Difference between revisions of "TES5Edit Documentation"
→Mod Cleaning and Error Checking
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Here is a video demonstrating how to make a Manual Patch: [https://www.youtube.com/watch?v=NPKrwES9Cb4] | Here is a video demonstrating how to make a Manual Patch: [https://www.youtube.com/watch?v=NPKrwES9Cb4] | ||
== Mod Cleaning Process == | == Mod Cleaning Process == | ||
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What is the mod cleaning process anyway? The mod cleaning process involves cleaning a mod file of duplicate/un-necessary records and un-deleting objects in the Masters that were inadvertently deleted - setting them to disabled instead. We also check for errors as well as looped level lists. The itemized cleaning process is: | What is the mod cleaning process anyway? The mod cleaning process involves cleaning a mod file of duplicate/un-necessary records and un-deleting objects in the Masters that were inadvertently deleted - setting them to disabled instead. We also check for errors as well as looped level lists. The itemized cleaning process is: | ||
# Identifying and removing records in a mod file that is identical to those in the Master files, which are useless in a mod-file and can cause conflicts with other mods. Removing these from your mod file is a primary goal of this process. | # Identifying and removing records in a mod file that is identical to those in the Master files, which are useless in a mod-file and can cause conflicts with other mods. Removing these from your mod file is a primary goal of this process. | ||
# Identifying any records in the Master files which have been marked as deleted, which XEdit un-deletes and marks as, “disabled” instead. This ensures that any change made to that object by other mods | # Identifying any records in the Master files which have been marked as deleted, which XEdit un-deletes and marks as, “disabled” instead. This ensures that any change made to that object by other mods won't cause crashes or conflicts, which can happen if a modder accidentally deletes a base object, which is modified by another mod and you get a null pointer – poof! | ||
# Identifying any infinite loops in the leveled-lists, and ensure there are no physical/data errors with the mod file to round-out the clean-up. | # Identifying any infinite loops in the leveled-lists, and ensure there are no physical/data errors with the mod file to round-out the clean-up. | ||
For example, modder A inadvertently double-clicks on a wine bottle and it gets marked for save – becoming one of the changes introduced by modder | For example, modder A inadvertently double-clicks on a wine bottle and it gets marked for save – becoming one of the changes introduced by modder A's plug-in. Modder A makes things worse by deleting the whiskey bottle record, removing it from the game! | ||
to change the wine bottle). Furthermore all occurrences of the whiskey bottle are now bogus. When Mod B tries to change the whiskey bottle, it finds no whiskey bottle to change and Fallout: New Vegas will crash. | Mod B is added to the player's mod-list, which changes the wine bottle making it stronger. Mod A's plug-in however conflicts with this and can over-ride Mob B's changes without cause (as Mod A's author did not intend to change the wine bottle). Furthermore all occurrences of the whiskey bottle are now bogus. When Mod B tries to change the whiskey bottle, it finds no whiskey bottle to change and Fallout: New Vegas will crash. | ||
Modder A could avoid both of these issues with the mod cleaning process, which un-deletes references that were deleted on accident and un-does inadvertent changes to things in the game that were not intended. The screenshot below illustrates the start of the process, in which you must load-up XEdit and follow the steps herein: | Modder A could avoid both of these issues with the mod cleaning process, which un-deletes references that were deleted on accident and un-does inadvertent changes to things in the game that were not intended. The screenshot below illustrates the start of the process, in which you must load-up XEdit and follow the steps herein: | ||
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Note that you can also, “Select All” or “Invert Selection”, which gives you additional controls over which mod-files are selected for loading into XEdit. For the mod cleaning process, we only want to load the plug-in being cleaned. You can do this using the, “Select None” menu option, and then clicking on the mod file to be cleaned. | Note that you can also, “Select All” or “Invert Selection”, which gives you additional controls over which mod-files are selected for loading into XEdit. For the mod cleaning process, we only want to load the plug-in being cleaned. You can do this using the, “Select None” menu option, and then clicking on the mod file to be cleaned. | ||
You should only clean one mod file at a time, and you should not clean other | You should only clean one mod file at a time, and you should not clean other people's mod files! There is no harm in running through the process to see if mod A or mod B is filled with dirty edits (after which you can send them a PM on the forums!), but it is considered a bad idea to clean other people's mods. | ||
Once loaded into XEdit, we need to apply a Filter to detect all of the Identical to Master references in the mod being cleaned as shown below: | Once loaded into XEdit, we need to apply a Filter to detect all of the Identical to Master references in the mod being cleaned as shown below: | ||
Clicking on, | Clicking on, 'Apply Filter' (B) will present the Filter window, just as it did with the Conflict Resolution Process. This filter window however will utilize different options than with conflict detection, as in this case we are only looking at one mod file and one specific kind of conflict – the Identical to Master references. | ||
The options to select for Mod Cleaning are: | The options to select for Mod Cleaning are: | ||
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The total number of records filtered and the elapsed time are given, which should be quick. Also note the Yellow/Green text and backgrounds in the screenshot above, which are the references to be cleaned out. | The total number of records filtered and the elapsed time are given, which should be quick. Also note the Yellow/Green text and backgrounds in the screenshot above, which are the references to be cleaned out. | ||
The records to be cleaned will be shown in the View Tab, though at first you | The records to be cleaned will be shown in the View Tab, though at first you won't see anything in the view. This is because the default setting for the View Tab is the, “Hide no conflict rows”, which means any rows that don't have a conflict are normally not shown (as they play no role in conflict resolution, they are not conflicted!). The screenshot below shows you the simple operation you can perform to see the records that need cleaning: | ||
