alt3rn1ty

[Guide] Cleaning Skyrim and Skyrim SE Master Files


Cleaning the Official Master ESMs


This guide assumes using TES5Edit v3.2 on Skyrim Nexus,
Or SSEEdit v3.2 on Skyrim SE Nexus

Due to this guide being dual purpose ( For Skyrim and Skyrim SE ) for the rest of this guide I will refer to both tools as xEdit.
Screenshots of tools used may be one or the other, or older versions, which does not matter, the images are only to illustrate the method / options used.

 

Why Clean the Master Files ?

 

Firstly because the masters have entries that are identical to the same records in Skyrim.esm or other DLC esms'. They exist because Bethesda may have looked at something in the CK and an unneeded entry was auto included in the plugin even though the item was not altered in any way. The Official Creation Kits are notoriously buggy and randomly create dirty / wild edits, often when the author of the plugin is completely unaware. Wherever that plugin is placed in your load order its records overwrite all the conflicting records from plugins loaded before it ( the rule of one ) resetting the settings back to the values contained in the Official Bethesda DLC. It won't cause crashes, it just changes the values of plugins loaded before it. Which can alter mods that you have for Weapon Damage, Armor, Lighting, Food Effects and so on. The masters are very early in your load order but there is potential for a mod to be made as a fake.esm, and placed among them, and so ITMs in a later loading master may cause problems for that mods esm. Chance is remote that a master will affect another master, and this procedure is best used on all of your mods plugins, but cleaning everything of ITMs ( Identical to Master records ) causes no harm, is more optimal giving the game less to process in your load order, and so it is best to get rid of these completely unnecessary dirty edits.

The Second reason is that Bethesda chose to delete some things that are in the Official DLC. Any mods loaded with references to deleted records from the Official Bethesda DLC will cause your game to crash. This problem particularly affects older mods ( especially mods that were made before newer official patches were released, with more deleted references the old mod did not anticipate - It will also become problematic for the Skyrim Special Edition community where old Original Skyrim mods are being converted to SSE, and Bethesda have deleted even more records from the plugins before they released the newer plugins for that version of the game ). xEdit can restore and properly assign values to these records that will disable them and still allow mods to access them. This is done using the "Undelete and Disable References" option.

For further explanations of why it is still recommended to clean the games masters .. Read on from this post,

Zilav and Arthmoor, most valued technical and vastly experienced modding authors, weigh in on the subject.

 

The following mostly apply to mod authors, but worth knowing about for mod users too :

xEdit will also report when a mod has Deleted NavMeshes as part of the report from Automatic cleaning. Like deleted references, any mod that references a deleted NavMesh will cause Skyrim to Crash. Properly optimizing your mods NavMeshes and checking your mod for Deleted Vanilla NavMeshes ( which can also be caused by a CK wild edit even if you did not do it yourself ) is important. Mods altering the same cell and the same NavMeshes when your mod is not optimized will cause Skyrim to Crash. Poorly optimized NavMeshes with errors reported by the CK will make Skyrim unstable. Instabilities like fast travelling to a location and Skyrim crashes. Note the ones found to be deleted in the games masters, cannot be undeleted. To fix deleted Navmeshes in your mods, Arthmoor has provided a walkthrough in Skyrim - Fixing Navmesh Deletion in TES5Edit

Manually cleaning your mods is also important to remove wild edits. This is mostly down to the experience of Mod Authors to solve such problems, but there are a few noted later in this guide which are in the DLCs which everyone can easily Manually clean. Some mods can have accidental Wild Edits in them caused by the author looking at how Bethesda did something they wish their mod to do as well. These Wild Edits often prevent Skyrim from doing things like advancing quests, spawning NPCs, assigning dialogue to NPCs, preventing NPCs from patrol areas they are assigned to. They can also alter Vanilla Lighting and Triggers that the author wished to use. All of these things affect any plugin with conflicting records loaded before a mod with Wild Edits.

Mod authors - Learn to use xEdit, and ensure the only records in your mod plugins are what you would expect to be in there, its the most important tool the community can make use of when used properly.

Mod Users - Follow this guide...

 
 

Before moving on to the Manual cleaning, something everyone should do prior to Manual Cleaning :


Automatic cleaning of Bethesda's ESMs with xEdit

With the games Original esm's installed ( You can use Steam to Verify Integrity of Game Cache of Skyrims files to ensure you have good error free copies of the original master files ), and in accordance with the following wiki article http://www.creationkit.com/index.php?title=Skyrim_Dirty_Plugins_List :


Load up xEdit.

