Difference between revisions of "TES5Edit Mod Cleaning Tutorial"
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TES5Edit Mod Cleaning Tutorial (edit)
Revision as of 03:04, 29 October 2012
, 03:04, 29 October 2012no edit summary
imported>Sharlikran |
imported>Sharlikran |
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[[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 | 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]] | ||
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[[Image:TES5EditSingleRecordView.jpg|800px|Single Record View]] | [[Image:TES5EditSingleRecordView.jpg|800px|Single Record View]] | ||
The picture shows the REFR record for a | The picture shows the REFR record for a Placed NPC -- ThalmorEmbassyGuardNightShift02 [NPC_:000A6D6C] 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. | ||
But, in order to be sure about their 'equality' we can select 'Hide no conflict rows' from the popup context. | |||
[[Image:TES5EditHideNoConflictRows.jpg|800px|Hide No Conflict Rows]] | [[Image:TES5EditHideNoConflictRows.jpg|800px|Hide No Conflict Rows]] | ||
And lo! | And lo and behold! Nothing is shown! Confirming the first suspicion that those records are, in fact, identical. | ||
[[Image:TES5EditNothingIsShown.jpg|800px|Nothing Is Shown!]] | [[Image:TES5EditNothingIsShown.jpg|800px|Nothing Is Shown!]] | ||
So, we can proceed with the cleaning. | NOTE: Deselect 'Hide no conflict rows' from the popup context. | ||
So now, we can proceed with the cleaning. | |||
== Finally cleaning the mod == | == Finally cleaning the mod == | ||
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[[Image:TES5EditApplyFilterForCleaning.jpg|800px|Apply Filter For Cleaning]] | [[Image:TES5EditApplyFilterForCleaning.jpg|800px|Apply Filter For Cleaning]] | ||
All of the proper options are selected automatically 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: Update.esm), right click on it and choose 'Remove "Identical to Master" records.' | |||
[[Image:TES5EditRemoveIdenticalToMaster.jpg|800px|Identical To Master]] | [[Image:TES5EditRemoveIdenticalToMaster.jpg|800px|Identical To Master]] | ||
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[[Image:TES5EditModifiedContent.jpg|800px|Modified Content In The Right Pane]] | [[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 | 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]] | [[Image:TES5EditUndeleteDisableReferences.jpg|800px|Undelete and Disable References]] | ||
Right click again on the plugin you are cleaning 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 BOSS team. | 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 BOSS team. | ||
== Saving the work == | == Saving the work == | ||
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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 | 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 (Dawnguard.esm) 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:TES5EditSaveFileLocation.jpg|800px|Save File Location]] | [[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. (Notice the reduction in size? Those were the extra Landscape records now removed.) | ||
When we’re done and after we exit the tool: | When we’re done and after we exit the tool: |