thek8ikat Posted March 31, 2017 Posted March 31, 2017 So I have used quite a few mods in the past that have a LARGE amount of clothing/armor. However, I will often only use a few in a set as most are either too skimpy for my taste or just not my style. These mods use up a lot of memory (sometimes GBs) and I already have a somewhat heavy load order, so is there any way to remove what I want without breaking the esp? Thank you for any help!
allsunday Posted March 31, 2017 Posted March 31, 2017 I do the same thing with Monster/Creature mods. If there's a creature that I don't like, I simply load the .esp up in the Creation Kit, look up the form IDs, and then delete it. In JackGa's Monster Addon the Dwarven Centurion is replaced with Iron Man's Hulkbuster. LMAO, WTF?? So I deleted the IronMan from the .esp and the Centurion is back to normal in my game. The mod ERF Succubus on this website kept spawning Succubus enemies every 10 ft so I just loaded the .esp and deleted the enemy. I never see an annoying naked Succubus attacking me anymore, I only wanted the mod for the two followers. I'm not sure if what I'm doing is correct but it's definitely working. There's extra information about spawn points that pop up when you delete a character or an item and I have no idea what it even means. I just press OK.These programs like TESVEdit and the Creation Kit are easy to use but they're definitely not user friendly. A casual user like myself must read through hundreds of pages of text just to figure out where to friggin click. It makes sense because nobody put in the time and resource to make these programs user friendly... they only make the programs and say, "Here you kids go! Have fun!"
Lodakai Posted March 31, 2017 Posted March 31, 2017 It really depends on the mod... some mods will be as easy as just deleting the simple entry from the armor list.. sometimes you have to go deeper and make sure its not on any leveled lists... sometimes you want to override the armor with a subpatch or by reinforcing the original look with an override into bash... sometimes you want to override assets such as mesh texture files. So the answer is: It depends.. which mod?
thek8ikat Posted March 31, 2017 Author Posted March 31, 2017 I do the same thing with Monster/Creature mods. If there's a creature that I don't like, I simply load the .esp up in the Creation Kit, look up the form IDs, and then delete it. In JackGa's Monster Addon the Dwarven Centurion is replaced with Iron Man's Hulkbuster. LMAO, WTF?? So I deleted the IronMan from the .esp and the Centurion is back to normal in my game. The mod ERF Succubus on this website kept spawning Succubus enemies every 10 ft so I just loaded the .esp and deleted the enemy. I never see an annoying naked Succubus attacking me anymore, I only wanted the mod for the two followers. I'm not sure if what I'm doing is correct but it's definitely working. There's extra information about spawn points that pop up when you delete a character or an item and I have no idea what it even means. I just press OK. These programs like TESVEdit and the Creation Kit are easy to use but they're definitely not user friendly. A casual user like myself must read through hundreds of pages of text just to figure out where to friggin click. It makes sense because nobody put in the time and resource to make these programs user friendly... they only make the programs and say, "Here you kids go! Have fun!" LMBO. I had to check that out. XD That's true. I was just worried because I messed with a mod before - A LOT - and it crashed my game. It wasn't 100% a clothing one though. I'll try it out. Thanks. It really depends on the mod... some mods will be as easy as just deleting the simple entry from the armor list.. sometimes you have to go deeper and make sure its not on any leveled lists... sometimes you want to override the armor with a subpatch or by reinforcing the original look with an override into bash... sometimes you want to override assets such as mesh texture files. So the answer is: It depends.. which mod? Yeah. That's true. Foxmerged.
Lodakai Posted March 31, 2017 Posted March 31, 2017 Foxmerged just merges the fox6000 collection of armor sets. You have a few options here. Since you only use a handful of them... you could probably find them as individual files.. some might have them here if you look around. OR You can remove the items you do not like from the armor section using tesvedit.. as well as the corresponding armor addon, constructable object reference, and leveled list entry for the fox shop for the items you do not want... as well as the corresponding nif and texture files as well. --------------------- But honestly.. if you know the ones you use.. it would not take too much digging around to do a google search for "skyrim fox6000 fox 28" for example. This will point you right back here where Dianne so graciously provided. You can then create your own merge of these. using http://www.nexusmods.com/skyrim/mods/69905/? or just leave them in as individual files.. if you are not comfortable with tESVEdit.
gregathit Posted March 31, 2017 Posted March 31, 2017 The best option, depending on "how many" of course, is to throw everything except what you want to keep away (including the esp, which probably has dirty edits in it anyway) and build your own esp for clothing and armors. Save esp slots and reduce the chances of dirty edits mucking up your game.
