, anything within the cells you have altered will show up below their cell reference labeled "CELL". All the items that are in that cell and altered show up thereafter as "REFR".
After the interiors Comes the worldspaces and they are broken down by first worldspace, objects in the world spaces, then the cells under these worldspaces, and then the objects in these cells.
I am not sure what the "GRUP" items are underneath each cell, im only assuming this is the cell reference to show that there are conjoining cells in reference to this cell but pretty much all of them have it. The Navmeshes also show up as well in particular to their cell, "NAVI".
"ACHR" are character items, im assuming all the ones in my mod look to be that way. The editor ID's should be whatever you have them as in the game, unless you created one under the reference IDs.
Also, the order of the items also seems to be in chronological order because of the ID's that are assigned to them at the point of creation (example, 00012FE8).
there are also land data entries "LAND" but i dont know if that is in reference to landscape detailing. I tried removing one of these and the landscape alteration was still in the creation kit the next time i started it. is there another way to revery certain cells back to their vanilla landscape?