Difference between revisions of "TES5Edit Mod Cleaning Tutorial"

From the CreationKit Wiki
Jump to navigation Jump to search
imported>Sharlikran
(→‎Closing Remarks & Credits: Fixed link cs.elderscrolls.com to cs.uesp.net (historical reference TES4Edit ))
 
(29 intermediate revisions by 4 users not shown)
Line 1: Line 1:
[[Category: TES5Edit]]
[[Category: TES5Edit]]
[[Category: TES5Edit: Tools Tutorials]]
[[Category: Tutorials]]
[[Category: Tutorials]]
== Introduction ==


This tutorial is designed to teach modders and mod users how to use TES5Edit to clean mods. Cleaning mods is critical to the development of compatibility in the modding community and for creating a stable modded game environment, but TES5Edit is not a simple utility and care must be taken not to damage the mods in the process. This tutorial should help explain everything that you need to know to clean mods correctly.
This tutorial is designed to teach modders and mod users how to use TES5Edit to clean mods. Cleaning mods is critical to the development of compatibility in the modding community and for creating a stable modded game environment, but TES5Edit is not a simple utility and care must be taken not to damage the mods in the process. This tutorial should help explain everything that you need to know to clean mods correctly.


I will be using Sharlikran_Map_Markers_Expanded.esp. This file allows me to demonstrate the use of the program and to take pictures of the working process without using anyone's mod as a guinea pig.
== Preparing to Clean ==
 
== How to obtain TES5Edit ==
''If you already have installed TES5Edit and have it working, then skip this first paragraph.''
 
First thing first, you'll ''need'' TES5Edit. Get the last version from the location below, which is:  3.0.22 EXPERIMENTAL (as of 10/14/2012)
*[http://code.google.com/p/skyrim-plugin-decoding-project/downloads/list TES5Edit by ElminsterEU, updated by Zilav and Sharlikran for Skyrim]
 
In order to use it, you need to place the files contained in the archive you just downloaded in any directory on your local computer.


As I show on the screenshot below, I placed mine in a seprate directory, ''any folder'' on your computer will work just as well.
Before you launch TES5Edit, be sure to have the ESP you want to clean already placed in the Data folder. Here, I want to clean <code>Sharlikran_Map_Markers_Expanded.esp</code>, so I'll copy the plugin to the Data folder:
 
[[Image:TES5Edit Folder.jpg|800px|TES5Edit Install Folder]]
 
== Setting up the shortcuts ==
 
It is best to set up a shortcut at an easily accessible location because you will be opening, closing, and re-opening TES5Edit many, many times. Your desktop is the suggested location.
 
== Having the mod ready ==
 
Before you launch TES5Edit, be sure to have the ESP you want to clean already placed in the Data folder. If not, then before launching the program, first copy one. For the sake of this example, I'll copy my plugin to the Data folder:


[[Image:Selected Mod Before Cleaning.jpg|800px|Selected Mod Before Cleaning]]
[[Image:Selected Mod Before Cleaning.jpg|800px|Selected Mod Before Cleaning]]


Take notice of its size so you can see the effect of the cleaning afterwards.
== The Cleaning Process ==
 
= The cleaning process =
 
== Quick List of What & What Not to Clean ==
 
* Do NOT clean the unofficial patches (USKP, UDGP, UHFP). They have already been cleaned.
* Do clean the official DLC. (Skyrim.esm, Update.esm, Dawnguard.esm, HearthFires.esm)
* Do clean just about everything else.


== Warming up ==
=== Loading the Mod ===


Ok, now launch TES5Edit.  
Ok, now launch TES5Edit.  
Line 47: Line 22:
[[Image:TES5EditPluginList.jpg|250px|TES5Edit Plugin List]]
[[Image:TES5EditPluginList.jpg|250px|TES5Edit Plugin List]]


In order to use this tool to clean, you should load only the mod you are cleaning and any other mods that the mod you are cleaning depends upon. Generally, this means you will only tick the specific mod you are cleaning but if the mod modifies another mod, that mod is required to be ticked as well. The tool will also load Skyrim.esm, since all master plugins are also loaded, and every mod depends on it.  
In order to use this tool to clean, you should load '''only''' the mod you are cleaning and any other mods that the mod you are cleaning depends upon. Generally, this means you will only tick the specific mod you are cleaning, as most of the time any dependencies are listed inside the mod, and TES5Edit knows to load them too. However, this is not always the case, especially for mods like landscape patches, so it's always best to double-check that all the plugins you expect have been loaded.