allsunday Posted April 1, 2017 Posted April 1, 2017 The best option, depending on "how many" of course, is to throw everything except what you want to keep away (including the esp, which probably has dirty edits in it anyway) and build your own esp for clothing and armors. Save esp slots and reduce the chances of dirty edits mucking up your game.This is such great advice only problem is if noobs like myself knew how to do this already we wouldn't have questions in the first place. Trying to Google something as simple as "create .esp for armor/non vanilla item/new mod/custom armor" has yielded nothing but completely unrelated results.You'd think that with thousands of people creating new items for Skyrim everyday someone somewhere would have written down how to do it. One answer, 20 new questions. Thanks, now my head is spinning. I'm trying to think hard about how to recreate an .esp for an already existing armor mod and the only thing I can think of is to not throw way the original .esp like you said but load it into the Creation Kit so that the Creation Kit can detect the assets to begin with... then maybe make a duplicate of the items I like? I dunno. Now I'm lost. Will it's spawn points be copied? Do I have to make new spawn points for it? Do I have to add it to the leveled lists? Yeah, sorry, amazingly advance answer that noobs like myself can make no sense of.
Lodakai Posted April 1, 2017 Posted April 1, 2017 you can use the CK or various other tools. Tons of youtube videos that can go through it. https://www.youtube.com/results?search_query=skyrim+creation+kit+how+to+make+custom+armor+ You can also use TES5Edit ETA: See below.. that reference is newer
gregathit Posted April 1, 2017 Posted April 1, 2017 Not sure what you actually googled, but I did the same thing and here is what I pulled up: http://www.loverslab.com/topic/16050-tutorialwip-the-basics-of-making-and-editing-esps-for-skyrim/ That should get you through some of the basics. Once you have this under your belt, holler about anything that bogs you down. Cheers, Greg
Allannaa Posted April 1, 2017 Posted April 1, 2017 Usually it's safe to get rid of stuff you don't use, but what I generally do is Ctrl + F things FIRST. And half the readers are going huh wha? I search for instances of the item, using either text search, or the Use Info in the object window. Once I find the UNwanted item, I highlight it and press Ctrl + F on the keyboard. This brings up the replace menu, which is pretty self-explanatory. You can replace an item with items of the same category, or not -- checkbox You can replace the item globally or not -- uncheck all 3 bottom boxes You can replace a specific instance... etc, you get the idea. Then I check Leveled Lists (Items > Leveled Items) and delete the item in question; a lot of times I'll add a similar item in its place. For instance, I find it stupid that in addition to a gazillion variations of alchemy-crafted Restore Health, there are also five already-made versions of it. So, I replace Restore1 with Restore2, globally and in lists (but not in NPC inventories).... Replace Restore3 and Restore5 with Restore4. Cleans up the potion bag window and makes me less nuts. I've done the same thing with armour. I made "Stained Glass Armor" years ago -- various re-colours of Glass armour, none of which are replacers. But I personally don't use all the colours I made. I only use blue and yellow. So, I simply deleted everything BUT the blue and yellow. Just remember, with armour, clothes, and jewelry, you have not only the ITEM, but also the AA (Armor Add-on) to get rid of. You'll also have to get rid of the 1st Person models of any weapons you do this with. But unless there's something scripted to the armours you don't want/need, then no, you won't break anything by just deleting what you don't like. HOWEVER -- be very sure you've got either the download link, or an untouched copy, of the mod you're modding, in case something does go horribly wrong. That way you can start over if you have to. Good luck!
Allannaa Posted April 1, 2017 Posted April 1, 2017 Also, if you want very simple tutorials on the CK -- and the Wiki doesn't have them -- there is a thread on the Nexus that I maintain, which is exactly that -- Simple tutorials, no videos so that you don't get frustrated if you can't hear, don't speak English, or don't have a good connection, and links to various things. I'm not touting that site or anything, by the way; it's just that it's the place I happened to start using way back in Oblivion days, and let's face it, it's the site that generally pops up first on a google search for anything Skyrim related. The CK isn't that intimidating (except for scripts. I leave script scariness to other people. Like, I dunno, Lodakai and CPU and Vinfamy) I can post a tutorial if you want, or I can even PM you a very basic tutorial. It honestly isn't hard. If it was, do you think a crabby old lady could have learned to use it? hehe
allsunday Posted April 1, 2017 Posted April 1, 2017 Not sure what you actually googled, but I did the same thing and here is what I pulled up: http://www.loverslab.com/topic/16050-tutorialwip-the-basics-of-making-and-editing-esps-for-skyrim/ That should get you through some of the basics. Once you have this under your belt, holler about anything that bogs you down. Cheers, Greg Well... unfortunately, that link you provided doesn't explain how to make an .esp for new, non-vanilla assets like you were talking about. It only explains how to make an esp for vanilla assets. Thanks... I guess.
