Removing Unwanted Changes from a Plugin

From The Elder Scrolls Construction Set Wiki

[edit] Cleaning up a plug-in

Seems to me there is no way to delete any of the objects you create. I've made a lot of stuff for my mod that isn't used anymore and I would like to get rid of it. Also, I somehow accidently modified some of the horses, so now my mod is not compatible with Call Steed + Saddlebags. How can I fix this?

-- Answer -- Open TES:CS, then when you're selecting your mod in the data file list, click details. Go and find the reference that you no longer want to be associated with your mod. Select it, and press delete. Accept the box saying it will be ignored. Now go into your mod, make any change to any aspect so you can save it, then save. The Ignored reference will no longer be part of your mod. -Tandem


JBurgess 23:01, 6 April 2006 (EDT) You might want to add this to the Solutions category.

More info can be found on the File Details page. Scruggs 12:32, 8 October 2006 (EDT)

[edit] From "Reverting to Vanilla Oblivion"

So I decided to start modding and I'm almost done with my first mod. However, it seems that I accidentally deleted the BravilHouseForSale bed and saved it in my mod. I assume this happened when I was looking at other interior designs for ideas, techniques, and inspiration. The mouse must've slipped and "poof"... no more place to sleep for the player.

Right now I did a work around where I put the bed back in my mod. The thing is, my mod isn't supposed to even touch the Bravil House. How would I go about removing all the changes I made to the BravilHouseForSale from my mod so that way the Vanilla Oblivion cells take over again? I tried deleting the cell from my mod but the Construction set wouldn't let me do that. I tried doing a shift-select-all and deleting all the objects of the Bravil House, but that just made it so I could no longer enter the Bravil House. It just seems odd to me that I can't find a way to remove pieces from my own ESP.

EDIT: Tried to use TES4 Plugin Utility - Version 11.1 to delete the Bravil components from my mod, but all that did was remove the "fix" where I had re-placed the bed. Reopening the esp in the construction set shows the Bravil House once again without a bed. Saving in the Construction Set without making any changes makes the changes re-appear in the plugin utility. This is a strange, strange bug.

Sickleyield 12:57 PST 12/05/06

That's what the details screen is for. ;)

In the CS loading screen where you select mods or the esm from the list, there is a button which says "details." When you select a mod as active and click this button, it shows you a list of everything in the mod that has been changed from the default game.

If you scroll down through the list until you find the bed reference, then flag it "ignore," the mod will revert to the default or vanilla state and the bed will be back where it belongs.

The details screen can be quite useful in creating a clean mod. I always use it to check and make sure I haven't changed anything that shouldn't be changed before releasing a mod.

[edit] From "Repositioning a Referenced Object"

While making my mod I did a couple of bug fixes to the game, unfortunatly it seemes that if you move a referenced object, or an activator with a link to another, they'll move in the editor, but not in the game. I'm sure you've noticed this... Well, unfortunatly I didn't, so I've more or less wrecked two quests. I don't want to redo my mod because it's getting on towards ten megs of good dungeons, is there any way to fix this?


Inu yasha 11 November 2006

Waerloga Yes. You can specifically remove any unwanted changes to your Mod via the File Details Panel

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