Once you un-check the, “Hide no conflict rows” setting in the View Tab, you will be able to see all of records just as you do during conflict detection. | Once you un-check the, “Hide no conflict rows” setting in the View Tab, you will be able to see all of records just as you do during conflict detection. | ||
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Note the grey text with green background in the mod we are cleaning; indicating that they are identical to the Master versions of the same record and should be removed (cleaned). These are often called, “dirty edits”. | Note the grey text with green background in the mod we are cleaning; indicating that they are identical to the Master versions of the same record and should be removed (cleaned). These are often called, “dirty edits”. | ||
A simple visual inspection between the FalloutNV.ESM and BetterCaravans mod reveals the duplicated records that really | A simple visual inspection between the FalloutNV.ESM and BetterCaravans mod reveals the duplicated records that really don't need to be in the BetterCaravans mod at all. Removing these will have no negative impact on the mod or Fallout: New Vegas. The process of removing the duplicated, “identical to Master” records involve applying a slightly different filter to the mod, followed by several context menu options as shown below: | ||
=== Removing “Identical to Master” Records === | === Removing “Identical to Master” Records === | ||
Clicking on the, “Apply Filter” button from the Left-Side | Clicking on the, “Apply Filter” button from the Left-Side Panel's context menu will present the Filter window once again. This time choose the Mod Cleaning settings as shown below: | ||
As before the status of the filtering process is shown in the upper-right menu bar, and once complete the log-file output is shown in the Messages Tab. This filter will load only the data that needs to be cleaned from the mod. The screenshot below again shows how the output may look from this step – which should take just a few seconds: | As before the status of the filtering process is shown in the upper-right menu bar, and once complete the log-file output is shown in the Messages Tab. This filter will load only the data that needs to be cleaned from the mod. The screenshot below again shows how the output may look from this step – which should take just a few seconds: | ||
With the Mod Cleaning filter applied, Golly! | With the Mod Cleaning filter applied, Golly! It's time to get out the Mr. Clean and make this puppy sparkle with goodness! Grab the mop by Left-clicking on the mod that you want to clean, in our case BetterCaravans (A). Splash the Mr. Clean on by Right-clicking the shiny white space beneath the mod your cleaning (B), and spin | ||
that mop into action by clicking on, „Remove “Identical to Master” | that mop into action by clicking on, „Remove “Identical to Master” records' (C) – and watch as XEdit puts the shine on that puppy! | ||
You will be presented with the Warning screen, press, “Yes” when prompted: | You will be presented with the Warning screen, press, “Yes” when prompted: | ||
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looking for any records that you may have deleted by accident. If it finds some, it will un-delete them and then set the reference to, “disabled” so that it will never be seen in-game nor affect your mod. | looking for any records that you may have deleted by accident. If it finds some, it will un-delete them and then set the reference to, “disabled” so that it will never be seen in-game nor affect your mod. | ||
This ensures that if another mod tweaks/changes the item you deleted, that the item will still be in the files (just disabled), and thus | This ensures that if another mod tweaks/changes the item you deleted, that the item will still be in the files (just disabled), and thus won't cause Fallout: New Vegas to crash. If your mod file loads with the item deleted and another mod tries to change it, Fallout: New Vegas will crash! These are among the more serious conflicts that can occur and the reason why it is important for mod authors to run this function as part of the mod cleaning process. The screenshot below illustrates how to activate it: | ||
Note that you must Right-click on the mod in the Left-Side Panel to pull the right context menu. In this case you do not want to click on open-space. | Note that you must Right-click on the mod in the Left-Side Panel to pull the right context menu. In this case you do not want to click on open-space. | ||
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The screenshot below shows the results, which show the log-file output in two places (A and B) in the Messages Tab and on the lower status bar: | The screenshot below shows the results, which show the log-file output in two places (A and B) in the Messages Tab and on the lower status bar: | ||
Now we know for sure that other mods will not run into missing references that were a consequence of changes made in the mod your cleaning. With the second step in the cleaning process complete, | Now we know for sure that other mods will not run into missing references that were a consequence of changes made in the mod your cleaning. With the second step in the cleaning process complete, it's time for the final step. | ||
=== Purging un-used Master File References === | === Purging un-used Master File References === | ||
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The screenshot below illustrates how to activate the, “Clean Masters” function: | The screenshot below illustrates how to activate the, “Clean Masters” function: | ||
Unfortunately there is no log-file output for this function, so | Unfortunately there is no log-file output for this function, so you'll have to trust me that this works correctly. | ||
The screenshot below illustrates how the BetterCaravans mod looks now that | The screenshot below illustrates how the BetterCaravans mod looks now that it's clean, with its new sparkly (bold)-Green text in both the View Tab (B) and the Left-Side Panel (A): | ||
At this point you should save your mod and load it up in-game to make sure that everything is still happy. There are a few notes about the process to be aware of: | At this point you should save your mod and load it up in-game to make sure that everything is still happy. There are a few notes about the process to be aware of: | ||
Note: You should not clean other | Note: You should not clean other people's mods! It is the responsibility of each mod owner to clean their own mods, and with the creation of this tutorial there is no longer any excuse why people can do this. If you find a dirty mod, send the mod author a PM on Nexus and tell them they have a dirty mod and reference them to XEdit (please?) | ||
Note: Make sure that you run Master Update again before testing your mod in-game, as the cleaning process will undoubtedly change references and you want to make sure XEdit syncs everything up. This has shown to prevent crashes. | |||
= Managing Mod Files = | = Managing Mod Files = |