So, to proceed, first deselect all the mods already checked (defined by the mods you have currently active). In order to do so quickly, right click on the window and then choose “Select None”  
So, to proceed, first deselect all the mods already checked (defined by the mods you have currently active). In order to do so quickly, right click on the window and then choose “Select None”  
Line 53: Line 28:
[[Image:TES5EditPluginListSelectNone.jpg|250px|Select None Popup]]
[[Image:TES5EditPluginListSelectNone.jpg|250px|Select None Popup]]


Lastly, search for the mod you want to clean ''(you already copied it to the Data folder, right? If you didn't, then this is a good time to do so ... and restart TES5Edit in order to be able to see it in the list)''
Then search the list for the mod you want to clean and tick the checkbox beside its name, and click the OK button.  
 
Then select it (tick the check to the left of the window), and click the OK button.  


[[Image:TES5EditPluginSelected.jpg|250px|Selecting The Mod]]
[[Image:TES5EditPluginSelected.jpg|250px|Selecting The Mod]]
Line 63: Line 36:
[[Image:TES5EditAfterLloading.jpg|800px|Loading Finished]]
[[Image:TES5EditAfterLloading.jpg|800px|Loading Finished]]


In the picture we can see the original mod content, yet untouched and when unfiltered:  
In the picture we can see the original mod content, yet untouched and unfiltered:  


[[Image:TES5EditBeforeCleaning.jpg|800px|Before Cleaning]]
[[Image:TES5EditBeforeCleaning.jpg|800px|Before Cleaning]]


== Checking step first ==
=== Cleaning the Mod ===
 
The next step is only needed if you want to see if the mod has dirty records prior to cleaning it, so you can see what will be removed. If you're not interested in checking, just skip to the next section.
 
Ok, then. Here's the way to do that: Right click on the left pane of the TES5Edit window, and in the popup menu choose Apply Filter:


[[Image:TES5EditApplyFilter.jpg|800px|Apply Filter]]
Right click on the left pane of the TES5Edit window, and in the popup menu choose "Apply Filter For Cleaning":


In that window that opens, in order to show only the records that are ‘identical to Master’, choose the following settings:  
[[Image:TES5EditApplyFilterForCleaning.jpg|800px|Apply Filter For Cleaning]]


[[Image:Pic100-Filter Options for checking.png|filter options for checking|500px]]
The program will apply the correct filter options for cleaning, and when the filtering is finished, go to the left pane (the tree) and select the mod (in our case: Update.esm), right click on it and choose 'Remove "Identical to Master" records.'


You should clear all ticks on options shown as un-ticked and only tick the ones shown.  
[[Image:TES5EditRemoveIdenticalToMaster.jpg|800px|Identical To Master]]


After you're done, select OK and the filtering process will start. The program will change their window caption to show the filtering progress as it goes. It could take from seconds to several minutes, depending on how large the mod is and on the speed of your computer.
Then a warning popup will appear. Just wait a few seconds, the "Yes" button will be enabled, and you can click it:


When the filtering is finished the caption will return to normal and the message:
[[Image:TES5EditWarningAreYouSure.jpg|400px|Warning You Are Sure]]
 
[Filtering done] Processed Records: 1215550 Elapsed Time: 00:13
 
will be printed on the message tab.
 
The point of filtering is to instruct the program to show only the things that we want to focus on, so, with these settings it will show only the records which are identical to the corresponding master record, i.e. records whose presence is not needed in the current mod, since they aren't changing anything useful. The mod only got them because the CS included them without the modder wanting to do so.
 
