Chief Table Of Contents

xEdit Cleaning and-Error Checking

Contents...

•  7.1 Preface

•  seven.ane.one For modern authors:

•  7.i.ii For mod users:

•  seven.2 Overview

•  7.3 Three Easy Steps to clean Mods

•  7.4 Mod Cleaning Procedure

•  seven.4.i There are no intentional ITMs

•  7.4.2 Why must I clean one file at a fourth dimension?

•  7.iv.3 Different ways to activate Quick Automobile Make clean

•  7.iv.4 Cleaning renaming the EXE

•  7.four.5 Cleaning using a Desktop Shortcut

•  seven.4.half dozen Configuring QAC for your mod director

•  7.4.6.1 Configuring QAC for MO2

•  7.four.vi.2 Configuring QAC for Vortex

•  7.4.6.3 Configuring QAC for Wrye Bash

•  7.four.7 Quick Clean VS. Quick Motorcar Make clean

•  vii.4.7.ane Quick Make clean Method

•  7.4.7.two Quick Automobile Clean Method (Recommended)

•  7.4.eight Selecting a plugin to make clean

•  7.4.9 Sorting Chief File Load Orders

•  7.4.x When should y'all utilize Sort Masters?

•  seven.four.11 Using Make clean Masters to purge un-used Master File References

•  7.4.12 Listing Master File References from a specific plugin

•  7.4.13 Checking For Errors

•  7.4.14 Checking for Circular Leveled Lists

•  7.5 Appendix A

•  7.five.ane Types of Dirty Edits

•  7.v.ii Identical To Primary

•  7.5.three Deleted Reference

•  vii.5.iv Deleted Navmeshes

•  seven.5.5 Wild Edits

•  7.half dozen Appendix B - Manually Cleaning Dawnguard

•  7.7 Glossary

The primary reason for the presence of muddied mods is a lack of awareness of the issues surrounding dirty mods and the importance of modernistic cleaning. Equally such, a community-wide effort is required to raise awareness and so reduce the incidence of dingy mods.

It's NOT a proficient idea for everyone to only get ahead and clean their full load guild and then forget almost it.

The problem is twofold. First, to properly clean mods usually requires an understanding of the intent of the mod author. There might be implicit dependencies on other mods which are not function of the primary list. Second, and post-obit from the first, depending on how the cleaning was washed, people cease upward with slightly unlike versions of these modules, which is going to make support in case of problems a nightmare for the mod author.

Mod quality is a community-wide problem that needs to be properly addressed on a community level. Modernistic authors need to ensure that their mods are clean, considering they just need to clean their mod once for all time to come users to do good, whereas every unmarried user of a dirty mod would have to make clean information technology themselves, which is hugely inefficient.

The Loot team provides a focus for community efforts to raise awareness regarding mod cleaning, by accepting reports of dirty mods and attaching them to the relevant plugins in the LOOT masterlist as letters containing a link to this wiki page, along with whatsoever boosted information supplied. This data is and then extracted and displayed to the user past LOOT when information technology runs, and the data can also be accessed past other utilities that make use of the LOOT API. The consequence is a fundamental repository of information that can be accessed past anyone.

Clean your mods properly. All of them. You are the one who really knows the intention of your mod. Closely review all changes to make certain they preserve the intent of your modernistic.

•  Cleaning mods is Non just express to running the automated functions and be done with information technology. Manually review every override record your module(s) comprise to brand sure that that's actually what you intended to do.

List in your documentation that you HAVE cleaned your mods and which version of TES5Edit you used for it. If there were any implicit dependencies that yous had to observe while doing the cleaning, specifically list them and the rational for them.

Check whatsoever mods y'all use that do not specifically mention being properly cleaned (past basically doing a dry run of the cleaning process).

•  If any of your mods are dirty, inform the author. The modern authors are the ones that actually understand the intention of their mods. They are the ones that are in the best position to properly clean them. And if they only publish properly cleaned mods, the whole customs benefits from it.

•  If a modernistic has been deserted by its author or the writer is unwilling to set his mess, just leave a short note on the comments and/or in the RELz thread to salvage other mod users from wasting their time. Remember: stay civil; flaming doesn't help anyone.

•  If any of your mods are dirty, submit them to the Boodle team as directed in the LOOT readme, so that others can do good from your findings.

Preface by Wrinkly Ninja

xEdit provides several tools that assistance mod authors to make clean their mods of extraneous / duplicated references, ready deleted references and to merge plugins together. These utilities can assistance a modernistic author avert many conflicts with other mods and is considered a all-time practice. It is highly recommended that mod authors clean their mods before they are released to the general public, which can avoid silly and embarrassing compatibility problems after release and make for a more professional showing in the customs.

