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Fallout 4 Remove Npc Clothes: How to Unlock All Clothing Options with Cheat Terminal



If you want to add it back you have to use the 'additem ' command, and look for the ID's from just use this mod: it makes comapnions clothing removeable and wearable.Posts: 3392 Joined: Tue Jun 13, 2006 8:59 am.


I don't want encumbrance removed or have it be a non-issue, but I don't want it to hamper my experience either. Welcome to backpacks. What we've been asking for, since. I can't even remember. It does what it should do.




Fallout 4 Remove Npc Clothes



Thanks mod.NanosuitType: CustomizationDoesn't this look cool? And it looks different from all the monotone outfits in Fallout 4. All seven of them. Need more stuff. I would advice you to get a mod to remove the encumbrance (yes, I know the same can be done with console commands). It is a staple of these games, and probably counter intuitive with your list of mods to increase the difficulty, but the mechanism gets ridiculous in Fallout 4, specially when considering settlements and the need to pick random trash.Unless your specs are heavily bias toward strength, you will get encumbered twice or thrice for every single quest mission.


At first I was just equipping the clothes, so when I exited the game and returned, the settlers just changed to the default clothes, but the modded ones were still in the inventory. I quickly solved this by removing the default clothes from their inventory.


- When gifting clothesThank you so much! I'm very happy for this gift.After I change into this, I'm heading for Majula.I'm not sure where I might find Milord.But perhaps Majula is my best chance.


The Installers tab is split into three main sections: on the left is the Package List, and the right is split between the Information Tabs at the top and the Comments field at the bottom. The Information Tabs and Comments sections display information specific to the currently selected package. Much of the contents of the Information Tabs depends on the install status and order of the package. The information tabs are detailed in the table below. Information Tabs TabDescription GeneralShows summary info and the files to be installed, as determined by sub-package, plugin, voice filtering, etc. MatchedShows files which are identical to current Data directory files. MissingFiles which are missing from the Data directory. MismatchedFiles which are present in the data directory, but which aren't identical to the selected package's version of those files. ConflictsShows which other packages will conflict the current package and for what files. Note that if a given file is mismatched, but the mismatch isn't due to other packages, then it won't appear. This report can be modified to show inactive conflicts and lower order conflicts by enabling the Show Inactive Conflicts and Show Lower Conflicts options respectively. UnderiddenShows packages which should be overridden, but are not, due to install order errors. This can be corrected by running Anneal or Anneal All. DirtyShows files which the selected package previously installed, but which now should be removed or altered due to a reconfiguration of the package. Dirty files can be cleared by running Anneal or Anneal All. SkippedShows which files in the selected package were skipped by Bain.The Comments field is provided as an area in which notes may be kept on packages. It is useful for keeping track of what packages do, what your favourite install options are, etc.BAIN Refresh Back to topTo perform its magicks BAIN needs to know what's inside two directories: the game Data/ directory and its subdirectories and the Bash Installers folder (where the packages are). The Data directory scanning is done once per run of Wrye Bash, when the Installers tab is first opened, because walking this potentially huge directory and checking sizes and modification times does take a while. The Bash Installers folder however will be scanned whenever the installers tab regains focus after losing it (ie. you select another program's window, then switch back to Wrye Bash, or you switch to another tab then back to installers tab). This automatic scanning just checks modification times and sizes of installers inside Bash Installers folder to decide if any package changed, and should usually be very fast (although noticeable). There is a catch however: this check is almost instantaneous for packages (archives) but for biggish projects takes a while as Bash needs to scan modification times and sizes for all files inside the project. To make this (automatic) scan faster two options are provided for projects: Don't Refresh (on the project's context menu) and Auto-Refresh Projects (on the global menu). If a project is affected by these options Bash will skip over it when scanning Bash Installers directory and changes inside the project's dir have to be detected manually. However the initial refresh (on booting BAIN) will ignore those skip flags and will scan all project directories for changes (comparing their sizes and modification times with the ones it loads from Installers.dat).However, changes in files in the Data directory will have to be manually detected after initial refresh, as in this scenario: Install a mod from some package. Go to