After the filtering process is done, the program will show the content below (select the root of the tree and press the '*' which is located on the numeric keypad in order to expand all levels):
 
[[Image:Pic120-Filtered Records Shown.png|filtered records shown|500px]]
 
As you can see in the image, the mod does in fact have some dirty records. They are shown colored in GREEN background and DARK GRAY text. Mainly they are landscape and some placed objects which got transferred to the mod since the CS thought that they had been touched.
 
None of those records are needed, since they an exact copy of the same information is already present on Skyrim.esm.
 
In order to be sure, you can look at the record's content. The program shows that in the right pane:
 
[[Image:Pic130-Single Record View.png|Single record view|500px]]
 
The picture shows the REFR record for a Nirnroot which is identical to the one on the master. Notice the change in text color to Dark Gray there too.
But, in order to be sure about their 'equality' we can select 'Hide no conflict rows' from the popup context.
 
[[Image:Pic140-Hide no conflict rows.png|Hide no conflict rows|500px]]
 
And lo! nothing is shown, confirming the first suspicion that those records are, in fact, identical.
 
[[Image:Pic150-Nothing is show.png|Nothing is shown!|500px]]
 
So, we can proceed with the cleaning.
 
== Finally cleaning the mod ==
Again, we need to go to the filter window, so again, right clink on the left pane, and select Apply Filter but this time choose this configuration instead:
 
[[Image:Pic160-Filter options for cleaning.png|Filter options for cleaning|500px]]
 
Notice that all top level options must be unchecked, and only can be selected the one called 'Conflict status inherited by parent', after that choose OK again and the program will apply the filter ''(which now it takes only a few seconds, since the program has cached some of the information from the first filtering step done before)'' and when the filtering is finished, go to the left pane (the tree) and select the mod (in our case: CleanModsDemo.esp), right click on it and choose 'Remove "Identical to Master" records.'
 
[[Image:Pic170-Remove Identical to master.png|Context menu|500px]]
 
Then a warning popup will appear. Just wait a few seconds, the Yes button will be enabled, and you can click it:
 
[[Image:Pic190-Warning You are Sure.png|Warning! Are you sure?|400px]]


Don't hate it! That warning is meant to prevent you accidentally changing something in a mod you didn't want to touch.  
Don't hate it! That warning is meant to prevent you accidentally changing something in a mod you didn't want to touch.  
Line 135: Line 62:
And on the other side, on the message pane, a dump of what's being removed is printed:  
And on the other side, on the message pane, a dump of what's being removed is printed:  


[[Image:Pic210-Cleaning Log Whats got Removed.png|Cleaning Log|500px]]
[[Image:TES5EditCleaningLogWhatGotRemoved.jpg|800px|Cleaning Log]]