1. Right click the plugin selection screen and select "none"


large.xEdit1.png.4e327d2849d996c61b870d6


2. Tick the relevant esm to edit, and click okay ( If you have not cleaned any of your Master files yet, the first one to tick will be Skyrims "Update.esm" ), then click Okay


large.xEdit2.png.a538b216ea95a79a5e15ef5


After each of the following actions, wait for a message in the message window that the previous operation has finished / Done :

3. Right click the plugin after you get the "Background Loader : Finished" message,and choose "Apply Filter for Cleaning"



large.xEdit3.png.8392a40f0139e2199b57b4e


Wait until Filtering is finished then ..

4. Right click the plugin and choose Remove Identical to Master Records



large.xEdit4.png.43f1c1457ae7c6d949de243


Wait until it finishes then ..

5. Right click the plugin and choose Undelete and Disable references



large.xEdit5.png.8c600acaeb8e116f182f03b


Wait until it finishes then ..

6. Close xEdit, and it should check with you that you wish to save the plugin ( this only happens if you have made any changes to the plugin to save, if it just closes .. Then you have not cleaned anything )


Rinse and repeat the Automatic cleaning ( steps 1 - 6 above ) for each of the master files.

Working from first to load, to last, not including Skyrim.esm or any unofficial patches
( No point doing Skyrim.esm, and the unofficial patches are already done and should not be cleaned )

So clean in this order

Update.esm

Dawnguard.esm

Dawnguard.esm ( Yes it needs to be done twice )

Hearthfire.esm

Dragonborn.esm


Dawnguard.esm needs to be cleaned twice ( as of xEdit 3.1 onwards - After doing the automatic cleaning routine once on Dawnguard.esm, and saving it, load it up again in xEdit and you will be able to clean a further 6 ITMs ) :




Skyrim Original

Update.esm
Apply filter for cleaning
[Removing "Identical to Master" records done]  Processed Records: 1290, Removed Records: 96
[Undeleting and Disabling References done]  Processed Records: 1194, Undeleted Records: 3

Dawnguard.esm ( First time around )
Apply filter for cleaning
[Removing "Identical to Master" records done]  Processed Records: 98027, Removed Records: 630
[Undeleting and Disabling References done]  Processed Records: 97397, Undeleted Records: 82
<Warning: Plugin contains 57 deleted NavMeshes which can not be undeleted>
Dawnguard.esm ( Second time around )
Apply filter for cleaning
[Removing "Identical to Master" records done]  Processed Records: 97396, Removed Records: 6
[Undeleting and Disabling References done]  Processed Records: 97390, Undeleted Records: 0
<Warning: Plugin contains 57 deleted NavMeshes which can not be undeleted>

Hearthfires.esm
Apply filter for cleaning
[Removing "Identical to Master" records done]  Processed Records: 17797, Removed Records: 184
[Undeleting and Disabling References done]  Processed Records: 17613, Undeleted Records: 11
<Warning: Plugin contains 5 deleted NavMeshes which can not be undeleted>

Dragonborn.esm
Apply filter for cleaning
[Removing "Identical to Master" records done]  Processed Records: 214386, Removed Records: 68
[Undeleting and Disabling References done]  Processed Records: 214318, Undeleted Records: 8
<Warning: Plugin contains 1 deleted NavMeshes which can not be undeleted>




Skyrim Special Edition

Update.esm
Apply filter for cleaning
[Removing "Identical to Master" records done]  Processed Records: 17216, Removed Records: 233
[Undeleting and Disabling References done]  Processed Records: 16983, Undeleted Records: 91

Dawnguard.esm ( First time around )
Apply filter for cleaning
[Removing "Identical to Master" records done]  Processed Records: 98676, Removed Records: 628
[Undeleting and Disabling References done]  Processed Records: 98048, Undeleted Records: 82
<Warning: Plugin contains 57 deleted NavMeshes which can not be undeleted>
Dawnguard.esm ( Second time around )
Apply filter for cleaning
[Removing "Identical to Master" records done]  Processed Records: 98047, Removed Records: 6
[Undeleting and Disabling References done]  Processed Records: 98041, Undeleted Records: 0
<Warning: Plugin contains 57 deleted NavMeshes which can not be undeleted>