the installers tab. Note the package is marked green. Go back to the mods tab and edit the mod using xEdit or the CK/CS/etc. Return to the installers tab. The package is still marked green instead of being marked as out of sync with the data.This is because, as already mentioned, the refresh of the game Data directory is performed once on boot, so modifying/deleting/adding files in the game directory will not be detected afterwards, except in some few scenarios - notably, deleting a plugin from inside Bash will notify BAIN (add more actions is in the TODOs).BAIN provides several menu items for manually refreshing for the scenarios above (and others). What you most likely need is Quick Refresh. See also Full Refresh, Refresh Data and Refresh.Technical: This situation is a limitation of our refresh model which is basically polling the directories for changes. We should switch to an event based refresh but the code is not yet ready (see relevant issue).Skipped Files Back to topBAIN skips the installation of some files and directories. The types of files skipped are: Silent skips. These are not listed on the Skipped panel on the right and are: thumbs.db and desktop.ini files the omod conversion directory (omod conversion data, fomod) if on the top level of package or subpackage the wizard images directory (again if on the top level of package or subpackage) Developer files. Any file or directory that begins with '--' and is at the top level of a package or a subpackage will be silently skipped. This is so that mod authors can include files related to a mod that are not required for it to work (eg. screenshots) in packages. Bash will also skip voices for plugins that are not installed from complex installers Specified skips. There are a few options in BAIN to skip the installation of certain file types, namely the ones on the Global Skips submenu for all installers and Skip Voices (on a per installer basis). If any such options are enabled, the file type(s) in question will be silently skipped. Non-standard directories. Standard directories include all the game's default directories (including those only found in BSAs by default) - see BAIN-Compatible installer layout for a detailed list per game. Files skipped because of this will be listed in the Skipped panel on the right on the == Skipped (Dir) section. Installation of non-standard directories may be forced by using the Has Extra Directories option. Even if Has Extra Directories option is checked, directories that are silently skipped will still be skipped. For a complex package, any top level files (with the exception of files that contain "readme" and variations in their name) will be also considered as belonging to a skipped directory and will be listed in the '== Skipped (Dir)' section. Top level means at the subpackages level, not inside a subpackage. Archives & executables. Executable files, apart from Script Extender plugins if the Skip **SE Plugins option is disabled, and archives in packages will be skipped. Files skipped because of this will be listed in the Skipped panel on the right on the == Skipped (Extension) section. The complete list of extensions skipped is: .001, .7z, .7z.001, .ace, .bz2, .ckm, .db, .exe, .fomod, .gz, .lzma, .manifest, .omod, .py, .pyc, .rar, .tar, .tb2, .tgz, .zip This includes BCFs (they have a .7z extension) - still BAIN will detect those. Plugin files that are not in top level of the package/subpackage. It makes no sense to have those files in a subfolder, so those are skipped.The Plugin Filter Back to topThe Plugin Filter can be used to select which of the installer's plugins you actually want to install. It can also be used to install plugins using a different name, see the documentation for the Rename... option for more information about this.


In the table below suppose you see details for displayed_mod.esp which depends on [Oblivion.esm, displayed_mod.esm, some_other.esp, some_other2.esp] in this order. So the MIs displayed in the master list for Oblivion.esm, displayed_mod.esm, some_other.esp, some_other2.esp are 0, 1, 2, 3. Checkbox ColourMeaning Good. Matches the Master Index of the the Current load order. Good, but the Master Index is not in sync with the Current load order. So for instance if you have a load order with active mods (in this order) [Oblivion.esm, displayed_mod.esm, yet_some-other.esp, some_other.esp, some_other2.esp, displayed_mod.esp], some_other.esp will display in green as its current load order is 3 while its master index is 2. Note that the relative load order of masters is the same as it is in the MI list. The plugin loads in a different order compared to its order in the master array of displayed_mod.esp So for instance if you have a load order with active mods (in this order) [Oblivion.esm, displayed_mod.esm, some_other2.esp, some_other.esp, displayed_mod.esp], some_other.esp and some_other2.esp will display in orange as they load in different relative order than they are recorded in the master array of displayed_mod.esp. If a plugin has two masters that are siblings (one doesn't have the other as 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 main game master file), then loading them in a different order will result in a different version of the overridden record being the "winner". But the plugin might