The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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Quevik 22 feb, 2022 @ 11:50
Xedit: easy way to see why a mod is a masterfile of another?
I'm trying to convert an oldrim loot mod to SSE but it is dependent on USLEEP. I'd like to remove that dependency. However, I'm not sure of an easy way to figure out where USLEEP is required among the 100s of records.

Is there a "see where masterfile is used" button or script?

i already tried the clean masters option, sadly USLEEP is definitely used somewhere.
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HazakTheMad 22 feb, 2022 @ 11:53 
The reason why it was dependent is that it was likely editing something that was patched by
USLEEP and didn't feel like making a separate patch to forward changes.
HazakTheMad 22 feb, 2022 @ 11:53 
I wonder, is USSEP too different to count as a master?
Senast ändrad av HazakTheMad; 22 feb, 2022 @ 11:53
Vlad 254 22 feb, 2022 @ 11:55 
In xEdit Select the file header, change master name from "Unofficial Skyrim Legendary Edition Patch.esp" to "Unofficial Skyrim Special Edition Patch.esp"

Exit and save plugin

Load plugin in the SE CK and re-save

Don't forget to recheck in xEdit for errors
bLaCkShAd0w 22 feb, 2022 @ 11:59 
If you load them in xedit, it will show the records that are modified.

Plugin B makes changes in plugin A,
Plugin B should show changed records in green even before conflict filter is applied.

Now to fix it is another issue, they used to let you change master info in xedit but not any longer.

The correct way is actually to remove all records in plugin B that refer to plugin A, then run the remove master script, which will work if you got everything, then make the same changes to mimic the old mod except this time pointing at the correct master file.

It is literally easier to just make another patch...

There was a time that you could just re-spell the master and assuming that was the only difference things would work but Elminster removed that quite some time ago.
Senast ändrad av bLaCkShAd0w; 22 feb, 2022 @ 12:00
bLaCkShAd0w 22 feb, 2022 @ 12:00 
Ursprungligen skrivet av Vlad 254:
In xEdit Select the file header, change master name from "Unofficial Skyrim Legendary Edition Patch.esp" to "Unofficial Skyrim Special Edition Patch.esp"

Exit and save plugin

Load plugin in the SE CK and re-save

Don't forget to recheck in xEdit for errors

I thought this doesn't work any longer?
Quevik 22 feb, 2022 @ 12:01 
Ursprungligen skrivet av bLaCkShAd0w:
There was a time that you coukd just re-spell the master and assuming that was the only difference things would work but Elminster removed that quite some time ago.

Alright. I was trying what Vlad suggested by i couldn't figure out how to rename it, that would be why.
bLaCkShAd0w 22 feb, 2022 @ 12:02 
I was sure it was removed, but maybe Vlad knows otherwise.
Vlad 254 22 feb, 2022 @ 12:06 
Shadow is correct, my bad. I grabbed a very old note from my folder. Should have deleted that ages ago. Use the method he posted.
bLaCkShAd0w 22 feb, 2022 @ 12:08 
The sad part is I don't think there was really a problem with it. I think he just got sick of dealing with people who misused it.

Should be brought back with iknowwhatiamdoing or some other arguement.
Senast ändrad av bLaCkShAd0w; 22 feb, 2022 @ 12:08
Vlad 254 22 feb, 2022 @ 12:11 
Ursprungligen skrivet av bLaCkShAd0w:
The sad part is I don't think there was really a problem with it. I think he just got sick of dealing with people who misused it.

Should be brought back with iknowwhatiamdoing or some other arguement.
Agreed, was so simple before.
Quevik 22 feb, 2022 @ 12:13 
haha....

Ok, so you guys mentioned "renaming things" and that gave me an idea...

The mod i was looking for was called "unique loot" by "Mister B" and exists only on LE. When i goggled "unique loot special edition" i couldn't find it. All i got was "unique loot - weapons" or a link to the LE version.

Turns out, mister B renamed the mod to "Lootable Things" for the SSE.

Thanks guys!
bLaCkShAd0w 22 feb, 2022 @ 12:21 
Ursprungligen skrivet av Quevik:
haha....

Ok, so you guys mentioned "renaming things" and that gave me an idea...

The mod i was looking for was called "unique loot" by "Mister B" and exists only on LE. When i goggled "unique loot special edition" i couldn't find it. All i got was "unique loot - weapons" or a link to the LE version.

Turns out, mister B renamed the mod to "Lootable Things" for the SSE.

Thanks guys!


Lol well thats one way to fix it :cozyspaceengineersc:
smr1957 22 feb, 2022 @ 13:29 
Changing Masters, removing them, or even adding them - unless you ABSOLUTELY know 100% what you are doing, is a sure way to break mods that required the other mod as a Master. Furthermore, if a mod says that it requires another as a Master (unless it is an error by a mod author who did not know what they were doing), because you do not wish to use that mod, or wish to use a different version that has a differently named .esp, removing the mod as a master and not using or changing the version, will likely cause errors to show. This is really not something that 98% of the modding community should be doing.

And, if a person already knows the ins and outs of removing records properly, so that there are no remnant records, or so that the wrong ones are not removed (and really, there are extraordinarily few people who do - though some may think they do), then they would not need this explained to them - and if they do need it explained, then they absolutely should not attempt it.
Senast ändrad av smr1957; 22 feb, 2022 @ 13:36
Remove master, save, reload ssedit and check plugin for errors. Then you can find all entries in log from missing master, but first, make a backup.
Quevik 22 feb, 2022 @ 16:49 
Ursprungligen skrivet av smr1957:
And, if a person already knows the ins and outs of removing records properly, so that there are no remnant records, or so that the wrong ones are not removed (and really, there are extraordinarily few people who do - though some may think they do), then they would not need this explained to them - and if they do need it explained, then they absolutely should not attempt it.

OR, MAYBE, somebody knows the ins and outs of removing records safely in xedit as they have done it countless times before, but they were hoping for an easier method of detection rather than going through 500 records, one at a time.

Because, maybe, intelligent people respect the need to learn how to do things the long way before they start looking for shortcuts.

Unlike certain people who come onto threads like this and talk down to others for not knowing every button, script, and shortcut, i accept that there are aspects of the system i may still not know.

For example, I've been using XEDIT for years and only just discovered the "referenced by" tab at the bottom. Apparently, that tab allows you to link directly to the reference in question, i didn't know that. In the past, i always copied the form ID from the messages tab and searched for it via the upper left box. That worked perfectly fine but also wasn't the most efficient way. But it still worked fine.

So i was curious to know if there was a simple button or script that would do the same thing for master files, (List all the changes dependent on USLEEP for example) rather than having to check 500 items individually to find the three changes that were carried over.

Asking if there is an easier method than checking every item one at a time does not make me incompetent. And filling your posts with passive-aggressive condescension does not make you better than anyone else.
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Datum skrivet: 22 feb, 2022 @ 11:50
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