Here I copied that blurb of text so you can examine it more closely:
You can open the image in a new tab to see it in full size if the text is too small for you.
Removing: [REFR:00092A79] (places <CrateClutterMiddle05> "Crate" [CONT:00024CC2] in GRUP Cell Temporary Children of <HackdirtMoslinsDryGoodsBasement> "Moslin's Basement" [CELL:0009C464])
Removing: [REFR:00092A6F] (places <CrateClutterMiddleSame02> "Crate" [CONT:00029D77] in GRUP Cell Temporary Children of <HackdirtMoslinsDryGoodsBasement> "Moslin's Basement" [CELL:0009C464])
Removing: [REFR:00092A53] (places <CrateClutterMiddleSame01> "Crate" [CONT:0002444D] in GRUP Cell Temporary Children of <HackdirtMoslinsDryGoodsBasement> "Moslin's Basement" [CELL:0009C464])
Removing: [REFR:000654E8] (places <NorthMarker> [STAT:00000003] in GRUP Cell Temporary Children of <HackdirtMoslinsDryGoodsBasement> "Moslin's Basement" [CELL:0009C464])
Removing: [REFR:000028F7] (places <LowerClassBarrel01> [STAT:000104BB] in GRUP Cell Temporary Children of <HackdirtMoslinsDryGoodsBasement> "Moslin's Basement" [CELL:0009C464])
Removing: [PGRD:0009C59C]
Removing: GRUP Cell Temporary Children of <HackdirtMoslinsDryGoodsBasement> "Moslin's Basement" [CELL:0009C464]
Removing: [REFR:0009C594] (places <ChorrolTrapDoor01> "Trap Door" [DOOR:0002A821] in GRUP Cell Persistent Children of <HackdirtMoslinsDryGoodsBasement> "Moslin's Basement" [CELL:0009C464])
Removing: [REFR:0009C58F] (places <ladderloader01> "Door" [DOOR:0005642A] in GRUP Cell Persistent Children of <HackdirtMoslinsDryGoodsBasement> "Moslin's Basement" [CELL:0009C464])
Removing: GRUP Cell Persistent Children of <HackdirtMoslinsDryGoodsBasement> "Moslin's Basement" [CELL:0009C464]
Removing: <HackdirtMoslinsDryGoodsBasement> "Moslin's Basement" [CELL:0009C464]
Removing: <GoblinJimsCave> "Goblin Jim's Cave" [CELL:0003131C]
Removing: [REFR:000CB1CF] (places <ARWelkydCage01> "Varla Stone Cage" [ACTI:00027037] in GRUP Cell Persistent Children of <Elenglynn> "Elenglynn" [CELL:00016634])
Removing: [REFR:000CB1C9] (places <ARTrapEvilStoneAUTOFIREFAR01> [ACTI:00085A4D] in GRUP Cell Persistent Children of <Elenglynn> "Elenglynn" [CELL:00016634])
Removing: [ACHR:0006F38D] (places <DeadCaptive02> "Dead Captive" [NPC_:000651A7] in GRUP Cell Persistent Children of <SageGlenHollow> "Sage Glen Hollow" [CELL:000149B0])
Removing: [REFR:00014B85] (places <CDoor02> "Wood Door" [DOOR:00003543] in GRUP Cell Persistent Children of <SageGlenHollow> "Sage Glen Hollow" [CELL:000149B0])
Removing: GRUP Cell Persistent Children of <SageGlenHollow> "Sage Glen Hollow" [CELL:000149B0]
Removing: <Arrow4Dwarven> "Dwarven Arrow" [AMMO:00022BE2]
Removing: <Arrow6Glass> "Glass Arrow" [AMMO:00022BE1]
Removing: <EncArrow4DwarvenFireDamageLight> "Arrow of Illumination" [AMMO:00008A4C]
Removing: <DreughWax> "Dreugh Wax" [INGR:00033673]
Removing: <Corn> "Corn" [INGR:0003366B]
Removing: <BoarMeat> "Boar Meat" [INGR:00033665]
Removing: <Breadloaf> "Bread Loaf" [INGR:00023D89]
Removing: GRUP Top "INGR"
[Removing "Identical to Master" records done]  Processed Records: 37 Removed Records: 25 Elapsed Time: 00:00


On the tree pane, to the left, the mod’s content shows the records modified in a bold font:  
On the tree pane, to the left, the mod’s content shows the records modified in a bold font:  


[[Image:Pic220-Modified Content.png|Modified content in the right pane|400px]]
[[Image:TES5EditModifiedContent.jpg|800px|Modified Content In The Right Pane]]
 
As you can check for yourself, the records shown are the same that were shown when first filtering. Notice the removal of the Placed NPCs when they aren't needed because they were identical.
 
[[Image:TES5EditUndeleteDisableReferences.jpg|800px|Undelete and Disable References]]
 
Right click again on the plugin you are cleaning (again in our case: Update.esm) and select “Undelete and Disable References.” Again, check the Messages tab to see what was changed. Make a note of the number of "Identical to Master" records that were removed and the number of "undeleted and disabled references" for later when reporting the plugin to the LOOT team.


