Jump to content
  • 0
Sign in to follow this  
Midig

Cleaning mods with Tes4edit

Question

Last time I tried to clean mods with Tes4edit for Oblivion I got CTD and had to Verify the integrity of the cache after deleting the edited DLCs. I followed the guide here: 

 

https://wiki.step-project.com/TES5Edit/TES5Edit_Cleaning_Instructions 

 

Which was provided from here: 

 

https://wiki.step-project.com/User:Hishutup/OblivionGuide#TES4Edit

 

However, the latter does not use MO at all and might just have been used as a referral. Something makes me think there is some problem with Tes4edit and MO, but I just wanted to check here before I got a headache through multiple attempts. Have people here made it work just fine, how did you do it? 

 

 

Share this post


Link to post
Share on other sites

9 answers to this question

Recommended Posts

  • 0

No issues with xEdit and MO regardless of the game you are modding.

There is sometimes, on some systems, the experience of the cleaned DLCs being moved into the 'Overwrite' folder along with the backup folder. The exact situation where this happens is yet to be pinned down but in any case a verification of your Steam cache replaces the files and the cleaned versions are still used as they should be loaded via mods created in MO.

Share this post


Link to post
Share on other sites
  • 0

I think the overwrite issue is based on if you have Oblivion in a SSD or HDD (HDD tends to send them to overwrite) according to STEP tes5edit cleaning procedures. I did delete the backup folder and used "create mod" and gave it a name, then placed it below the "refreshed" DLC (I copy the BSA. file before I clean DLC and place it back in as anyone who gets the files in Overwrite should). 

 

However, that is for DLC, but if the file does not have a BSA file I assume I clean it as normal, go to overwrite, create mod, rename and place it back where it was. I will make an attempt soon and if it works I will notify this thread as answered.

Edited by Midig

Share this post


Link to post
Share on other sites
  • 0

'Cleaning' plugins has nothing to do with BSAs. Clean them, the plugins, and leave the BSAs where they are.

Share this post


Link to post
Share on other sites
  • 0

'Cleaning' plugins has nothing to do with BSAs. Clean them, the plugins, and leave the BSAs where they are.

Sorry, I meant ESM. files like it says here:

 

https://wiki.step-project.com/Dawnguard

 

I back up the ESM. files and place them back once the cleaning has been done since doing it on a HDD removes the ESM file from the data folder and places the edited version of the ESM. into overwrites. 

Edited by Midig

Share this post


Link to post
Share on other sites
  • 0

Correct.

 

However the exact reasons why the cleaned versions sometimes get moved into 'Overwrite' are still not fully understood. My original system had only one HDD and my new system uses SSDs and the same thing happend on both my systems so... I have no clue! :;):

 

At any rate it appears you are following the instructions to the 'T' so you should be fine. As always simply ask if you are unsure.

 

Happy modding.

Share this post


Link to post
Share on other sites
  • 0

Correct.

 

However the exact reasons why the cleaned versions sometimes get moved into 'Overwrite' are still not fully understood. My original system had only one HDD and my new system uses SSDs and the same thing happend on both my systems so... I have no clue! :;):

 

At any rate it appears you are following the instructions to the 'T' so you should be fine. As always simply ask if you are unsure.

 

Happy modding.

Ok. I ended up backing up the esp. files I wanted to clean. I  follow the instructions here: 

 

https://wiki.step-project.com/TES5Edit/TES5Edit_Cleaning_Instructions

 

Except I added the esp. back into the data folder as well. The cleaned version I created from MO I added and renamed as Output folders. The esp. had the same name. I added the Output folders right behind the DLC to let them overwrite changes. I made sure all was well and launched the game and got CTD. Removing the Original DLC esp. from the data folder or Output folders removed this issue. Right now im running it with the Output folders as seen here: 

 

https://imgur.com/a/fruXj

 

I will do some more testing and then I will create a bashed patch and get around to playing this game:D

Share this post


Link to post
Share on other sites
  • 0

That image you posted showed you had the Shivering Isles patch loading but not SI DLC. There's a CTD for sure.