Hearthfires.esm
Apply filter for cleaning
[Removing "Identical to Master" records done]  Processed Records: 17830, Removed Records: 178
[Undeleting and Disabling References done]  Processed Records: 17652, Undeleted Records: 11
<Warning: Plugin contains 5 deleted NavMeshes which can not be undeleted>

Dragonborn.esm
Apply filter for cleaning
[Removing "Identical to Master" records done]  Processed Records: 214498, Removed Records: 69
[Undeleting and Disabling References done]  Processed Records: 214429, Undeleted Records: 8
<Warning: Plugin contains 1 deleted NavMeshes which can not be undeleted>


------------------



Dawnguard.esm needs manual cleaning aswell as automatic cleaning


After the automated cleaning is done, you can also now manually clean a few more Wild edits xEdit will not have touched ...

Recently Arthmoor has brought to the attention of the community additional information regarding manual cleaning of Dawnguard.esm, which everyone needs to do for their own setup same as automatic cleaning ( because nobody can legally upload official master files anywhere, everyone needs to do their own )



First load up xEdit

When the plugin selection comes up, right click and select None
Then put a tick in the box just for Dawnguard.esm, click Okay
After its finished loading, right click Dawnguard.esm and choose "Filter for Cleaning"


1. For "CELL 00016BCF: Remove XEZN subrecord referring to RiftenRatwayZone [ECZN:0009FBB9]. Otherwise it blocks the official fix in Update.esm." .... Expand the records as in the following screenshot, and right click the indicated sub-record, and choose Remove



large.58af75b0a7fef_Cleaning1.png.4d9fd9


2. For "CELL 0001FA4C: Wild edit. Remove this record. It's a testing cell." .... Expand the records as in the following screenshot, and right click the indicated record, and choose Remove


large.58af75e78d857_Cleaning2.png.cf5c54


3. For "CELL 0006C3B6: Wild edit. Remove this record. It's a testing cell." .... Expand the records as in the following screenshot, and right click the indicated record, and choose Remove


large.58af761722959_Cleaning3.png.e4213b


NOTE : This guide used to include cleaning instructions for "CELL 00039F67: Wild edit. Remove this record. It's a testing cell" ( The WICourier edit ) - But since the new version of TES5Edit 3.1+ now cleans that as part of the automated cleaning ( which you should have done prior to manual cleaning ), you no longer need to clean it manually afterwards.


-----------------------------------------



CRCs of the various stages for comparison
( The following cleaned with xEdit 3.2 )



Skyrim Original


large.58af240ec3efa_TES5EditMasterCRCs.p


Update.esm Original - CRC = E5B67BDA MD5 = 2476E42699D4D9236DDD2EA8B31F612D
Update.esm Auto Clean - CRC = 18401373 MD5 = 27CF2C3E379BC853F4AC574BCEC7A0B9
Dawnguard.esm Original - CRC = BD72CCF3 MD5 = 5BD2F339925A5FB96F9F0DA7F96FD8CE
Dawnguard.esm Auto Clean First time - CRC = 6391C6DC MD5 = 0602D8450CC51F8C9EF8AB531B6EDAEB
Dawnguard.esm Auto Clean Second time - CRC = 94A47F31 MD5 = D3D38017BCDA07C1ABB1C343A9266634
Dawnguard.esm Auto plus Manual Clean - CRC = 50FB6A39 MD5 = 74561A2CF8644ACC8BE857E0705996D5
Hearthfire.esm Original - CRC = AF82CE6A MD5 = 71C3D20EA9F8510E29C36F2A426247C2
Hearthfire.esm Auto Clean - CRC = FBB4B8FA MD5 = E91E103C7F541C34F7CDD53AD68EDA3A
Dragonborn.esm Original - CRC = A9F83BFF MD5 = 37D8CBFFCB460011CE2BF3AABD007A2D
Dragonborn.esm Auto Clean - CRC = E0715431 MD5 = 7D78A3CA1E4D3700DB5D7F5DDAF5F7D2