Mod quality is a community wide problem and needs to exist addressed on that level. If everyone just tweaks their load social club around and cleans mods they installed that's not going to motion us forward as a community. It is of import that if at that place are general issues with a mod that these exist made public and the author of the mod fixes them. With many of the possibly conflicting changes that a modernistic makes, it becomes a question of intent when cleaning them up, and only the mod writer tin give an authoritative answer to that.

This chapter is really dedicated to modernistic authors though users may also do good from the content. Mod Authors that utilize the various Creation kits should realize that the CK tin prepare the modified flag on a thing very easily, and that gets saved into your mod as an override to some standard object. The trouble comes when players integrate your modern with others that brand intentional changes to the standard object that y'all inadvertently saved – which is the cause of more than conflicts than whatever other kind between mods today.

Note: Those not convinced past now to read-through and sympathize the mod cleaning and merging procedure are sloppy and should exist sacked. For the honorable modders who want to contribute to the customs in the right manner, read-on.

Also know as QAC or Quick Motorcar Clean.

First download the latest version from the nexus. See Acquisition and Installation for more information.

After you take the latest version downloaded and installed you will use the file that has QuickAutoClean equally part of the proper noun as shown below.

exe already renamed

Hither is a summary of steps.

one. Run the QuickAutoClean Executable

ii. Choose the file to clean

•  Later on choosing the file to clean xEdit volition perform all the required cleaning needed automatically.

•  If used with Skyrim LE or Skyrim SE this includes any special cleaning requirements for Dawnguard.

three. Close xEdit to relieve the cleaned file.

4. (Optional simply helpful) You can provide the cleaning report at the end of the process to the LOOT team in the official LOOT thread.

In one case you run the QuickAutoClean Executable you lot will meet the plugin selection screen. Choose a plugin to clean by double clicking on the file name or place a checkmark next to the filename and click OK.

qac plugin select

Once xEdit finishes you will see the Loot report and xedit will say the cleaning procedure has finished in the Letters tab.

qac finished close xedit

Once the cleaning process is done, simply close xEdit to save the file. Y'all may then make clean other DLC or mods the same way.

Because there are then many ways to start xEdit in Quick Auto Clean manner Iii Easy Steps to clean Mods will show you lot how to clean a file. The process is the same for whatsoever file DLC or otherwise.

The Transmission Cleaning functions are deprecated and no longer available. Whatever guides suggesting a manual cleaning process are outdated. Please inquire the writer of the guide to remove any cleaning steps from their guide.

Elminster

If your mod contains intentional ITMs, and so at that place is something wrong with information technology. If you take a specific conflict with a specific mod and you lot create a compatibility patch with ITMs and that other mod equally principal, and so your ITMs will become identical to master, but conflict winner and don't become cleaned, ergo no intentional ITMs.

In that location tin be no intentional ITMs considering as mentioned making a patch and using the mod with these types of records equally a master would cause the records in the patch to become identical to master but the conflict winner. As mentioned in Why must I make clean ane file at a fourth dimension whatsoever record that is identical to the chief simply a conflict winner would non be cleaned from the mod.

The records you are trying to make clean are the records that override changes to vanilla values. It has always been explained that you can't load additional modules. It can plow identical to master into identical to main, but conflict winner where the later on will not be cleaned from the module. When those are EXACTLY the records you lot want to clean. So cleaning while having additional modules loaded makes the consummate process utterly pointless and a waste matter of time.

Cleaning with all your mods loaded would be similar looking for someone through a crowd of people. You can't see through the crowd and with all the mods loaded xEdit can't see only the masters of the plugin. This prevents it from calculating ITMs accurately.

While Quick Auto Make clean may be new nothing has changed. You would not have been able to clean with multiple mods loaded even with previous versions. People may have claimed to have done this in the past however, they were not cleaning their mods properly.

Bated from the Iii Easy Steps to clean Mods mentioned already, there are several ways to activate Quick Motorcar Clean. Cleaning renaming the EXE, Cleaning using a Desktop Shortcut, or by Configuring QAC for your mod manager.

The easiest manner is to use the EXE file provided when Downloading xEdit from the Nexus. It is already renamed properly to be used to clean your mods as shown beneath.

exe already renamed

You can add together "QAC" or "QuickAutoClean" to the filename and create a shortcut to use the Quick Make clean process. For Skyrim SE you lot would name it "SSEEditQAC.exe" or "SSEEditQuickAutoClean.exe" as shown below.

clean rename exe

When creating a shortcut go to the folder where you installed xEdit. Correct click the file proper name and choose "Transport To" and then "Desktop (create a shortcut)" to create a shortcut.

