Leonardo Posted October 17, 2016 Share Posted October 17, 2016 I have just finish this session of my upcoming 1.2 update for the Skyrim Map Markers mod and after I took a quick look in TES5Edit 3.1.3 I notice this in the picture. I know the entry is dirty but I wonder if it matters for the gamesaves if it are still present. I also wonder if TES5Edit 3.1.3 will detect it as dirty and remove that entry if I perform a normal mod cleaning. Link to comment Share on other sites More sharing options...
zilav Posted October 18, 2016 Share Posted October 18, 2016 It will be removed as ITM. Link to comment Share on other sites More sharing options...
Leonardo Posted October 18, 2016 Author Share Posted October 18, 2016 So what you are saying is that the entry is intentional dirty, similar to what Melian's Teleport mod for Morrowind is, meaning that dirty entry shouldn't be cleaned otherwise the object the entry is for in-game doesn't work as intented. Link to comment Share on other sites More sharing options...
Leonardo Posted October 18, 2016 Author Share Posted October 18, 2016 I did some manual cleaning and removed all yellow entries before I ran the automatically cleaning in TES5Edit and this is the result I got. [Filtering done] Processed Records: 888847 Elapsed Time: 00:02Removing: BleakcoastCaveExterior [CELL:0000B2EA] (in Tamriel "Skyrim" [WRLD:0000003C] at 35,22)Removing: GRUP Exterior Cell Sub-Block 2, 4Removing: KynesgroveBurialMound06 [CELL:0000B57E] (in Tamriel "Skyrim" [WRLD:0000003C] at 35,2)Removing: GRUP Exterior Cell Sub-Block 0, 4Removing: GRUP Exterior Cell Block 0, 1Removing: [CELL:0000BC6B] (in Tamriel "Skyrim" [WRLD:0000003C] at 44,-21)Removing: GRUP Exterior Cell Sub-Block -3, 5Removing: DragonMoundFallForest01 [CELL:0000BD75] (in Tamriel "Skyrim" [WRLD:0000003C] at 42,-29)Removing: GRUP Exterior Cell Sub-Block -4, 5Removing: DragonMoundVolcanicTundra01 [CELL:0000BA82] (in Tamriel "Skyrim" [WRLD:0000003C] at 38,-6)Removing: GRUP Exterior Cell Sub-Block -1, 4Removing: DragonMoundFallForest02 [CELL:0000BC53] (in Tamriel "Skyrim" [WRLD:0000003C] at 35,-20)Removing: GRUP Exterior Cell Sub-Block -3, 4Removing: GRUP Exterior Cell Block -1, 1Removing: DragonMoundSnowy02 [CELL:00009094] (in Tamriel "Skyrim" [WRLD:0000003C] at 24,9)Removing: GRUP Exterior Cell Sub-Block 1, 3Removing: DragonMoundVolcanicTundra03 [CELL:000095A3] (in Tamriel "Skyrim" [WRLD:0000003C] at 31,0)Removing: GRUP Exterior Cell Sub-Block 0, 3Removing: PilgrimsTrenchTriusCamp [CELL:00008E89] (in Tamriel "Skyrim" [WRLD:0000003C] at 20,26)Removing: POINorthernCoast02 [CELL:00008E88] (in Tamriel "Skyrim" [WRLD:0000003C] at 21,26)Removing: GRUP Exterior Cell Sub-Block 3, 2Removing: [CELL:00009179] (in Tamriel "Skyrim" [WRLD:0000003C] at 12,2)Removing: DragonMoundTundra02 [CELL:0000915B] (in Tamriel "Skyrim" [WRLD:0000003C] at 11,3)Removing: GRUP Exterior Cell Sub-Block 0, 1Removing: DragonMoundSnowy01 [CELL:00008EF9] (in Tamriel "Skyrim" [WRLD:0000003C] at 1,23)Removing: GRUP Exterior Cell Sub-Block 2, 0Removing: POISnowy27c [CELL:0000947A] (in Tamriel "Skyrim" [WRLD:0000003C] at 0,9)Removing: GRUP Exterior Cell Sub-Block 1, 0Removing: GRUP Exterior Cell Block 0, 0Removing: DragonMoundVolcanicTundra02 [CELL:00009620] (in Tamriel "Skyrim" [WRLD:0000003C] at 30,-4)Removing: POIVolcanicTundra05 [CELL:000095E2] (in Tamriel "Skyrim" [WRLD:0000003C] at 30,-2)Removing: GRUP Exterior Cell Sub-Block -1, 3Removing: ArcwindPointExterior04 [CELL:0000989A] (in Tamriel "Skyrim" [WRLD:0000003C] at 16,-24)Removing: ArcwindPointExterior05 [CELL:0000987B] (in Tamriel "Skyrim" [WRLD:0000003C] at 16,-23)Removing: DragonMoundFallForest03 [CELL:00009874] (in Tamriel "Skyrim" [WRLD:0000003C] at 23,-23)Removing: GRUP Exterior Cell Sub-Block -3, 2Removing: ArcwindPointExterior13 [CELL:000098D4] (in Tamriel "Skyrim" [WRLD:0000003C] at 20,-26)Removing: GRUP Exterior Cell Sub-Block -4, 2Removing: DragonMoundPineForest01 [CELL:000098E5] (in Tamriel "Skyrim" [WRLD:0000003C] at 3,-26)Removing: GRUP Exterior Cell Sub-Block -4, 0Removing: GRUP Exterior Cell Block -1, 0Removing: DragonMoundTundraMarsh03 [CELL:00009420] (in Tamriel "Skyrim" [WRLD:0000003C] at -9,12)Removing: GRUP Exterior Cell Sub-Block 1, -2Removing: DragonMoundTundra04 [CELL:0000958B] (in Tamriel "Skyrim" [WRLD:0000003C] at -9,1)Removing: GRUP Exterior Cell Sub-Block 0, -2Removing: DragonMoundTundraMarsh02 [CELL:00009344] (in Tamriel "Skyrim" [WRLD:0000003C] at -20,19)Removing: GRUP Exterior Cell Sub-Block 2, -3Removing: DragonMoundTundraMarsh01 [CELL:00009408] (in Tamriel "Skyrim" [WRLD:0000003C] at -18,13)Removing: GRUP Exterior Cell Sub-Block 1, -3Removing: DragonMoundTundra03 [CELL:000099B9] (in Tamriel "Skyrim" [WRLD:0000003C] at -23,0)Removing: GRUP Exterior Cell Sub-Block 0, -3Removing: GRUP Exterior Cell Block 0, -1Removing: DragonMoundTundra01 [CELL:00009AB6] (in Tamriel "Skyrim" [WRLD:0000003C] at -12,-8)Removing: GRUP Exterior Cell Sub-Block -1, -2Removing: DragonMoundPineForest02 [CELL:00009C01] (in Tamriel "Skyrim" [WRLD:0000003C] at -13,-18)Removing: GRUP Exterior Cell Sub-Block -3, -2Removing: DragonMoundPineForest03 [CELL:00009ADE] (in Tamriel "Skyrim" [WRLD:0000003C] at -19,-9)Removing: GRUP Exterior Cell Sub-Block -2, -3Removing: DragonMoundReach02 [CELL:000099E2] (in Tamriel "Skyrim" [WRLD:0000003C] at -31,-1)Removing: GRUP Exterior Cell Sub-Block -1, -4Removing: GRUP Exterior Cell Block -1, -1Removing: DragonMoundReach03 [CELL:00006FA1] (in Tamriel "Skyrim" [WRLD:0000003C] at -34,16)Removing: GRUP Exterior Cell Sub-Block 2, -5Removing: DragonMoundReach01 [CELL:000070DC] (in Tamriel "Skyrim" [WRLD:0000003C] at -39,6)Removing: GRUP Exterior Cell Sub-Block 0, -5Removing: GRUP Exterior Cell Block 0, -2[Removing "Identical to Master" records done] Processed Records: 167, Removed Records: 66, Elapsed Time: 00:00 Link to comment Share on other sites More sharing options...
zilav Posted October 19, 2016 Share Posted October 19, 2016 Added XRLR subrecords are treated as ITM in Skyrim's definitions. This is the only exception in cleaning process to address an issue with Skyrim. Link to comment Share on other sites More sharing options...