depend on the winner being the one indicated by the order in which it references the masters. The plugin should be examined in xEdit (meaning any version) to see if it is best to alter the load order or if Sort Masters should be used to correct the issue. A Master that is missing. If unintended then you should check to make sure that you have not inadvertently renamed or removed the plugin.CSV Files Back to topWrye Bash uses CSV files for many of its plugin data related features. CSV files are a very widely supported type of spreadsheet file, and once exported may be edited in programs like Microsoft Excel, LibreOffice Calc or even in text editors such as Notepad or Notepad++.CSV files are used by the Import/Export... commands as this allows much easier editing of record data in large batches or in systematic manners than in the Construction Set. The data may be exported, edited in the CSV, then imported again. The following notes apply to CSV files. Wrye Bash will ignore any lines in a CSV file for which the second column does not begin with 0x, so such lines can be used for comments. For Sigil Stones and Spell Stats CSV exports, additional effects can be added to a stone/spell by appending effects to the end of a line, leaving one blank column between each effect. If any of the Script Effect columns are set to None then all the script effects for that effect will be ignored. For the values of object stats such as price or weight or damage, etc., formulae may be used to work out the numerical values, but the file should contain the resulting numbers, not the formulae used. The faction lists for actors do not need to be complete - only the actor/faction pairs added or changed need to be listed. A rank of -1 in a faction will remove an actor from that faction. Relation lists do not need to be complete for each faction - only the added/changed main/other pairs need to be listed.CSV files can also be used when building the Bashed Patch, for a number of options. The Bashed Patch builder will automatically detect the presence of any CSV files in the Data\Bash Patches folder and have the correct filename ending. These filename endings are: Import Type Required Filename Ending Replace Form IDs Formids.csv Import Actors: Factions Factions.csv Import Names Names.csv Import Relations Relations.csv Import Spell Stats Spells.csv Import Stats Stats.csv Context Menu Commands Back to topThe tables below detail the full list of context menu commands available in the Mods tab. Column Header Context Menu CommandDescription Sort ByThis submenu allows you to choose by which column the plugin list is sorted. This is equivalent to clicking on a column header. You can also choose to sort by Type, which will place .esms before .esps regardless of the sorting criteria, or by Selection, which places selected plugins before unselected plugins regardless of criteria. ColumnsThis submenu allows you to choose which columns are visible in the mod list. Files.. Open Folder...Opens the Data folder in Windows Explorer. Unhide...Opens a dialogue window allowing you to select which hidden plugins to unhide. New Plugin... Displays a dialog that allows you to create an empty plugin with various options. New Bashed Patch... Creates a new Bashed Patch plugin. Useful if you accidentally delete your current one or wish to have more than one. Open One or more options of this form may be here, depending on the managed game. They will open the files used by the game for controlling plugin load order in your default text editor. Active Mods Activate AllActivates all the plugins in the mod list. If more than 255 mods are present Bash will activate all it can from the bashed patches, then non mergeable and then mergeable mods then will display an error message. Bash will try to activate mods in their load order. De-activate AllDeactivates all the plugins in the mod list. Some plugins will not be deactivated (for instance Fallout 4 DLCs) as the game force loads them when present. Activate SelectedActivate only the mods selected in the mod list interface - warning: their masters won't be activated ! Save Active Mods ListSaves the currently active mods to a new list. Edit Active Mods Lists...Allows the deletion and renaming of active mods lists. [Active Mods List][Active Mods List] items are listed below the separator in the Active Mods submenu. Clicking a list name will apply the list, trying to activate exactly the plugins that are listed in it. Oblivion.esmOblivion only. This submenu relates to Oblivion.esm Swapping. List Mods This outputs a BBCode-formatted load order, including version information, activation status and major load order errors. It can be useful for debugging a broken load order. If the Shift key is held when this command is selected, the CRCs of plugins will also be displayed in the output. If the Ctrl key is held, then the versions of plugins will not be shown in the output. List Bash Tags... This outputs a BBCode-formatted list of all the Bash Tags applied to the plugins in your load order, and where/how the Bash Tags were specified. It can be useful for figuring out which tags come from where. Export Bash Tags... Exports all currently applied bash tags to a CSV file. Plugins without tags will not be exported. Import Bash Tags... Imports applied bash tags