As you can check for yourself, the records shown are the same that were shown when first filtering. Notice the removal of CELL and LAND records when they aren't needed anymore.
=== Saving Your Changes ===


== Saving the work ==
Ok, understand this point which is very important: the modified mod is yet unsaved and it will not be saved until you want to. If you change your mind now, you will be allowed to exit the program (just click on the top-right corner of the window as you would do normally,) and then answer to the window that appears:  
Ok, understand this point which is very important: the modified mod is yet unsaved and it will not be saved until you want to. If you change your mind now, you will be allowed to exit the program (just click on the top-right corner of the window as you would do normally,) and then answer to the window that appears:  


[[Image:Pic230-Save Selection Window.png|Save selection window|250px]]
[[Image:TES5EditSaveSelectionWindow.jpg|250px|Save Selection Window]]


In that window, you can uncheck all the mods you want (in our case it’s just only one) to preserve them untouched and they won’t be modified at all.
In that window, you can uncheck all the mods you want (in our case it’s just only one) to preserve them untouched and they won’t be modified at all.
Line 182: Line 88:
At this point, notice the message tab:
At this point, notice the message tab:


Saving CleanModsDemo.esp.save.2008_12_21_18_34_25
<pre>
Done saving.
[00:00] Saving: Dawnguard.esm.save.2012_10_28_04_36_43
[00:00] [Dawnguard.esm] Setting Persistent: [REFR:000CCE05] (places CounterLeanMarker [FURN:0006CF36] in GRUP Cell Temporary Children of WarehouseFurniture "Warehouse Furniture" [CELL:000CCDAA])
[00:00] [Dawnguard.esm] Setting Persistent: [REFR:000CCE09] (places WallLeanMarker [FURN:00052FF5] in GRUP Cell Temporary Children of WarehouseFurniture "Warehouse Furniture" [CELL:000CCDAA])
[00:02] Done saving.
</pre>


The program doesn't actually touch the original mod when saving, it always generates a new file. The name is chosen to allow a distinct file to be generated each save, and so the program does, for every change you do, you can save and you will get a distinct file and the previous one will be left untouched.  
The program doesn't actually touch the original mod when saving, it always generates a new file. The name is chosen to allow a distinct file to be generated each save, and so the program does, for every change you do, you can save and you will get a distinct file and the previous one will be left untouched.  


That way, in case something goes wrong (maybe you delete a group record forgetting that within it was some important edit,) then, as soon as you notice it, you can roll back to the previous save file, or open it as a new mod and copy the editions back. Thus, it is important to stress this point: save often, and only do edits in chunks and save every one separately. In that way, you can go back to any point you wish.
That way, in case something goes wrong.  Maybe you deleted a group record forgetting that within it was some important edit.  As soon as you notice it you can roll back to the previous save file, or open it as a new mod and copy the editions back. Thus, it is important to stress this point: save often, and only do edits in chunks and save every one separately. In that way, you can go back to any point you wish.


Another thing to notice is that the original mod (CleanModsDemo.esp) is left untouched until you exit the program:
Another thing to notice is that the original mod (in this screen shot Dawnguard.esm) is left untouched until you exit the program:


[[Image:Pic240-Data Folder Before Saving.png|Before Saving|400px]]
[[Image:TES5EditSaveFileLocation.jpg|800px|Save File Location]]


At which point the program will rename the old original file as a 'backup' file, and the new 'save' file as the original mod. (Notice the reduction in size? Those were the extra Landscape records now removed.)
At which point the program will rename the old original file as a 'backup' file and place that in the folder TES5Edit Backups, and the new 'save' file as the original mod.


When we’re done and after we exit the tool:
When we’re done and after we exit the tool:


[[Image:Pic250-Data Folder After Saving.png|After save|400px]]
[[Image:TES5EditBackUpFileLocation.jpg|800px|Back Up File Location]]


the roles reverted, so you now can play test it directly after closing the program.
the roles reverted, so you now can play test it directly after closing the program.


Ok, that should be everything I can think of now.
And that's automated cleaning done!
 