Skyrim Special Edition


large.58af2428e577f_SSEEditMasterCRCs.pn


Update.esm Original - CRC = 8a234131 MD5 = A6E4D668C8E297960D3CBB78104CA8E3
Update.esm Auto Clean - CRC = fde85196 MD5 = E1D557E74F585FDA253DA613DD53FD08
Dawnguard.esm Original - CRC = 051fcdc8 MD5 = E124FE26F161A722D52CCD2BC4CD1FA5
Dawnguard.esm Auto Clean First time - CRC = 09ff5624 MD5 = 6119377530847F5FBBC758FEDDA8512A
Dawnguard.esm Auto Clean Second time - CRC = debdefee MD5 = 887FABC6396E285694A83F1DB407C209
Dawnguard.esm Auto plus Manual Clean - CRC = fa97d737 MD5 = C522A66C97596D3170EDB231A9B732E8
Hearthfire.esm Original - CRC = fbd3fb4c MD5 = C8D10DC5D674D63D4C8FAD04ACF3AFDC
Hearthfire.esm Auto Clean - CRC = 6b0a76a3 MD5 = EB8E4BD7EAE01A3A87E2343B95BD2782
Dragonborn.esm Original - CRC = c7e30215 MD5 = AFCEC0A936DBF4A3C0CDA2ACBD4813ED
Dragonborn.esm Auto Clean - CRC = ffe01cc5 MD5 = 5FB86435A02093A279D34DC305882519




( Note : If there is only one file inside a folder within a zip, 7zip shows that files CRC alongside the folder - I checked each plugins within the folders individually to be sure the Screenshot CRCs above are all correct, and of course they also match the online CRC checks )

 

Now that the Master files are cleaned, you can go through the rest of your Load Order using Automatic cleaning of ITMs and UDRs on all your mods plugins. The sequence of cleaning mods plugins should be after you have your Load Order correct, clean them with the last to load being the last to clean. Mod authors should have done them already, so most will probably not need cleaning. Also look out for any mod specific cleaning instructions in the mods description. For example the Unofficial Patches will not need any cleaning, they are already done, and the remaining ITMs in those plugins should be left alone because they do have a purpose ..
( its a very rare occasion when this is true ).



To check CRCs Drag and Drop resulting files here https://emn178.github.io/online-tools/crc32_checksum.html

To Check MD5 checksums Drag and Drop resulting files here http://onlinemd5.com/

The xEdit Work In Progress Development topic is at the following link 
http://afkmods.iguanadons.net/index.php?/topic/3750-wipz-tes5edit/page-20#entry152079

Edited by alt3rn1ty
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No problem, there have been a couple of changes since this guide was first put up anywhere, due to the evolution of TES5Edit and its automated cleaning becoming better along the way .. There used to be 4 steps to the manual cleaning section.

 

I am keeping an ( occasional ) eye on any wiki updates to the manual cleaning notes.

 

If there are any questions about this guide ..

 

Have a look over what has passed before on AFK Mods topic http://afkmods.iguanadons.net/index.php?/topic/4110-manual-cleaning-skyrim-master-files/

( aswell as the linked references in the guide :coffee: )

 

Thank you  :thumbup:

Edited by alt3rn1ty
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The results of each stage have been confirmed by more than just myself, using the same version of TES5Edit which ended up being the release version of 3.1

 

I believe Sharlikran does keep his one drive up to date ish, but personally I would rather use the WIP thread uploads by Zilav to be sure I am using the correct versions for any given test. Second link in the OP.

 

My runs were done with a fresh download of the esms, and confirmed by other users of TES5Edit in the WIP topic. There were no contesting posts to say we were getting the results wrong by anyone reading the WIP topic, or the TES5Edit topics on BGS Forums where similar posts were made and corroborated by other experienced users.

 

I dont know why you are only seeing two new ITM on a second cleaning run. Do the file CRCs match with the CRCs in my last screenshot ?

Did you save the plugin after the first run. Then load up TES5Edit again for a second run, applying filter for cleaning a second time etc etc ?

Or maybe did you try doing the manual cleaning before automatic cleaning ?, that may have resulted in different ITM results

 

Go to about 8 minutes and 40 seconds here

 

 

Pause it where he is talking about cleaning dawnguard twice, and have a look at the results on the right at the bottom with 6 ITMs showing for the second clean. ( I dont understand why he gets less ITMs in the first run than he should, but maybe its a slightly older version of TES5Edit when that screenshot was taken, and was new enough to get the extra 6 - Just prior to version 3.1 release there were a couple of updates to the dev version which increased its ability to catch more ITMs than it did before )

Edited by alt3rn1ty
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I just rerun Dawnguard and, this time, TES5Edit found the 4 missing itms. I don't know what I did wrong before. :)

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:D I have seen one other person get only 2 ITMs on the second run before, couldn't figure it out then either, gremlins  :pc:

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Slight update to the description wording, and redid the screenshots hopefully for more clarity and prevent any misunderstanding of exactly what should be edited.