from a CSV file. Plugins not listed in the CSV file will be left untouched. Clear Manual Bash Tags Removes all manually applied bash tags. Tags from plugin descriptions, LOOT masterlists and userlists and BashTags files will be left untouched. Auto-GhostThe game engine has a bug where it reads all the plugins in the Data folder, and this can affect performance when the number of plugins is around 300+. Auto-Ghosting adds a .ghost extension to all inactive plugins automatically to prevent the game engine reading them, and so helping to avoid the performance drop. When a ghosted plugin is activated, the .ghost extension is removed, allowing it to function as normal. Note that other utilities will not recognise ghosted plugins, so there are options available for individual plugins to control which get ghosted. Lock Load OrderThis prevents other utilities from altering the plugin load order. More accurately, it detects changes to the load order (modification times for earlier games, text files for later ones) when Wrye Bash starts or is focused (ie. on top of all other program windows) and reverses those changes. Lock Active PluginsThis enhances Lock Load Order to make it reverse changes to the enabled/disabled status of plugins in your load order as well. ESL-Flag Bashed PatchesSkyrim: Special Edition & Fallout 4 only. If enabled, then any built Bashed Patches will automatically be ESL-flagged, saving a load order slot. Remove Dummy Masters...Removes all dummy master files created using Create Dummy Masters... on a plugin. Check mods against LOOT's dirty mod listLOOT's masterlist contains information on dirty plugins that can be used by Wrye Bash to highlight these plugins in the mod list. Checking this setting tells Wrye Bash to use this information. Note that the detection will try to use masterlists from the user's system-wide LOOT installation, if those exist, otherwise Bash falls back to the taglists it comes bundled with. Recalculate CRCsClean stale CRCs from cache. Workaround for buggy CRC updates in previous versions of Bash. Use for instance when plugins show as mismatched in BAIN when they are not. Plugin Checker... Launches the Plugin Checker. Plugin Context Menu CommandDescription File.. Duplicate...Creates a duplicate of the selected plugin in the Data folder. Hide...Moves the selected plugin to the [Game] Mods/Bash Mod Data/Hidden subdirectory. If the plugin's author is defined and there is a Bash Mod Data/Hidden subdirectory of the same name, the plugin will be placed there. If not and the plugin's group is defined and there is a Bash Mod Data/Hidden subdirectory of the same name, the plugin will be placed there instead. Otherwise it will be placed inside Bash Mod Data/Hidden. Redate...Change the modification time of the selected plugin. If more than one plugin is selected, then all the plugins will have their modification times altered, with the first in the list being set to the specified time and the rest at one minute intervals from that time. Delete Deletes the selected plugin(s) and any backups of them, but not snapshots. Deleted plugins are sent to the Recycling Bin. BackupCreates a backup of the selected plugin in [Game] Mods\Bash Mod Data\Backups. On first run, the backed-up plugin has f appended to its file extension, giving e.g. .espf. Revert To Backup...Reverts the selected plugin to the last backup made of it. Revert To First Backup...Reverts the selected plugin to the first backup made of it. Snapshot...Creates a snapshot copy of the selected plugin in Bash\Snapshots. Snapshot filenames are appended with -n where n is a number between 01 and 99. Eg. the first snapshot of Plugin.esp is Plugin-01.esp. The number is incremented each time the plugin has a snapshot taken. Additionally, if there is a version line in the plugin's description field, then the snapshot number will be appended to the version number in the same manner. Revert To Snapshot...Reverts the selected plugin to a selected snapshot. Groups Export GroupExports the selected plugin's groups to a CSV file as plugin name/groups pairs. Import GroupThis will set the groups for selected mods as specified in a csv file (as created by the Export Groups command). If selected mods are not assigned a group in the file nothing happens. Edit Groups... Add: add a new group to existing groups. Group names can be in Unicode. Rename: rename selected group. Mods that belong to it will have the group renamed. Remove: delete selected group. Deleting a group removes it from mods that belong to it. Refresh: pick up assigned groups and add them to the existing ones. Use it after importing groups from a file to update available groups. Sync: sync the list of available groups to the assigned ones - in other words delete unassigned groups. Default: reset the list of available groups to the default ones. This won't delete non default assigned groups. It's a feature. Use Refresh to pick up your groups and add them to the defaults. Groups MenuSet a group for the selected plugin(s). Groups that are assigned to the selected plugins appear checked. They provide no automatic functionality, other than to place hidden plugins in group folders provided those folders already exist. Use them to group plugins together so you can disable or enable them at once, etc. Note to old timers: BALO has been removed taking BALO groups for the ride - those of you who remember them, shed a tear goodbye. RatingA purely cosmetic feature, this allows you to assign different rating values to plugins. Move To...Moves the selected plugin(s) to the specified position. Note that the way this works with inactive plugins may seem a bit counter-intuitive. Since inactive plugins do not have indices, it will be moved to occupy the selected position, but since it's inactive, the next active plugin after it is the one that actually receives the position. In practical terms, this means you will often end up moving an inactive plugin to one spot before the one you wanted and adjusting its position via drag and drop or via Ctrl+Arrow Keys will be necessary. Order By NameSet the load order of the selected plugins starting at the lowest ordered mod, sorting them alphabetically. Details...Displays a list of the records in the selected plugin, similar to the Details view in the Construction Set. List Masters...Outputs a list of the selected plugin's masters. List Dependent...Displays and copies to the clipboard a list of mods that have the currently selected mod as master. Active mods are prefixed with their load order while merged, imported and inactive mods are prefixed with ++, ** and __ respectively. Readme...Attempts to open the selected plugin's associated readme in the Doc Browser. List Bash Tags...Outputs a BBCode-formatted list of all the Bash Tags applied to the selected plugin, and where/how the Bash Tags was specified. It can be useful for debugging a broken load order. Create LOOT Entry... Creates LOOT masterlist entries based on the tags you have applied to the selected plugin(s). Also tries to figure out the URL that the plugin came from based on the BAIN package it was installed from. Copy Mod Info...Outputs a report on the selected plugins(s) with the info from the currently displayed columns. Jump to InstallerJump to the installer of the selected mod, if the Installers tab is displayed and enabled and the plugin has an installer. You can Alt-Click on the mod to the same effect. Disallow GhostingDon't ghost the selected plugins when they are inactive, even if Auto-Ghost is enabled. Will unghost the selected plugins if enabled. Ghost/UnghostManually ghost/unghost selected plugins (active ones can't be ghosted). Ghosting a plugin will clear its Disallow Ghosting flag (if set). This will survive autoGhost till next restart. If you want your changes to persist, mark the plugin as disallow ghosting. Allow GhostingDisplayed if multiple plugins are selected. Unchecks Disallow Ghosting for the selected plugins. Invert GhostingDisplayed if multiple plugins are selected. Toggles the status of Disallow Ghosting for the selected plugins. Mark Mergeable...Not available for Skyrim: Special Edition & Fallout 4. Scans the selected plugin(s) to determine if they are mergeable or not. Wrye Bash does this automatically, but this command reports why mods are unmergeable. Check ESL QualificationsSkyrim: Special Edition & Fallout 4 only. Checks if the selected plugin(s) can be ESL-flagged using Add ESL Flag. Wrye Bash does this automatically, but this command reports why mods can't be ESL-flagged. Rebuild Patch...Rebuild the selected Bashed Patch using the Python patcher. List Patch Config...Displays a summary of how the selected Bashed Patch is configured. Export Patch Config...Exports the configuration of the selected Bashed Patch to a file. ExportCell Block Info...Oblivion & Nehrim: At Fate's Edge only. Exports a list of cell block Editor IDs and their coordinates in the selected plugin to a CSV file. Editor Ids...For advanced mod authors only. Exports the Editor IDs of the records in the selected plugin to a CSV file. Factions...For advanced mod authors only. Exports the factions defined for actors in the selected plugin to a CSV file, which can be imported to a plugin or used in the Bashed Patch's Import Actors: Factions option. Names...Exports the names of the objects in the selected plugin to a CSV file. All the records displayed in the Construction Set's Objects Window are supported - cells and dialogue are not. As well as being useful for the usual large-scale changes, this command is useful for translators. The CSV file can also be used in the Bashed Patch's Import Names option. NPC Levels...For advanced mod authors only. Exports NPC level info from the selected plugin to a CSV file. Only NPCs which are dynamically levelled (ie. offset from the player's level) will be exported. Map Markers...Oblivion & Nehrim: At Fate's Edge only. Exports information about the map marker data in the plugin. Prices...Exports the prices of objects in the selected plugin to a CSV file. Relations...For advanced mod authors only. Exports the faction relationships in the selected plugin to a CSV file. This does not export race relationships. The CSV file can also be used in the Bashed Patch's Import Relations option. Ingredients...Exports alchemy ingredient record data from the selected plugin to a CSV file. Scripts...Exports the scripts in the selected plugin to a series of text files. The scripts may then be edited in the text files and re-imported. Warning: Do not change the first three lines of each text file exported when editing unless you know what you're