== Articles about the program ==
*[http://www.oblivionmodwiki.com/index.php?title=TES4View TES4View on Oblivion Mod Wiki]


== Additional TES5Edit Resources ==
== Additional TES5Edit Resources ==
Line 210: Line 117:
* [[TES5Edit|TES5Edit]]
* [[TES5Edit|TES5Edit]]
* [[TES5Edit_Cleaning_Guide_-_TES5Edit|TES5Edit Cleaning Guide]]
* [[TES5Edit_Cleaning_Guide_-_TES5Edit|TES5Edit Cleaning Guide]]
* [[Fixing_Navmesh_Deletion_Tutorial|Fixing Navmesh Deletion Tutorial]]
* [[Skyrim_Dirty_Plugins_List|Skyrim Dirty Plugins List]]
* [[Skyrim_Dirty_Plugins_List|Skyrim Dirty Plugins List]]
* [[TES5Edit_Scripting_Functions|TES5Edit Scripting Functions]]
* [https://bethesda.net/community/topic/57570/relz-sseedit/ Official Elderscrolls TES5Edit forum topic]


= Final words =
== Closing Remarks & Credits ==
 
Keep in mind that we're only scratching the surface of what can be done with this awesome tool.
 
The modding world is better thanks to generous individuals, like ElminsterEU, who have put an enormous chunk of their personal spare time into the making of this wonderful program. All kudos should go to him. And if you are in position of doing so, don't forget to rate the download in TESNexus.
 
= Closing Remarks & Credits =
 
This guide has been adapted from the [http://cs.elderscrolls.com/index.php/TES4Edit/Mod_cleaning_tutorial_with_TES4Edit TES4Edit/Mod cleaning tutorial with TES4Edit].


Many thanks go to the various authors of and contributors to that article, including but not limited to: Brumbek, Aellis, Kalevala, Leeus, DragoonWraith.
This guide has been adapted from the [https://cs.uesp.net/wiki/TES4Edit/Mod_cleaning_tutorial_with_TES4Edit TES4Edit/Mod cleaning tutorial with TES4Edit]. Many thanks go to the various authors of and contributors to that article, including but not limited to: Brumbek, Aellis, Kalevala, Leeus, DragoonWraith.


Thanks also go to ElminsterEU, Sharlikran, and Zilav for their work in getting TES5Edit released.
Thanks also go to ElminsterEU, Sharlikran, and Zilav for their work in getting TES5Edit released.


Still to do:
{{Languages}}
* Include pictures for the instructions a la [http://cs.elderscrolls.com/index.php/TES4Edit/Mod_cleaning_tutorial_with_TES4Edit TES4Edit/Mod cleaning tutorial with TES4Edit].
* Get the correctness of the guide verified by the TES5Edit team.

Latest revision as of 04:42, 10 April 2024


Introduction[edit | edit source]

This tutorial is designed to teach modders and mod users how to use TES5Edit to clean mods. Cleaning mods is critical to the development of compatibility in the modding community and for creating a stable modded game environment, but TES5Edit is not a simple utility and care must be taken not to damage the mods in the process. This tutorial should help explain everything that you need to know to clean mods correctly.

Preparing to Clean[edit | edit source]

Before you launch TES5Edit, be sure to have the ESP you want to clean already placed in the Data folder. Here, I want to clean Sharlikran_Map_Markers_Expanded.esp, so I'll copy the plugin to the Data folder:

Selected Mod Before Cleaning

The Cleaning Process[edit | edit source]

Loading the Mod[edit | edit source]

Ok, now launch TES5Edit.

The first window that opens asks you which mods to load:

TES5Edit Plugin List

In order to use this tool to clean, you should load only the mod you are cleaning and any other mods that the mod you are cleaning depends upon. Generally, this means you will only tick the specific mod you are cleaning, as most of the time any dependencies are listed inside the mod, and TES5Edit knows to load them too. However, this is not always the case, especially for mods like landscape patches, so it's always best to double-check that all the plugins you expect have been loaded.

So, to proceed, first deselect all the mods already checked (defined by the mods you have currently active). In order to do so quickly, right click on the window and then choose “Select None”

Select None Popup

Then search the list for the mod you want to clean and tick the checkbox beside its name, and click the OK button.

Selecting The Mod

After that, let the program load the stuff it needs, and when it's done, it will say so. So don't bother it until it shows "Background Loader: finished" on the Message tab.

Loading Finished

In the picture we can see the original mod content, yet untouched and unfiltered:

Before Cleaning

Cleaning the Mod[edit | edit source]

Right click on the left pane of the TES5Edit window, and in the popup menu choose "Apply Filter For Cleaning":

Apply Filter For Cleaning

The program will apply the correct filter options for cleaning, and when the filtering is finished, go to the left pane (the tree) and select the mod (in our case: Update.esm), right click on it and choose 'Remove "Identical to Master" records.'