There are 2 parameters. -quickautoclean and -qac.

create-shortcut

The parameter will go in the "Target" box.

shortcut-properties

Quick video on how to add the parameter.

To run Quick Auto Clean from your mod manager you volition need to add -quickautoclean to the mod managing director'south launcher. The three methods shown are for Configuring QAC for MO2, Configuring QAC for Vortex, and Configuring QAC for Wrye Bash.

For MO2 you would add together the parameter to the Arguments.

MO2-Application-Dark-box

For more data yous can refer to the STEP Guide: xEdit

For Vortex you would add the parameter to the Command Line box.

vortex-launcher-box

For more information y'all tin can refer to the Nexus Wiki Tool Setup: xEdit

For Wrye Bash you will need to create a Desktop Shortcut get-go. Once you have done and so navigate to the Mopy folder for the game you are configuring. In this case I chose Skyrim Special Edition. Copy or Cut and paste the shortcut into the Apps binder as shown beneath.

qac-wryebash-appsfolder

The next time you lot launch Wrye Fustigate the QAC shortcut will appear in the tool bar at the bottom of the screen.

qac-wryebash-toolbar

The main difference betwixt Quick Clean and Quick Auto Clean is that Quick Make clean prompts y'all to salvage the file when closing xEdit after the cleaning procedure finishes.

Both Quick Make clean and Quick Motorcar Clean run through the cleaning process more than once. Running the process additional times corrects inconsistancies not corrected by completing the process only one time. Some DLC requires additional corrections that can only exist completed afterwards the process has run at least one fourth dimension.

The only disadvantage is that when using Quick Make clean you may have utilize the procedure more then in one case on some DLC. With Quick Automobile Clean this is non needed.

This method is for those who desire to be more involved in the procedure.

This procedure cleans 2 times. Some DLC requires that they are cleaned twice because after saving the cleaned modern'southward records are updated. The quick make clean procedure does not save in between each stride. When y'all close xEdit you volition have the pick to relieve the file with the changes or cancel. You lot will have to echo this step for any DLC that requires multiple cleanings.

To enable this procedure, you would create a shortcut on your desktop and add the -quickclean parameter.

quick-clean

This is the preferred and recommended method. You will accept to close xEdit one time the process terminates just everything is automatic.

This procedure cleans 3 times and saves in between each stride. Some DLC requires that they are cleaned twice because after saving the cleaned mod's records are updated. Considering the quick automobile clean procedure saves between each pace, you no longer need to clean DLC multiple times with the feature. Nonetheless, this process is automatic and y'all will not be able to end it. You will just be able to review the changes in one case the procedure is completed.

To enable this procedure, y'all would create a shortcut on your desktop and add the -quickautoclean parameter.

quick-auto

For quick automobile clean yous volition not be given an option to save. When finished you can review the changes, re-create the Loot info, and see any errors that occurred. For quick make clean you lot will exist presented with an option to salve the plugin or abolish.

If you accept not set up Quick Auto Clean yous can rename the EXE or add a command line Parameter to a shortcut or your mod director.

When selecting a plugin to clean double click a plugin name, or cheque 1 and click OK.

clean-plug-select

There are times in which the load order of Master files gets switched effectually when you add/change load orders. The, "Sort Masters" role corrects the primary file load club in the Plugins chief list, and correctly renumbers all file specific FormIDs

image140

There is no specific log-output from the function unless there is a problem. If y'all see "Washed sorting masters" and no issues or errors in the Messages Tab, and then the function sorted the masters correctly.

cleanmasters-done

Elminster

If a plugin has two masters that are siblings (one doesn't accept the other equally a master, so they can load in either order) and they are overriding the same record from an earlier master (e.g. both are overriding a record from the principal game master file), and then loading them in a different lodge will effect in a unlike version of the overridden record existence the "winner". But the plugin might depend on the winner being the i indicated by the gild in which it references the masters.

To put information technology another style the header of a file is like a small history of how the mods were sorted when the module was created. If the masters are but the DLC it is probably safety to sort the masters. It is also condom when there is one .esp file as a master along with DLC. The simply time you would want to closely examine the module is if it has more than i .esp file as a master. Because as mentioned above, the order of the masters may be important according to how the conflicts were resolved. If this is the example set these plugins to sort differently with Loot.

Main File References are links or references from your Plugin to whatsoever Master files (ESMs) that it depends on to run, and stores the list in a record called, "MAST". Near Plugins have the game'south ESM file in their master list, merely you can have many such links in a plugin. For example for Fallout3 each file will start with Fallout3.esm. If when yous create a Merged Patch with xEdit, it puts links to many or nearly-all of the master files in your mod list. It is possible in some cases for a Plugin to comprise a link to a master file that it does not demand.

