zaira Posted July 8, 2016 Posted July 8, 2016 In order to adapt my Mod to Enderal I have to remove Dawnguard dependency. I removed all forms that have a Dawnguard reference manually in CK and did a Tes5Edit Cleanup Masters. Unfortunately the master was not removed - so there is a dependency left. I opened my esp with a hex editor and searched for DLC1 - found some references - removed them in CK but there is still at least one dependency left. How can I unveil the dependencies in my mod?
zaira Posted July 8, 2016 Author Posted July 8, 2016 Found a solution : I have created an empty Dawnguard.esm, loaded my mod into Tes5Edit and checked for errors...
TnTTnT Posted July 8, 2016 Posted July 8, 2016 May I have that empty esm? I'm thinking of remove USLEEP dependency too.
zaira Posted July 8, 2016 Author Posted July 8, 2016 Sure... Simply rename to the master you want to replace, load in Tes5Edit and check for errors. The rest has to be done manually in CK EmtpyESM.7z
Guest Posted July 8, 2016 Posted July 8, 2016 You can do that in the CK if your file doesn't contain any entries from the master. No need to create empty ESMs. Launch the Creation Kit.Navigate to File >DataSelect any required plugins as normal.Select the plugin from the list and notice the list of parent masters on right.Select the master file to remove on the right and press Ctrl+Delete.If you receive an error regarding the ID, select "Yes."Click "OK."After the plugin is finished loading, save the changes." You should really try to google your issues next time. This has been asked a number of times in other forums.
zaira Posted July 8, 2016 Author Posted July 8, 2016 You can do that in the CK if your file doesn't contain any entries from the master. No need to create empty ESMs. Launch the Creation Kit. Navigate to File >Data Select any required plugins as normal. Select the plugin from the list and notice the list of parent masters on right. Select the master file to remove on the right and press Ctrl+Delete. If you receive an error regarding the ID, select "Yes." Click "OK." After the plugin is finished loading, save the changes." You should really try to google your issues next time. This has been asked a number of times in other forums. This is the best way to mess up your mod: CK does no re-numbering of form ids. When you rip of a dependency this way most of the forms included from other masters are broken. Tes5Edit supports renumbering but not removing... Google will help to destroy your mod
Guest Posted July 8, 2016 Posted July 8, 2016 Maybe CK will destroy your mod but not google. Google is your friend most of the time.
myuhinny Posted July 8, 2016 Posted July 8, 2016 You don't even need a empty .esm just make a copy of a .esm and name it to the master esm's name. Then load up TES5EDIT and let it load everything up. Next find the mod you want to remove the master from. Click on the + to the right of the .esp/esm name to get the drop down then click on the file header line and it'll pop up every master that is attached to that .esp/.esm in the right hand box. Next click the blank box to the right of the master files name and select delete master. Then close TES5EDIT and make sure to save what you did.
834159672 Posted July 25, 2017 Posted July 25, 2017 Sure... Simply rename to the master you want to replace, load in Tes5Edit and check for errors. The rest has to be done manually in CK Awesome, it works! There are a lot of mods with empty dlc dependencies but that's no longer a problem. Thank You!
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