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Removing unwanted NPC from package


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Posted

My wife won't be able to play Skyrim one more month but she wanted to know is it possible to remove unwanted NPC from a followers package mod in Tes5Edit. She saw very nice followers package on Nexus (5 followers) but she doesn't want them all. She only wants to install 2 of them from the package. Since we don't have and use Ck, we want to know if we can delete three others from the package before installing the mod. If it is possible and if you know how to do it, please, tell us. Thank you.

Posted
12 minutes ago, Elf Prince said:

My wife won't be able to play Skyrim one more month but she wanted to know is it possible to remove unwanted NPC from a followers package mod in Tes5Edit. She saw very nice followers package on Nexus (5 followers) but she doesn't want them all. She only wants to install 2 of them from the package. Since we don't have and use Ck, we want to know if we can delete three others from the package before installing the mod. If it is possible and if you know how to do it, please, tell us. Thank you.

 

You need the esp file to edit it with TES5, then you can open it and remove the followers under the NPC section.

 

Though if using a mod manager you'll have to use TES5 and remove the followers after installing the mod. Otherwise you could manually sort the folders of the followers you want to use although it's more time consuming.

Posted
2 minutes ago, Durante said:

 

You need the esp file to edit it with TES5, then you can open it and remove the followers under the NPC section.

 

Though if using a mod manager you'll have to use TES5 and remove the followers after installing the mod. Otherwise you could manually sort the folders of the followers you want to use although it's more time consuming.

Thank you. I will try that. So, if the mod is in bsa format, I have to cobert it to esp, do the changes and return to bsa? Right?

I'm using NMM.

Posted
13 minutes ago, Elf Prince said:

Thank you. I will try that. So, if the mod is in bsa format, I have to cobert it to esp, do the changes and return to bsa? Right?

I'm using NMM.

No, you're good. The BSA files is just textures, meshes etc archived. ESP file should be separate don't need conversions.

Posted
30 minutes ago, Durante said:

No, you're good. The BSA files is just textures, meshes etc archived. ESP file should be separate don't need conversions.

Thanks again. You was very helpful. :)

Posted
3 hours ago, Elf Prince said:

If it is possible and if you know how to do it, please, tell us.

If you get stuck, PM me the esp and the names of the followers you want and I'll do it for you.

 

 

Posted
5 hours ago, Grey Cloud said:

If you get stuck, PM me the esp and the names of the followers you want and I'll do it for you.

 

 

Thanks G.C. When that will be actual, I will let you gyus know. :)

  • 1 month later...
Posted
On 10/11/2019 at 12:51 PM, Grey Cloud said:

If you get stuck, PM me the esp and the names of the followers you want and I'll do it for you.

 

 

All right. Let me give you two examples.

1. I could successfully remove unwanted NPCs from the group and mod works, but,

2. If NPCs comes with houses or properties, the mod doesn't work. I tried both: remove only NPC's and remove them with their properties. In both cases mod doesn't work. The problematic mod is this one:

 

https://www.nexusmods.com/skyrim/mods/56741

 

I wanted to remove bakery store, clothing and seafoods NPC's and their properties. Bakery house is located on the same spot as the carriage and if overlaps it.

Posted
12 minutes ago, Elf Prince said:

2. If NPCs comes with houses or properties, the mod doesn't work. I tried both: remove only NPC's and remove them with their properties. In both cases mod doesn't work. The problematic mod is this one:

That sounds trickier but I'll have a look tomorrow (Saturday).

Posted

I would remove all worldspace and cell edits except the one that adds only the npc or object you want to remain and not edit anything else because if you delete npc or object and it has any other references you break the mod.

Posted
12 minutes ago, Grey Cloud said:

That sounds trickier but I'll have a look tomorrow (Saturday).

Thank you.

Posted
1 minute ago, RW311 said:

I would remove all worldspace and cell edits except the one that adds only the npc or object you want to remain and not edit anything else because if you delete npc or object and it has any other references you break the mod.

Thanks for suggestion.

You see. English is not my first language and I don't understand some stuff in T5E. So whatever I did, I always crewed the mod. I need someone who know what he is doing because I don't know what I'm doing.

Posted

Give me a few and I will get this mod and show some examples in images.

 

Spoiler

FINDNPCLOcation.thumb.jpg.e63bee23043d1b48bf0597d50d569762.jpg

 

Select NPC, click on referenced by tab in bottom right panel then look for ACHR this will give you reference number of cell or worldspace so you can find them or in later version of tes5edit just double click on ACHR and it will go to that reference.

Spoiler

RemoveNPCPlacer.thumb.jpg.b95b3e97b8f4d3b8f34733da844b5aac.jpg

 

 

Remove the Placed NPC reference will leave any other references to this npc intact so everything will still work with the mod just NPC will never be in the world unless you add them by console.

You can do this with objects but look there are many objects and they are all added independently so that is time consuming but still safer than deleting the objects from the mod.

If all you wanted from the mod was one or two npcs then you would copy them into a new esp and extract the facegen mesh and textures for them from the bsa and make a separate mod instead as it would be much easier than trying to delete the buildings and all other statics.

 

 

Edit to add, if NPC has scripted quest references better to not mess with them at all or you can break that quest unless you want to remove it entirely.

Posted
9 hours ago, RW311 said:

Give me a few and I will get this mod and show some examples in images.

 

  Reveal hidden contents

FINDNPCLOcation.thumb.jpg.e63bee23043d1b48bf0597d50d569762.jpg

 

Select NPC, click on referenced by tab in bottom right panel then look for ACHR this will give you reference number of cell or worldspace so you can find them or in later version of tes5edit just double click on ACHR and it will go to that reference.

  Reveal hidden contents

RemoveNPCPlacer.thumb.jpg.b95b3e97b8f4d3b8f34733da844b5aac.jpg

 

 

Remove the Placed NPC reference will leave any other references to this npc intact so everything will still work with the mod just NPC will never be in the world unless you add them by console.

You can do this with objects but look there are many objects and they are all added independently so that is time consuming but still safer than deleting the objects from the mod.

If all you wanted from the mod was one or two npcs then you would copy them into a new esp and extract the facegen mesh and textures for them from the bsa and make a separate mod instead as it would be much easier than trying to delete the buildings and all other statics.

 

 

Edit to add, if NPC has scripted quest references better to not mess with them at all or you can break that quest unless you want to remove it entirely.

Thank you for this. I will try it. The mod just adds some NPCs and thier houses/shops to Riverwood. No quests. My wife wants this mod becasue it adds house for adoption the children. I asked her why she wants it since her storytelling blog is not about the family and children, but she wants it. it is wise to please your wife. :)

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