allsunday Posted April 1, 2017 Posted April 1, 2017 Usually it's safe to get rid of stuff you don't use, but what I generally do is Ctrl + F things FIRST. And half the readers are going huh wha? I search for instances of the item, using either text search, or the Use Info in the object window. Once I find the UNwanted item, I highlight it and press Ctrl + F on the keyboard. This brings up the replace menu, which is pretty self-explanatory. You can replace an item with items of the same category, or not -- checkbox You can replace the item globally or not -- uncheck all 3 bottom boxes You can replace a specific instance... etc, you get the idea. Then I check Leveled Lists (Items > Leveled Items) and delete the item in question; a lot of times I'll add a similar item in its place. For instance, I find it stupid that in addition to a gazillion variations of alchemy-crafted Restore Health, there are also five already-made versions of it. So, I replace Restore1 with Restore2, globally and in lists (but not in NPC inventories).... Replace Restore3 and Restore5 with Restore4. Cleans up the potion bag window and makes me less nuts. I've done the same thing with armour. I made "Stained Glass Armor" years ago -- various re-colours of Glass armour, none of which are replacers. But I personally don't use all the colours I made. I only use blue and yellow. So, I simply deleted everything BUT the blue and yellow. Just remember, with armour, clothes, and jewelry, you have not only the ITEM, but also the AA (Armor Add-on) to get rid of. You'll also have to get rid of the 1st Person models of any weapons you do this with. But unless there's something scripted to the armours you don't want/need, then no, you won't break anything by just deleting what you don't like. HOWEVER -- be very sure you've got either the download link, or an untouched copy, of the mod you're modding, in case something does go horribly wrong. That way you can start over if you have to. Good luck! Thank goodness! Someone who actually tells me where to click. Such a rare find. Because that's normally the hardest part for most people, "Where the heck do I click?". Sorry to original poster of this that I hijacked your thread. This will be my last response because everything Allannaa says actually makes sense because it's easy to follow along. I've gotta go check out that nexus link.
Allannaa Posted April 1, 2017 Posted April 1, 2017 Okay, here's how to make an ESP -- vanilla or anything else. Open the CK Load NOTHING, and click SAVE. You'll be prompted to enter a name. Type something like AllSundaysArmorTweak. Hit Enter. So far, nothing scary, right? Now, open the File dropdown again, and click the mod you're getting the assets from - Let's pretend it was AllaSkyrimStainedGlass. Also click AllSundaysArmorTweak, and make sure you set that to the ACTIVE PLUGIN. Let the CK load. Click YES TO ALL on any of the pop up windows. Most of them are not mod related, so they don't matter. Once the CK is loaded, find AllaThingYouWant. Highlight it, and right-click DUPLICATE it. Do this for the armour, gloves, boots (whatever). Then do the same thing for the Armor AddOn. Then do the same thing for the Recipe in Items > Constructible Objects. You'll also have to copy any TextureSets (Miscellaneous > TextureSet) Most importantly, be sure you have the MESHES and TEXTURES, in your Skyrim > Data folder, cuz you're gonna need them of course. Once you have duplicated everything you need -- Armour, Armor AddOn, TextureSet, Recipe, Tempering Recipe -- Then click Save in the File dropdown. Now click Exit. Some people say there's no need; I've found over the decades (with the old Construction Set in Oblivion, and now with the CK) that it's better to Save and Exit. You've just made your own ESP! Fire up the CK again, and click AllSundaysArmorTweaks, set it as the Active Plugin, and look in the small area on the right of the window. That lists the Masters for that plugin, or the Dependencies for it. If AllaStainedGlassArmor is listed, highlight it and press Ctrl + Delete, and Yes or OK to whatever boxes pop up. Then load your mod as usual. You'll have a bunch of stuff that says AllaCottonArmorDUPLICATE001 and similar. Rename them if you like -- and when you get the pop up that says "Create New Form" TELL IT NO! You'll have to go through and ensure that each piece of armour has its proper armor add-on, and there may be an Armor Addon for beast races or for various genders, so make sure you, well, Add them On to the piece in question. Once you've done that for every piece you copied, click File > Save. Wuwu! You just made a mod! It wasn't that hard, was it? Just a little tedious. But you did it!