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By the way, does cleaning master files have an influence on the mods we make using them?

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Thats probably better answered by someone like Arthmoor, but knowing that he cleans his master files and produces the Unofficial patches I would say not ..

 

.. unless your mod for some reason referenced the cleaned records, and everyone else is cleaning them except yourself, then your mod in their setup will fail. So long as your mod does not reference the same records, then no matter what a user does or does not do in regards to cleaning will not matter.

 

Ideally everyone should be conforming to the same cleaning practices ( which is why I have posted this topic everywhere ), not only so that they are all singing from the same hymn sheet, but also because they will have a far more stable game as a result of cleaning up Bethesdas leftover dirty / wild edits ( and the same problems in mods which the Creation Kit occasionally stealth drops into a plugin unknown to its author ).

 

 

Unfortunately a lot of people will probably see this subject as maybe out of their depth : I remember I was the same for a while with TES4Edit use cleaning master files for Oblivion, and also cleaning mods in my load order .. I slowly started to realise the benefits and eventually got around to giving it a bit of study and then had one of those light bulb moments, after that no matter what I setup in my load order, I could always produce a crash free game. Its been the same story for Skyrim.

Edited by alt3rn1ty
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... unless your mod for some reason referenced the cleaned records, and everyone else is cleaning them except yourself, then your mod in their setup will fail. So long as your mod does not reference the same records, ...

and how to we know if our mods reference the said records..?

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If you start with clean masters, then there is no danger. :)

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If you start with clean masters, then there is no danger. :)

Okay, but we are probably only 1% who clean their master files; so what happens to users who do not clean their master files if we make mods that use some of these records?

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Then they will be no worse off than they were before using your mod, because you have referenced dirty / wild edits they unfortunately still have in their games setup aswell as yourself.

 

 

If you as an author clean, or do not clean, makes no difference to someone who is already running with underlying problems before they start adding mods into the mix

 

If you as an author do not clean, but all users do, then your mod is going to be the possible cause of problems.

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Amended the OP - As noted by Elgar if using the latest W.I.P of TES5Edit, it will clean 68 ITMs from Dragonborn.esm ( previous versions cleaned 64 )

The latest being TES5Edit_3_1_1?

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Yey TESA is back ..

The latest being TES5Edit_3_1_1?

W.I.P = Work In Progress, the one that will currently become 3.1.2, link is in the first post, third line.

Look at Zilav's first post, the WIP is linked at the bottom ( currently "xEdit 091015" )

 

I have just edited my OP so that the links are clearer on this new forum software.

If you have never used the WIP before, from the archive all you need to extract and manually install are the following highlighted files ..

sBnQisd.png

You only need the relevant game hardcoded file

( You can also rename TES5Edit.exe as say TES4Edit.exe and you now have the latest version for Oblivion :), same applies to FNVEdit .. Just also include only the relevant hardcoded file )

 

Its your choice if you wish to participate in testing WIPs though, but so far they have all been very reliable. Zilav is one extremely careful, competent and methodical coder.

Edited by alt3rn1ty
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Updated the OP - To reflect Release of TES5Edit 3.1.2 on Nexus
 
Also there was a discrepancy of how many records were processed after the last edit noting 68 ITMs instead of 64 on Dragonborn.esm, the processed records of UDRs now reads 214318 processed records instead of 214322 ( minus the 4 additional records removed prior to doing UDRs )

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Updated the OP to include MD5 hash for each file at each stage of cleaning for anyone who checks that way aswell as CRC

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To anyone who still needs to follow this guide :

 

I am currently updating it ( some old direct links to wiki paragraphs have been lost due to Bethesda re-organising their wiki's )

 

So to become less dependant upon other links and information, I am fleshing it out a bit with more images

 

It also needs an update to file CRCs ( at the end of the first post ) due to Zilavs recent changes to xEdit

 

So you now need to be a bit more up to date and use the Work In Progress version of xEdit available from Fallout 4 Nexus ( link for this in the first post has also been updated )

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Updated the first post again : Due to Skyrim Nexus TES5Edit now has the updated version 3.1.3

( so no need to reference the Fallout 4 version and any renaming of exe's etc etc )

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Just downloaded and installed Old Skyrim again to check with TES5Edit v3.2 
 
The Results are a little different for the Dawnguard.esm
 
All the auto cleaned and Manual cleaned stages of that plugin now have new CRC / MD5 checksums because the new TES5Edit corrects something it did not do before.
 