Identical To Master

Then a warning popup will appear. Just wait a few seconds, the "Yes" button will be enabled, and you can click it:

Warning You Are Sure

Don't hate it! That warning is meant to prevent you accidentally changing something in a mod you didn't want to touch.

Ok, we're approaching the end of the process.

After you click "Yes, I’m absolutely sure" (because you are, right? Never lie to a program!), the removing process will be executed. After it finishes, you will notice that the modified mod turned to 'bold' as a signal that it has been modified.

And on the other side, on the message pane, a dump of what's being removed is printed:

Cleaning Log

You can open the image in a new tab to see it in full size if the text is too small for you.

On the tree pane, to the left, the mod’s content shows the records modified in a bold font:

Modified Content In The Right Pane

As you can check for yourself, the records shown are the same that were shown when first filtering. Notice the removal of the Placed NPCs when they aren't needed because they were identical.

Undelete and Disable References

Right click again on the plugin you are cleaning (again in our case: Update.esm) and select “Undelete and Disable References.” Again, check the Messages tab to see what was changed. Make a note of the number of "Identical to Master" records that were removed and the number of "undeleted and disabled references" for later when reporting the plugin to the LOOT team.

Saving Your Changes[edit | edit source]

Ok, understand this point which is very important: the modified mod is yet unsaved and it will not be saved until you want to. If you change your mind now, you will be allowed to exit the program (just click on the top-right corner of the window as you would do normally,) and then answer to the window that appears:

Save Selection Window

In that window, you can uncheck all the mods you want (in our case it’s just only one) to preserve them untouched and they won’t be modified at all.

On the other hand, you can call the save window yourself by pressing the key combination 'Ctrl+S' (the standard save shortcut), and if you want to save them, now you can leave the checks ticked.

At this point, notice the message tab:

[00:00] Saving: Dawnguard.esm.save.2012_10_28_04_36_43
[00:00] [Dawnguard.esm] Setting Persistent: [REFR:000CCE05] (places CounterLeanMarker [FURN:0006CF36] in GRUP Cell Temporary Children of WarehouseFurniture "Warehouse Furniture" [CELL:000CCDAA])
[00:00] [Dawnguard.esm] Setting Persistent: [REFR:000CCE09] (places WallLeanMarker [FURN:00052FF5] in GRUP Cell Temporary Children of WarehouseFurniture "Warehouse Furniture" [CELL:000CCDAA])
[00:02] Done saving.

The program doesn't actually touch the original mod when saving, it always generates a new file. The name is chosen to allow a distinct file to be generated each save, and so the program does, for every change you do, you can save and you will get a distinct file and the previous one will be left untouched.

That way, in case something goes wrong. Maybe you deleted a group record forgetting that within it was some important edit. As soon as you notice it you can roll back to the previous save file, or open it as a new mod and copy the editions back. Thus, it is important to stress this point: save often, and only do edits in chunks and save every one separately. In that way, you can go back to any point you wish.

Another thing to notice is that the original mod (in this screen shot Dawnguard.esm) is left untouched until you exit the program:

Save File Location

At which point the program will rename the old original file as a 'backup' file and place that in the folder TES5Edit Backups, and the new 'save' file as the original mod.

When we’re done and after we exit the tool:

Back Up File Location

the roles reverted, so you now can play test it directly after closing the program.

And that's automated cleaning done!

Additional TES5Edit Resources[edit | edit source]

Closing Remarks & Credits[edit | edit source]

This guide has been adapted from the TES4Edit/Mod cleaning tutorial with TES4Edit. Many thanks go to the various authors of and contributors to that article, including but not limited to: Brumbek, Aellis, Kalevala, Leeus, DragoonWraith.

Thanks also go to ElminsterEU, Sharlikran, and Zilav for their work in getting TES5Edit released.


Language: [[::TES5Edit Mod Cleaning Tutorial|English]]  • [[::TES5Edit Mod Cleaning Tutorial/ja|日本語]]