allsunday Posted April 1, 2017 Posted April 1, 2017 Okay, here's how to make an ESP -- vanilla or anything else. Open the CK Load NOTHING, and click SAVE. You'll be prompted to enter a name. Type something like AllSundaysArmorTweak. Hit Enter. So far, nothing scary, right? Now, open the File dropdown again, and click the mod you're getting the assets from - Let's pretend it was AllaSkyrimStainedGlass. Also click AllSundaysArmorTweak, and make sure you set that to the ACTIVE PLUGIN. Let the CK load. Click YES TO ALL on any of the pop up windows. Most of them are not mod related, so they don't matter. Once the CK is loaded, find AllaThingYouWant. Highlight it, and right-click DUPLICATE it. Do this for the armour, gloves, boots (whatever). Then do the same thing for the Armor AddOn. Then do the same thing for the Recipe in Items > Constructible Objects. You'll also have to copy any TextureSets (Miscellaneous > TextureSet) Most importantly, be sure you have the MESHES and TEXTURES, in your Skyrim > Data folder, cuz you're gonna need them of course. Once you have duplicated everything you need -- Armour, Armor AddOn, TextureSet, Recipe, Tempering Recipe -- Then click Save in the File dropdown. Now click Exit. Some people say there's no need; I've found over the decades (with the old Construction Set in Oblivion, and now with the CK) that it's better to Save and Exit. You've just made your own ESP! Fire up the CK again, and click AllSundaysArmorTweaks, set it as the Active Plugin, and look in the small area on the right of the window. That lists the Masters for that plugin, or the Dependencies for it. If AllaStainedGlassArmor is listed, highlight it and press Ctrl + Delete, and Yes or OK to whatever boxes pop up. Then load your mod as usual. You'll have a bunch of stuff that says AllaCottonArmorDUPLICATE001 and similar. Rename them if you like -- and when you get the pop up that says "Create New Form" TELL IT NO! You'll have to go through and ensure that each piece of armour has its proper armor add-on, and there may be an Armor Addon for beast races or for various genders, so make sure you, well, Add them On to the piece in question. Once you've done that for every piece you copied, click File > Save. Wuwu! You just made a mod! It wasn't that hard, was it? Just a little tedious. But you did it! Aha! I get it! Basically to create a new .esp for non-vanilla items, first create a completely blank .esp "template" and set it as Active -- it was so obvious! Lol. And, secondly, you shouldn't actually throw way the original author's .esp as previously mentioned by the other guy becsuse it's still required for the CK to recognize & load the non-vanilla assets for your editing pleasure. Thanks a million. Now THAT makes sense.OK, I'm done hijacking this thread. Sorry again, OP.
Allannaa Posted April 1, 2017 Posted April 1, 2017 Aha! I get it! Basically to create a new .esp for non-vanilla items, first create a completely blank .esp "template" and set it as Active -- it was so obvious! Lol. And, secondly, you shouldn't actually throw way the original author's .esp as previously mentioned by the other guy becsuse it's still required for the CK to recognize & load the non-vanilla assets for your editing pleasure. Thanks a million. Now THAT makes sense.OK, I'm done hijacking this thread. Sorry again, OP. Erm, not exactly. You DO NOT have to have the original ESP as a required file for YourNewEsp. That's what the whole "highlight and press ctrl + delete" part was all about. Once you duplicate the records, you no longer need the original. But you DO have to have the assets, such as Meshes and Textures. And if you're going to release YourNewEsp as a mod, you ALSO have to get permission from the original creator.
allsunday Posted April 1, 2017 Posted April 1, 2017 Aha! I get it! Basically to create a new .esp for non-vanilla items, first create a completely blank .esp "template" and set it as Active -- it was so obvious! Lol. And, secondly, you shouldn't actually throw way the original author's .esp as previously mentioned by the other guy becsuse it's still required for the CK to recognize & load the non-vanilla assets for your editing pleasure. Thanks a million. Now THAT makes sense.OK, I'm done hijacking this thread. Sorry again, OP. Erm, not exactly. You DO NOT have to have the original ESP as a required file for YourNewEsp. That's what the whole "highlight and press ctrl + delete" part was all about. Once you duplicate the records, you no longer need the original. But you DO have to have the assets, such as Meshes and Textures. And if you're going to release YourNewEsp as a mod, you ALSO have to get permission from the original creator. Lol. But I know that. I only said it's required in order for the CK to load the non-vanilla assets for your editing pleasure as per your instructions. I understand it doesn't need to be a Master for the new .esp you create since it basically contains the same exact instructions and the whole point of this was to create it as a Replacement.
thek8ikat Posted April 1, 2017 Author Posted April 1, 2017 Oh. Yeah - so I thought that the Fox downloads were exclusive at Modtype or something. I'll look them up sometime. Derp. XP XDBut there are a couple others I like - Tera Armors and Apachii Store.
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