 
Edit : And if anyone is wondering - I can confirm the same routine needs to be applied to Skyrim Special Edition plugins, even the manual cleaning, you will get a few different checksum results and amount of ITMs / UDRs cleaned because Bethesda managed to add a few more, but the routine is the same.

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Updated again

 

This topic is now dual purpose and covers Skyrim Original and Skyrim SE

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For those like me, who do not want to have an account on the Nexus but want to clean their Skyrim SE master files and mods, download this version: https://github.com/TES5Edit/TES5Edit/releases/tag/FO4Edit-fa3cf0b

Once downloaded, extract it, open the folder and proceed as following:

  1. delete "Oblivion.Hardcoded.keep.this.with.the.exe.and.otherwise.ignore.it.I.really.mean.it",
  2. delete "Fallout3.Hardcoded.keep.this.with.the.exe.and.otherwise.ignore.it.I.really.mean.it",
  3. delete "Fallout4.Hardcoded.keep.this.with.the.exe.and.otherwise.ignore.it.I.really.mean.it",
  4. delete "FalloutNV.Hardcoded.keep.this.with.the.exe.and.otherwise.ignore.it.I.really.mean.it",
  5. rename "FO4Edit.exe" into "SSEEdit.exe".

There you go! You can now edit your Special Edition mods and master files! ;) 

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If anyone is wondering when an update will come to this guide .. When the next official version of xEdit comes out of beta on Nexus

.. But note I can only now support updating the info for Skyrim Special Edition : I no longer have Skyrim LE

Currently I am using the latest development version on afk mods (at the bottom of the first post is a "Download" link).

There are a couple of differences to the results, but I will not be updating the OP until the official release because if I do, then there will be a train of questions why people still using the older but public release are getting different results .. So I need to wait until it goes live .. However I realise like yourselves that the dev version is more than likely the better version to support SSE since the Creation Club update to SSE has already gone live

 

With that in mind here are my results, which I have carefully checked using the dev version of 3.2.1 - But only for Skyrim Special Edition (as explained above).

 

Update.esm
[Removing "Identical to Master" records done]  Processed Records: 17403, Removed Records: 234, Elapsed Time: 00:00
[Undeleting and Disabling References done]  Processed Records: 17169, Undeleted Records: 91, Elapsed Time: 00:00

 

Dawnguard.esm
1st clean :
[Removing "Identical to Master" records done]  Processed Records: 98676, Removed Records: 621, Elapsed Time: 00:00
[Undeleting and Disabling References done]  Processed Records: 98055, Undeleted Records: 82, Elapsed Time: 00:02
<Warning: Plugin contains 57 deleted NavMeshes which can not be undeleted>
2nd clean
[Removing "Identical to Master" records done]  Processed Records: 98054, Removed Records: 6, Elapsed Time: 00:00
[Undeleting and Disabling References done]  Processed Records: 98048, Undeleted Records: 0, Elapsed Time: 00:02
<Warning: Plugin contains 57 deleted NavMeshes which can not be undeleted>
3rd clean

 

Hearthfires.esm
[Removing "Identical to Master" records done]  Processed Records: 17830, Removed Records: 178, Elapsed Time: 00:00
[Undeleting and Disabling References done]  Processed Records: 17652, Undeleted Records: 11, Elapsed Time: 00:00
<Warning: Plugin contains 5 deleted NavMeshes which can not be undeleted>

 

Dragonborn.esm
[Removing "Identical to Master" records done]  Processed Records: 214498, Removed Records: 69, Elapsed Time: 00:00
[Undeleting and Disabling References done]  Processed Records: 214429, Undeleted Records: 8, Elapsed Time: 00:02
<Warning: Plugin contains 1 deleted NavMeshes which can not be undeleted>
 

The highlighted results are the changes from previous results

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