hana120 Posted August 17, 2024 Posted August 17, 2024 Hello. I would like to know how to remove the dependencies of a mod. I’m trying to use this mod https://www.nexusmods.com/skyrimspecialedition/mods/45011?tab=description. Being on 1.5.97, I would like to be able to remove the dependencies from the CC for me to use it on 15.97. I don’t want to go through the AE. I hate this version!
Just Don't Posted August 17, 2024 Posted August 17, 2024 (edited) You need to load the plugin with all the dependencies in xEdit, remove all references to the CC plugins, remove unused masters and save your changes. There might be additional stuff to remove from scripts, in which case you'll need to recompile them in CK. Or use an old version that doesn't require the CC plugins. You can also just add the CC plugins to your 1.5.97 game, you don't need the latest executable really. You should also be using updated BSA files since these contain new assets that other mods might require eventually. Edited August 17, 2024 by Just Don't
Grey Cloud Posted August 18, 2024 Posted August 18, 2024 Can you not use one of the earlier versions that are available?
hana120 Posted August 18, 2024 Author Posted August 18, 2024 1 hour ago, Grey Cloud said: Can you not use one of the earlier versions that are available? All versions of the mods are under AE and require AE mods.
traison Posted August 18, 2024 Posted August 18, 2024 (edited) Pretty much what @Just Don't said. You need the dependencies to remove the dependencies. It's an unfortunate limitation we have when working with plugins. I do however remember waaaay back probably in pre-LE I made myself a little app to generate dummy plugins. Essentially empty esp plugins; empty as in, they have the header and such just no records. If I'm not misremembering, these dummy plugins were enough to get xEdit at the time to load plugins without me actually having the real plugins files. If it (still) works, this would probably be the only way to do it without acquiring CC content and other masters. Edit: Obviously don't need an app to do this these days. xEdit can make empty plugins. If there's no more direct way of doing it then this roundabout way works: Open xEdit. Select Skyrim.esm. Pick any random record from Skyrim.esm. Right click -> Copy as new record into... Change the name. Select the correct plugin type, probably esm of some sort. Give it a name. Remove the record you copied into the plugin. Save the new plugin. Copy-paste these dummy plugins and rename them to match your missing dependencies. See what happens. Edited August 18, 2024 by traison
Grey Cloud Posted August 18, 2024 Posted August 18, 2024 2 hours ago, hana120 said: All versions of the mods are under AE and require AE mods. Fair enough. Try this if you don't have the four CC mods: Install the Gods mod or just the esp. Fire up Wrye Bash, select the Gods esp and create dummy masters. Exit. Fire up XEdit and do a 'check for errors'. This should throw up all the references to the CC mods. Remove these. Do a 'remove unused masters'. Check that the CC mods are no longer listed as masters in the Gods esp. Save and exit XEdit. Delete the dummy CC masters and install the Gods mod. Obviously, if you have the 4 CC mods then you don't need Wyre Bash and the dummy masters.
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