For example, suppose the Plugin we are cleaning had MasterB.esm in its master list but it doesn't comprise whatever overrides for, or makes any other references to, records from MasterB.esm. In that instance we would not need nor want MasterB.esm listed in the master record for our Plugin! This part detects any un-used primary references in the Plugin nosotros are cleaning, and removes them from the Primary list. xEdit also renumbers any file specific FormIDs in the Plugin to ensure that it is cleaned properly.

The screenshot beneath illustrates how to activate the, "Clean Masters" function:

image146

Unfortunately in that location is no log-file output for this office. If you run across "Done cleaning masters" and no issues or errors in the Letters Tab, so the function cleaned the masters correctly.

The screenshot beneath illustrates how the BetterCaravans modernistic looks at present that it's clean, with information technology's new sparkly (assuming)-Light-green text in the Navigation Tree (A):

image148

At this signal you should salve your mod and load it up in-game to brand certain that everything is still happy.

NOTE: You should not remove masters from other people's mods! You will drastically touch the mod and information technology will no longer perform the changes the author intended. Information technology is the responsibility of each modernistic writer to remove unused masters. Y'all can request that the mod author provide another version. Please be respectful if they refuse to remove masters as some mod authors intentionally override specific records for the mod to affect the game the way they intended.

list-ref-master

When using Clean Masters if references are withal in employ the Master will not exist removed from the master list. In order to list references we will be using a script named Listing records referencing specific plugin.pas. This may take a while depending on how many references there are in the Plugin.

list-ref-master-done

For the to a higher place case I chose to list the references used past 04 for PointLookout.esm.

A notification will appear in the letters tab when the operation is complete. All of the records referencing the plugin volition be listed. You will need to properly deal with all the references before xEdit will remove the principal. This could mean changing a reference to reference another master or removing the reference entirely.

NOTE: You should not remove masters from other people'southward mods! Y'all will drastically affect the mod and it volition no longer perform the changes the author intended. It is the responsibility of each mod author to remove unused masters. You can request that the mod author provide some other version. Please be respectful if they refuse to remove masters as some mod authors intentionally override specific records for the mod to affect the game the way they intended.

There are errors in the official DLCs. Do not attempt to correct them.

The "Check for Errors" office reports whatsoever instance in which the data contained in a module file does not friction match the xEdit record definitions. There is a very minimal chance that something that'southward reported as an error is an oversight in the xEdit record definitions and not in the module, but all cases should be reported to exist safe. Running the check is a recommended practice as function of the mod-cleaning process equally shown below:

image150

When the fault-check is consummate, the screenshot below shows you how the output will look when errors are found in a module:

PACK \ Locations \ PLDT - Location 1 \ Location -> Found a Goose egg reference, expected: ACHR,ACRE,PBEA,PGRE,PLYR,PMIS,REFR

In this example a reference was constitute but xEdit expected a dissimilar type of reference. These kinds of errors are non serious and should be sent to Elminster to ensure xEdit has the correct information.

checkerrors-expected

TES4 \ ONAM - Overriden Forms \ Form #0 -> [1300DBC4] < Error: Could not be resolved >

In this example nosotros found Unresolved Reference errors (Ouch!) These errors are very serious equally they indicate a tape from the mod is trying to reference something, only what it is looking for is missing from the modernistic or the master of the modern. Modern authors should never leave these uncorrected! They should be corrected by the mod author and not by y'all!

checkerrors-unresolved

If other errors were institute such as information that is missing, Flags or Idle Timer Settings, then those errors should be corrected past the mod author and non by you!

image154

With mods it is possible to have Leveled Lists that reference other Leveled Lists that are perfectly valid. Still, it's possible in some cases that a modernistic builds a circular reference (with every bit lilliputian as 2 leveled lists directly referencing each other, or any number of additional leveled lists in the concatenation). When the game engine and then tries to resolve that leveled lists down to a particular item/creature/NPC, it tin can go caught in the endless loop and crash. This function looks for such cases and identifies them if they exist:

I accept not yet found an case in any mod of such a circular leveled list, just I do know that they exist and that xEdit tin can spot them. If you don't get whatsoever output from running this function, then the checked mod is clean of such loops.

7.5.2 - Identical To Master

Call up at that place are no intentional ITMs.

Identical to Primary (ITM) edits are the most common type of dirty edit. They're where a modernistic has overwritten something in the game without making an actual change. If another mod higher up in the load gild makes an intentional alter to that thing, it volition have its effect cancelled out by the ITM tape, which tin can cause problems. ITM edits can be cleaned automatically using xEdit.