doing. Sigil Stones...Exports the stats of sigil stones from the selected plugin to a CSV file. Spells...Exports spell stats in the selected plugin to a CSV file. The CSV file can also be used in the Bashed Patch's Import Stats option. There are two modes of export, Basic and Detailed. The spell stats exported in Basic mode are as follows. Form ID Editor ID Name Cost Level type Spell type In Detailed mode, all Basic stats are exported as well as a variety of flags and all the spell effects. Stats...Exports stats for the following record types in the selected plugin to a CSV file. The CSV file can also be used in the Bashed Patch's Import Stats option. Ammunition Apparatus Armor Book Clothing Ingredient Key Light Misc. Item Sigil Stone Soulgem Weapon ImportEditor Ids...For advanced mod authors only. Imports the Editor IDs for records in the selected plugin from a CSV file. As well as updating the Editor IDs of records themselves, this also updates any Editor IDs referenced in normal (non quest stage or dialogue) scripts to reflect the changes.Note: You may have to recompile any altered scripts in the Construction Set. If you wish to update script references after the Editor IDs were changed, edit the CSV file and add another column after the eid column and give the old Editor IDs in the new column. E.g. MISC Oblivion.esm 0x0123456 newEid oldEid Factions...For advanced mod authors only. Applies to the selected plugin the factions defined for actors in a CSV file previously exported using Wrye Bash. Names...Imports names for objects from a CSV file (or other mod) into the selected plugin. Only records that already exist in the plugin will have their names changed, no records will be added. NPC Levels...For advanced mod authors only. Imports NPC level info from a CSV file into the selected plugin. This does not affect Creature levels or leveled lists, nor does it affect the levels of NPCs in existing saves, for which Update NPC Levels must be used. As well as the format exported by Export NPC Levels, an older format is supported: The first column is the Form ID. This must not have been edited. The second column is the Editor ID, which is ignored on import. The next three columns are the levelling info. The last four columns are the original NPC levels from the game's master file. If the NPCs are mod-added, these will be blank. These columns are ignored on import. Map Markers...Oblivion & Nehrim: At Fate's Edge only. Imports map marker data from a CSV file into the selected plugin. Prices...Imports the prices of objects from a CSV file (or other mod) into the selected plugin. Relations...For advanced mod authors only. Imports faction relationships from a CSV file into the selected plugin. Ingredients...Imports alchemy ingredient record data from a CSV file into the selected plugin. Scripts...Imports scripts from a series of text files into the selected plugin.Note: You must recompile any altered or new scripts in the Construction Set. Sigil Stones...Imports the stats of sigil stones from a CSV file into the selected plugin. Spells...Imports spell stats from a CSV file into the selected plugin. Only records that exist in the plugin will have their spell stats change, no records will be added. The spell stats supported are those exported by Export Spell Stats..., and importing uses the same Basic and Detailed mode distinctions. Stats...Imports stats from a CSV file into the selected plugin. Only records that exist in the plugin will have their stats change, no records will be added. The object stats supported are those exported by Export Stats.... Face...This command relates to Face Importing. FormIDs...For advanced mod authors only. It is useful if you want to replace the records in one master with equivalent records in another master. This command replaces the Form IDs in a plugin according to a CSV file that acts as a Form ID mapper. An example of such a file is Data\Bash Patches\TI to Cobl_Formids.csv. The instructions below detail how to create a Form ID mapper. Use Export Editor Ids on both the plugin containing the Form IDs to be replaced and the plugin containing the replacement Form IDs. Combine the two CSV files produced into a CSV file with the following columns: Record type. This is ignored by Wrye Bash, but can be useful for reference. Old Mod. This supplies the first two digits in the old Form ID. Old Object. This supplies the rest of the old Form ID. Old Eid. The Editor ID for the old object. New Eid. The Editor ID for the new object. New Mod This supplies the first two digits in the new Form ID. New Object. This supplies the rest of the new Form ID. Note that if either of the new or old sides of a row are empty, the row will be skipped. Also, the new object does not have to be of the same type as the old object, but they should be compatible. Save the new CSV file so that its filename ends with Formids.csv. If you've completely swapped from one base plugin to another, you may wish to remove the old dependency. This can be done using TES4Edit's Clean Masters command or TES4Gecko's Edit Master List command. The former only removes totally unused masters while the latter can remove used masters with the appropriate cleanup, and is not an automated procedure. 2ff7e9595c


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