Skyrim

TES5Edit EXPERIMENTAL is now available for experience testers to try out

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Experienced modders will be well aware of the excellent tools known as tes4edit, fo3edit and fnvedit, and you may have been eagerly awaiting the Skyrim equivalent. Well the good news is that an experimental version is now available for testing. PLEASE note the word EXPERIMENTAL.

You can download TES5Edit 3.0.22 EXPERIMENTAL here.

TES5Edit Cleaning Guide - TES5Edit
Official Forum Thread

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  1. Jwguy
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    Edit: Found it. Disregard this.
  2. Sharlikran
    Sharlikran
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    <snip>
    I posting a reply in the TES5Edit thread. Give me a minute to finish.
  3. Sharlikran
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    Also can we please migrate to one of the following forums, my head is spinning<img class=">

    I try to keep notifications on but I'd really appreciate it if we posted in one of these locations from here on out.

    The Nexus TES5Edit Comments Section
    Bethesda - [RELz] TES5Edit -- Best location for technical questions. Most of the closed beta testers post here. They don't bite <img class=">
    [RELz] TES5Edit Plugin Cleaning Emporium -- Also a good location for the community to ask questions pertaining to mod cleaning without a lot of chatter about the technical workings of the program itself. I have been seeing mod authors post here quite regularly and are very helpfull.
  4. mike2977
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    No how it works is you clean the Bethesda masters and then, unless you update them through a patch, update, or when you verify the cache then you don't change them. Then if you want to clean a plugin you check only that plugin and let TES5Edit load it's dependencies and then clean it.


    I guess I misread the guide, then. I thought that one cleaned Update.esm; then exited and then checked Update.esm AND the next patch you wanted to clean,

    ...then exited and checked Update.esm, the last patch above, and the next patch you want to clean and so on, each time adding one more to the batch.

    So what you're saying is different: Clean Update.esm only, then exit; then clean the next mod ONLY, then exit, then clean the next mod, then exit, and so on, cleaning one mod at a time? And don't clean the Unofficial Skyrim patch.

    I had watched Gopher's tutorial video for Fallout New Vegas with TES4Edit (I think,) and he checked EVERYTHING when he ran the editor. That's scary...
  5. Sharlikran
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    @ Sharlikran....I have a very odd occurrence....as I am slowly rebuilding my game and feeding mods back in one at a time, one mod I have been using for some time now is suddenly responsible for crash to desktop at the Bethesda Logo. I had been using it successfully before my big crash, but it is now unusable, does that make any sense to you? I have found a re-placer mod that works fine, am bamboozled by the sudden crashing of the other though. Both Alchemy mods that add a more realistic amount and ingredients (all vanilla) possibilities to the game.
    There is really no simple way to explain that. The new Video that Gopher has made talks about 1 thing that I could use as an example. In his new video he deletes a Deer and he explains what that is going to do if another mod comes along and tries to make changes to the reference he deleted. One of but many small blunders which cause issues later on.

    So if you have the current non-beta version of Skyrim, and if you already cleaned the Bethesda files, then if you install a mod and it crashes, let the mod author know. Simply add a friendly reminder but consider also that the mod may be perfectly clean, it may be perfectly safe to use however something loaded before it, or after it could reference something that causes a crash. This is why the automated cleaning is helpful for end users that want to clean the mod for the time being, but really need to wait for mods to be cleaned and updated by the mod author.

    With Gopher's video out now I think that will help get mod makers started. They can now look at their mod with TES5Edit and see what they have changed. Once they are more aware of why they need to clean their mods and then do so, it will help everyone be able to play a modded Skyrim without surprise crashes and without raising questions like I used this mod before now it does not work, why is that.
  6. Sharlikran
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    One of them is the Unofficial Skyrim Patch.esp I'm wondering if I should attempt to clean that given that a lot of attention has gone into it to fix problems in Skyrim.esm itself?
    Nope those are already cleaned and anything left behind even if it is Identical to a Bethesda master is intentional and it needs to be there.


    And a related question, if I've cleaned Update.esm and then apply a later version of the Unofficial Skyrim Patch, do I have to clean Update.esm again given that it has more updates in it than the version I have presently installed?
    No how it works is you clean the Bethesda masters and then, unless you update them through a patch, update, or when you verify the cache then you don't change them. Then if you want to clean a plugin you check only that plugin and let TES5Edit load it's dependencies and then clean it.

    Thanks for the reminder to add the unoficial patches to the Guide so that people don't clean them. That is in the tutorial but I'm not done with it yet. I will have the Tutorial done this weekend though.
  7. mike2977
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    @ Sharlikran....I have a very odd occurrence....as I am slowly rebuilding my game and feeding mods back in one at a time, one mod I have been using for some time now is suddenly responsible for crash to desktop at the Bethesda Logo. I had been using it successfully before my big crash, but it is now unusable, does that make any sense to you? I have found a re-placer mod that works fine, am bamboozled by the sudden crashing of the other though. Both Alchemy mods that add a more realistic amount and ingredients (all vanilla) possibilities to the game.

    Have you turned off automatic updates? Sometimes that can throw a new factor into your troubleshooting and not be aware of it.

    I ventured into TES5Edit for the first time today and cleaned Update.esm per the instructions for auto cleaning on the wiki (http://www.creationkit.com/index.php?title=TES5Edit_Cleaning_Guide_-_TES5Edit#Automated_Cleaning)

    Got the following in the messages:

    [Removing Identical to Master records done] Processed Records: 963 Removed Records: 50 Elapsed Time: 00:00

    and

    Undeleting: [REFR:00109CD2] (places COCMarkerHeading [STAT:00000032] in GRUP Cell Temporary Children of ForsakenCave02 Forsaken Crypt [CELL:0002FD85])
    [Undeleting and Disabling References done] Processed Records: 913 Undeleted Records: 1 Elapsed Time: 00:00

    I have not removed any of my 20 or so installed mods, nor have I gone on to clean the next mods installed. One of them is the Unofficial Skyrim Patch.esp (http://www.darkcreations.org/forums/files/category/18-unofficial-skyrim-patch/); I'm wondering if I should attempt to clean that given that a lot of attention has gone into it to fix problems in Skyrim.esm itself? And a related question, if I've cleaned Update.esm and then apply a later version of the Unofficial Skyrim Patch, do I have to clean Update.esm again given that it has more updates in it than the version I have presently installed?
  8. StayFrosty05
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    @ Sharlikran....I have a very odd occurrence....as I am slowly rebuilding my game and feeding mods back in one at a time, one mod I have been using for some time now is suddenly responsible for crash to desktop at the Bethesda Logo. I had been using it successfully before my big crash, but it is now unusable, does that make any sense to you? I have found a re-placer mod that works fine, am bamboozled by the sudden crashing of the other though. Both Alchemy mods that add a more realistic amount and ingredients (all vanilla) possibilities to the game.
  9. harris2
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    @ OakRain ok thanks a lot for your help!
  10. OakRain
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    @ harris2 - cleaning should not cause you problems with your game - in fact the opposite should be true so long as you use the automated cleaning on the official files.

    As for the nav mesh warning - at present there is nothing TES5Edit can do to correct them.The warning message is just that - a warning message.

    Quoting Zilav ( a member of the TES5Edit dev team) in response to a similar question about nav mesh error warning;

    "No it means that Bethesda screwed again (what a surprise) and made some irrevertable modifications which will 100% crash your game if there is a mod that references those deleted navmeshes. If you don't have such mods loaded later, then there will be no problems.
    It is a warning."