There should be no need to remove the plugins from the Data folder, simply have the cleaned version load after them anf the cleaned versions will be used.

Share this post


Link to post
Share on other sites
  • 0

That image you posted showed you had the Shivering Isles patch loading but not SI DLC. There's a CTD for sure.

There should be no need to remove the plugins from the Data folder, simply have the cleaned version load after them anf the cleaned versions will be used.

When I do this it all crashes. This happened last time, which is why I made this post in the first place. Also, SI DLC is a dummy file and does not need to be activated. I think I did something in archives or data folder which still makes it active. I can run without it and not crash atm

Edited by Midig

Share this post


Link to post
Share on other sites
  • 0

Yes, you are correct SI Patch doesn't need SI, only the Unofficial Oblivion Patch. Been a while since I loaded up Oblivion.

 

I'm still of the view that the cleaned DLCs are not the cause of your crashes. You'll need to remove most of the active mods and re-introduce them in small numbers to see when the crashes occur.

Logs of your work may also show something about what is, or isn't loading.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Similar Content

    • By FuzzyDuck
      Hoy folks! 
      I'm looking into doing some Oblivion streams in the future, and was looking into mods.
      Wanted to know if there is anywhere some modern\updated guides, and what manager, those whom do oblivion modding use nowadays?
      MO1? MO2? Vortex?

      I know it's an old game, but searching  the only guides i found were from from 7\6 yrs ago! So, anyone could give some help on this front?
    • By irisquexo
      Hi guys I'm new here so hopefully this is the right place to post this.
       
      When I try launching Skyrim SE through Mod Organizer 2 I get the error "REL/Relocation.h(567): failed to open file"
       
      Before this error I was getting the error "REL/Relocation.h(548): failed to open file" but I uninstalled and reinstalled the engine fixes and SKSE libraries. After doing that and relaunching I get the error I mentioned above. Do you guys know what I could have done wrong? I'm really new to messing with mods so it's probably something I did wrong... I've made sure all plugins are enabled and all mods are installed with their masters except for the ones below because I can't find the appropriate mod that goes with it so maybe that could also be the issue. I'm pretty sure I have "Blues Skyrim" but the creator renamed it so that's why MO2 is detecting it as missing. Idk if that's the case with the other ones though.
       
      Missing masters:

      Master                                                                               Required By
       
      Blues Skyrim.esp                                                              Eli_Breezehome [PATCH - DOS (Director's Cut) SE VER1.4] (STD).esp
       
      Skyrim Better Roads - All In One - Merged.esp                Settlements Expanded SE - Skyrim Better Roads Patch.esp, Skyrim Better Roads - All In - One - Merged - PATCHED.esp
       
      Soljund's Sinkhole.esp                                                      Settlements Expanded SE - Soljunds Sinkhole Patch.esp
       
      Tes Arena - Skyrim Frontier Fortress.esp                         Settlements Expanded SE - Legendary Cities Patch - AIO.esp
       
      Whistling Mine.esp                                                           Settlements Expanded SE - Whistling Mine Patch.esp
       
       
       
      also another problem is when I run LOOT it gives me the error 
       
      Loot failed to run
      Errors:
      Cyclic interaction detected: ELE_SSE.esp --[Master]-> SoS_ELE_Patch.esp --[Group]-> Luminosity Lighting Overhaul.esp --[Master]-> SoS_Luminocity_Patch.esp --[Group]-> ELE_SSE.esp
       
       
       
      If anyone knows what I could do to fix this, that would be amazing. Thank you


    • By JackGee
      Hi there peoples,

      First time posting, so if this isn't allowed please just let me know. Looking for a bit of support, as been scratching my head for ages now and getting nowhere.

      I have used MO2 + xEdit in the past and never had any issues with it. However, decided to mod Fallout NV again. When trying to run FNVEdit through MO2, it doesn't seem to complete the action as LOOT tells me after cleaning that it still needs cleaned. I have made sure the installation directory for MO2 isn't in the Fallout folder. It's all on my C drive (SSD). Tried running as admin ect. Clearing read only. Just can't seem to get it working.

      Any advice or help is appreciated.

      Thanks 
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.