Example 1: Identical To Main Edits

Consider a quest mod in which the writer has also changed the properties of some sneaking settings to better fit with other areas of the quest mod. The author and so after decides the sneaking changes are unnecessary, setting them dorsum to their original values. If this quest modern were then loaded subsequently a mod that overhauls the sneaking system, the sneaking overhaul's effects would exist at least partially undone by the quest mod, which is not the upshot intended by the writer of either modern, nor the outcome desired by the user.

The solution would be to make clean the quest modernistic, which would remove the ITM edits and allow the sneaking overhaul mod to function equally intended.

vii.5.iii - Deleted Reference

Deleted references are a significant crusade of crashes and game bugs. This is considering if ane mod tries to modify a reference that another modernistic has deleted, then the first modern cannot detect the reference, and this then causes problems. A deleted reference tin can be stock-still by undeleting and so disabling the references and moving it to a position where it is no longer visible in the Creation Kit (xEdit sets the Z axis position to -30,000 units). This has the same effect equally deleting the reference, without causing issues. Deleted references tin be cleaned automatically using xEdit.

7.five.four - Deleted Navmeshes

Like deleting records, deleting navmeshes can cause crashes. However, these cannot be automatically corrected, and require manual cleaning.

7.5.five - Wild Edits

Wild edits are unintentional or misdirected edits to game elements by a mod author that cause unnecessary conflicts with other mods. They are called wild edits because they ofttimes appear to have been made haphazardly with no relation to the author's stated intentions. Because detecting wild edits involves knowing what the modern is supposed to do, they must be cleaned manually.

Ane example of a wild edit would be when a container is incorrectly modified to include an item, simply instead of just that one container including the item, the result is that all containers of the same blazon include the item. If the description of the modernistic states that an particular is added to a specific container, and so information technology is clear this is a wild edit and the mod should exist cleaned by fixing the wild edit.

The image used is from alt3rn1ty's guide on AFK Mods. The pace is shown here because there is no longer a manual cleaning process, and you never needed to apply any filters to perform this step in the outset identify.

NOTE: This is the only step required. The onetime guide is obsolete. You practise not need to ostend that this is the simply step. If in that location were more than steps they would be shown .

Stride 1: Remove XEZN subrecord from RiftenRatwayZone.

•  In the upper left corner enter 00016BCF into the FormID field in xEdit. Later yous enter 00016BCF press [ENTER] to leap to that cell.

•  Scroll to the right and scroll downwards until you see the XEZN field. Right click the indicated sub-record, and choose Remove.

Ratway-Zone-Change

This glossary contains definitions for the general modding terms and cleaning-specific terms used in this guide.

Mod: A modification for Skyrim. Can be actor made or official DLC.

Plugin: A file with an extension of .esp, .esl, or .esm (well, information technology'due south what's inside the file that matters, but the file extension is a pretty adept inkling).

Tape: A data structure inside a plugin that holds the information on one element of the game. For example, each type of weapon, each race, each potion, etc. have different records.

Rule of One: Only 1 plugin'due south changes to a record can exist applied past the game. If multiple plugins modify the same tape, then the changes from the terminal of those plugins in the load lodge will exist practical. At that place are a few exemptions, e.g. if multiple plugins put things into the same jail cell, so all those things will be seen in-game, but in general the rule holds for not-complex tape types (and complex tape types are across the telescopic of this guide).

Load guild: The order in which plugins are loaded.

Dingy mod: A mod that contains dirty edits, wild edits, deleted references or any combination of them.

Dirty edit: An edit made which is unnecessary, often caused by Cosmos Kit bugs or authors making unintended edits and so undoing them incorrectly. Such edits can exist cleaned automatically.

Identical To Main edit: A type of dirty edit made where the edited value(s) is/are identical to the value(southward) without the edit.

Wild edit: An edit made which is not consistent with the intent of the mod, often acquired by authors accidentally making small edits or trying to perform an edit in the wrong way. Such edits must be cleaned manually.

Deleted reference: A reference to a record that has been deleted. For example, placing a Silver Sword into the game earth creates a Silver Sword reference there, which may and then be removed past deleting information technology.

Dependency: A plugin upon which another plugin relies. For instance, Skyrim.esm is a dependency for most mods.

Explicit dependency: A dependency that is recorded within the dependent plugin, such that the game cannot be loaded without the dependency beingness satisfied.

Implicit dependency: A dependency for which at that place is no indication given inside the dependent plugin, and which tin only be determined by considering author intent.