Leonardo Posted October 19, 2016 Author Share Posted October 19, 2016 Added XRLR subrecords are treated as ITM in Skyrim's definitions. This is the only exception in cleaning process to address an issue with Skyrim. Could you elaborate that please, perhaps give an example of what the XRLR subrecords mean? Link to comment Share on other sites More sharing options...
zilav Posted October 19, 2016 Share Posted October 19, 2016 It is on your screenshot. Ties a reference to a location, but not really needed if location is set on the entire cell I believe. CK adds it while vanilla game master file doesn't have any and still works the same, that's why we decided to treat this change from CK as ITM. Link to comment Share on other sites More sharing options...
Leonardo Posted October 19, 2016 Author Share Posted October 19, 2016 Ah, that explains it why TES5Edit detect it as dirty. Thanks zilav. Link to comment Share on other sites More sharing options...
Leonardo Posted November 11, 2016 Author Share Posted November 11, 2016 The other day m0nster posted an update to his Travellers of Skyrim mod and I haven't play it for a long time. So I thought why not to install the latest version, but then I become a little curious about mod compatibility and I know m0nster's mod once were compatible with Thomas's EoS before EoS become outdated due for not being supported. After a question or two I installed Travellers of Skyrim, but in-game the low prices I had with Adrianne in Whiterun was gone and now the prices was changed to the prices the player had in a new game. So I asked m0nster a few more questions and he told me that his Travellers of Skyrim mod and the Trade and Barter mod seems to be compatible. Anyway, long story short story. I decided to take a closer look in TES5Edit today when I notice a dirty edit in Trade and Barter, which apparently was a dirty edit in Update.esm and my question is. Why didn't TES5Edit detect a dirty edit in Update.esm shown in the picture and I follow this tutorial when cleaning the official masters? Link to comment Share on other sites More sharing options...
zilav Posted November 11, 2016 Share Posted November 11, 2016 First, I don't see anything dirty here, seems to be an intentional change. Second, xEdit doesn't detect dirty or "wild" edits, only ITM ones. There is no way for xEdit to know what edit is intentional and what isn't. Link to comment Share on other sites More sharing options...
Leonardo Posted November 11, 2016 Author Share Posted November 11, 2016 So the PerkInvestorWhiterunBlacksmith record in Update.esm isn't an ITM. Then why is that record red colored in both the Update.esm and in the TradeBarter.esp, if such a record are not an ITM. Link to comment Share on other sites More sharing options...
zilav Posted November 11, 2016 Share Posted November 11, 2016 Because Update.esm changed LVLG value and another mod overwrote that change. Red means conflict loser (Update.esm is the loser here), green means ITM, yellow - simply an override. Link to comment Share on other sites More sharing options...
Leonardo Posted November 11, 2016 Author Share Posted November 11, 2016 If I understood you correctly. The record that's overriden in TradeBarter is an ITM and not an ITM in Update.esm. Correct? Link to comment Share on other sites More sharing options...
zilav Posted November 11, 2016 Share Posted November 11, 2016 ITM is when all fields are Indentical To Master, Skyrim.esm in our case. Both Update.esm and your plugin change this master record thus they are not ITM. Link to comment Share on other sites More sharing options...
Leonardo Posted November 12, 2016 Author Share Posted November 12, 2016 Have just checked the TradeBarter mod and Update.esm in TES5Edit and to my surprise both mods are cleaned, so I figure that the color that's used in TES5Edit to show a *winning/loser* record in mods probably need a different color. How about a brown color or a similar color for a *winning/loser* record in TES5Edit, just to show a difference in a colored record (I find the red color confusing) for any user? Link to comment Share on other sites More sharing options...
zilav Posted November 12, 2016 Share Posted November 12, 2016 I think you just don't know how xEdit works and colors conflicts. Background color is a global "all" conflict status across all mods overriding a record, font color is the "this" conflict indicator per mod. Please read FNVEdit Training Manual first and then ask questions if any. You can also fine tune colors personally in right click -> Other -> Options window. And no, I won't be changing the default colors, no chance at all. Dozens of thousands of mod authors and users are used to the current color coding scheme that's been there for years since 2008 across 6 games as of now. No way I'm going to change that 8 years later for no reason. Link to comment Share on other sites More sharing options...
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