TESPCD Plugin Conflict Detector by
Morrowind » Utilities
Added: 03/05/2006 - 01:00AM
Updated: 15/11/2007 - 03:29AM

185 Endorsements

0.31 Latest version

2,255 Unique D/Ls

2,710 Total D/Ls

19,589 Total Views

Uploaded by Dimon


Last updated at 3:29, 15 Nov 2007 Uploaded at 1:00, 3 May 2006

Updated Info:

Looking in the Utilities, I noticed there is another copy of this program. I believe the other version of this program is an older version. Unfortanetly, "Unknown" did not leave a version number to check, but by judging by size of the program, usually the newer one is larger. Of course, I leave this to your discretion.

To all downloaders:

It appears the author of this particular mod utility did not offer a readme with this particular mod, so i will elaberate and copy some info from a message board discussing how to use this mod.

This wonderful mod cleans conflicts between mods automatically. The mod itself was made by Ely Soto.

Note: This is a directional use copied from the Planet Elder Scrolls Forums on how to use this program effectively:

(blue) poet-dragon from sister skies
Posts: 224 #1 Dec 17, 03 - 4:48 AM

I was just going to write a brief little response to the TESPCD thread, but, it was just easy and obvious to write and it may help someone. This is basically a first draft, so, I appologize for any confusions :).


I think most of us know how to use The TES Plugin Conflict Detector (TESPCD) or another program to rip out dirty objects and overflowing dirty GSMTs. This is how to take "cleaning" one step farther, using the first utility that actually surpasses TESAME at what TESAME does -- and this is actually a side-feature of TESPCD!

Open a plugin in the conflict detector -- for this example just load one, but I do this with the full list loaded.

Hit the start-check arrow, just to get the unclean entry warnings, and nuke those.

(To delete an object from a file, you select the filename in the row with the object, and select delete. This is because often there's two files you might want to delete the same object from ;).

Hit Editor / View Data File, and choose the file you're working with. If you only have one file open you could also use "View All ESP data," but if you have 50 plugins loaded like I do at the moment, it will take forever just to create you a big useless mess.

Anyway; you now have a screen that lists every object in the file, just like TESAME. But. But this one shows you weather the object overrides something in a master file or not. That is why this rocks.

Ok, for example, take Seyda Neen Docks 5.0, the one that includes several other mods. You'll notice that there are a number of CONT entries that have overwritten the master file. They obviously change something because you've already fragged all the unclean entries. You look at them in the little windows you get from doubleclicking the filenames on that row. You find out that the author added 1000 gold to the chest, and get suspicious.

If the change doesn't matter to you, you could just zap the entry from the module, and whatever references the author made will go back to being the standard one from the ESM.

If you want to delve further, load the file in TES CS as the active plugin. Leave TESPCD open for reference, but don't make any changes with it until you're done with TES CS. TESPCD saves changes as soon as you make them, but it gives you a warning about backups before it does.

(It -is- a good idea to back up the .esm before you do this. Personally I keep all my downloaded plugin zips so I can just roll back to that, though If I've done a lot of cleaning and tweaking I'll probably back that file up too.)

While in TES CS, watch your change indicator -- the little asterisk (*) that appears in the titlebar. This one means you've changed something since last save. (All the others elsewhere just mean "this thing has been changed by the active plugin"). Save after every change you intend to make, and if the light goes off for no reason, reload the file -- this is the most paranoid way to do it :).

Ok, so you have your mischievous object -- for example, crate_O1_skooma as edited in Seyda Neen Docks 5. Find it in the object list, in this case the container tab. (You can click in the list and start typing to jump around, though I find that more handy in other lists than containers.) You'll see that he's changed the amount of skooma in the crate from 2 to -20, for whatever reason. (You probably saw this from TESPCD, though not all objects are discernible.)

You'll also notice that there are 15 copies of the object in the world. (The little star on the count means that this is an object new or edited in this plugin -- if that's not there you're looking at the wrong object or don't have the plugin loaded as active.)

At this point, you decide what you want to do about it. Cutting the object changes or leaving them STET are the easiest options, so I'll cover the third: deintersecting the relevant changes from original game data.

Right-click the object (crate_01_skooma) and select "info". This will give you a list of what cells the references are in. Look for cells that have been changed by the plugin here. (They're not marked as changed of course, but you can refer to the CELL entries listed in the TESPCD to get an idea.) In this case, the important cells are Seyda Neen Docks, Storage1 and ...Storage2. Double click on the cell to zoom the render window to the first reference of that object in that cell.

If you want to be really sure, look at the list of object references for the cell and make sure there is a star next to the one(s) named crate_01_skooma (or your object of choice).

If you can't -see- the object, because something's in the way, click the title bar of the render window (because clicking in the window will select something else), then hold shift and move the mouse until you can see it. The selected object will be marked with a box made out of red, green, and blue lines. Double click it in the render window (no other way to get at this screen :\).

Write down the original ID somewhere -- start a list.

Change the ID to something else. I used _sxf_snd_skoomacrate1 (standing for: starx (my short name) fix _ Seyda Neen docks). Hit save or enter, and it will ask you if you want to create a new object. Hit yes, or enter. This reference no longer refers to the object named in the master file but to one you cloned from the plugin's changes.

Go back to the "Use Report:" window. It won't update its counts until you close it and open it again, but it will still do. If there were more references in the current cell, double click it again. This will jump to the next remaining reference, or do absolutely nothing if there aren't any. In this case, we need to go to the other Seyda Neen Docks, StorageN.

Do the same thing again, but, there's one major annoyance about doing this. You can't just change the reference to be a reference of the new object you made, for some damnable reason. Unless you want to delete and repace the object (ungh -- suggest writing down the position and rotation coordinates for the reference if you do that, so you can get it back to the exact spot), you have to create it with another name. Hence the number -- I did this one as _sxf_snd_skoomacrate2.

Ok, now let's pretend that this is all we wanted to do. (It's not, there's plenty of stuff to fix with SND5, especially where Seyda Neen Expansion attaches a script about tavern-stayage to a door that has 30 or so references.) Save the plugin, and quit TES CS. If you're like me, go and browse the forums while waiting for TES CS to unload everything.

Close and restart TESPCD (probably not necessary, but, paranoia). Reload the plugin. Do the warning check and nuke the 50 or so GMSTs you get if you use both the expansions. Then go back into the editor view, and delete crate_01_skooma from the plugin -- and any of those other ones on the "list of original names".

Congrats. If you've done everything right and know what you're doing, you now probably have the cleanest possible version of that mod that could be made without having the knowledge of the original creator.