Editing Arcane University:XEdit Tutorial

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===What is xEdit exactly?===  
 
===What is xEdit exactly?===  
 
 
xEdit, also known as SSEEdit or TES5Edit, is a handy little program that’ll let you open any .esp / .esm / .esl file and see exactly which information it contains.  
 
xEdit, also known as SSEEdit or TES5Edit, is a handy little program that’ll let you open any .esp / .esm / .esl file and see exactly which information it contains.  
 
In this guide we’ll only cover how to understand what you’re looking at and how to clean a plugin for any unwanted edits. To learn how to use it for checking for, and resolving conflicts in your LO I suggest you take your time and read the official full documentation found [https://tes5edit.github.io/docs/ here].
 
In this guide we’ll only cover how to understand what you’re looking at and how to clean a plugin for any unwanted edits. To learn how to use it for checking for, and resolving conflicts in your LO I suggest you take your time and read the official full documentation found [https://tes5edit.github.io/docs/ here].
  
===Why do we need to clean our plugins?===
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Why do we need to clean our plugins ?
 
 
 
When we’re working in the Creation kit we mess around with a bunch of stuff, we might go looking in Vanilla locations, quests etc. to see how they’ve done certain things and to get inspiration. We might move an object in a Vanilla location without even noticing it and BAM, we’ve made an edit to a Vanilla location that is now stored in our plugin. We might move an object in a Vanilla location but we press CTRL+Z (undo) and move the asset back into the original place, BUT the Creation kit still stores the information about that asset being messed with. This is what we call Dirty edits.
 
When we’re working in the Creation kit we mess around with a bunch of stuff, we might go looking in Vanilla locations, quests etc. to see how they’ve done certain things and to get inspiration. We might move an object in a Vanilla location without even noticing it and BAM, we’ve made an edit to a Vanilla location that is now stored in our plugin. We might move an object in a Vanilla location but we press CTRL+Z (undo) and move the asset back into the original place, BUT the Creation kit still stores the information about that asset being messed with. This is what we call Dirty edits.
 
These dirty edits can cause issues for people using our mods because of conflicts with other mods. So to limit possible unwanted conflicts, we need to clean our plugins, every single time.
 
These dirty edits can cause issues for people using our mods because of conflicts with other mods. So to limit possible unwanted conflicts, we need to clean our plugins, every single time.
  
  
===How to understand what you’re looking at.===
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How to understand what you’re looking at.
  
 
Everything you see under your plugin in xEdit is an edit. Your plugin may add cells, worldspaces, references, forms, and so on. It can also modify any of these things. Good practice generally for creating a plugin is to avoid editing anything from vanilla Skyrim. If you need a container to contain a certain item and no vanilla chest has it, make a new container record. (This can be done quite easily by duplicating an existing chest and modifying the contents.) This is not always the case of course, if you're making a house, that house needs to go somewhere, so you'll need to edit Tamriel (the Skyrim worldspace) to place it. You could make a new worldspace, but the player will need a way to get there too, so you'll need to add a boat or portal of some kind to Tamriel or another cell. Any edits that are unintentional or unnecessary should be cleaned from your plugin.
 
Everything you see under your plugin in xEdit is an edit. Your plugin may add cells, worldspaces, references, forms, and so on. It can also modify any of these things. Good practice generally for creating a plugin is to avoid editing anything from vanilla Skyrim. If you need a container to contain a certain item and no vanilla chest has it, make a new container record. (This can be done quite easily by duplicating an existing chest and modifying the contents.) This is not always the case of course, if you're making a house, that house needs to go somewhere, so you'll need to edit Tamriel (the Skyrim worldspace) to place it. You could make a new worldspace, but the player will need a way to get there too, so you'll need to add a boat or portal of some kind to Tamriel or another cell. Any edits that are unintentional or unnecessary should be cleaned from your plugin.
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This is the same plugin after being cleaned. As you can see, the cell I created remained, the container I made also remained, and the door and farmhouse I placed in Skyrim remained while all other changes were removed. One last note is the Navigation Mesh Info Map. This is navmesh data. This will never be highlighted with a color, and is slightly harder to determine whether it's a dirty edit. In this case, it was not, this is simply the navmesh in my cell. However, Sometimes the Creation Kit will erroneously edit this record. If this record is present in your plugin but you didn't edit any navmeshes, you are safe to remove it.
 
This is the same plugin after being cleaned. As you can see, the cell I created remained, the container I made also remained, and the door and farmhouse I placed in Skyrim remained while all other changes were removed. One last note is the Navigation Mesh Info Map. This is navmesh data. This will never be highlighted with a color, and is slightly harder to determine whether it's a dirty edit. In this case, it was not, this is simply the navmesh in my cell. However, Sometimes the Creation Kit will erroneously edit this record. If this record is present in your plugin but you didn't edit any navmeshes, you are safe to remove it.
  
===Can't I just use QuickAutoClean on my plugin?===
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Can't I just use QuickAutoClean on my plugin?
  
 
If you are creating a standalone mod to release to the public, or you are cleaning a mod for your own load order, QuickAutoClean is safe and encouraged. However, if you are a developer on a project such as Beyond Skyrim which uses the merge to master workflow, do not use QuickAutoClean. The reason for this is QuickAutoClean is designed to be used on plugins that will be enabled as the game is played, not for plugins that will be merged to a master file. Using QuickAutoClean on a file meant for merge will ultimately create problems that will need to be fixed down the line.
 
If you are creating a standalone mod to release to the public, or you are cleaning a mod for your own load order, QuickAutoClean is safe and encouraged. However, if you are a developer on a project such as Beyond Skyrim which uses the merge to master workflow, do not use QuickAutoClean. The reason for this is QuickAutoClean is designed to be used on plugins that will be enabled as the game is played, not for plugins that will be merged to a master file. Using QuickAutoClean on a file meant for merge will ultimately create problems that will need to be fixed down the line.
  
===I accidentally added a master file I didn't want. How do I remove it?===
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I accidentally added a master file I didn't want. How do I remove it?
  
 
xEdit allows you to remove unneeded master files from your plugin, but it's not quite as simple as removing an edit. Firstly, you need to ensure your file does not use anything from the unneeded master file. This means any asset, cell, worldspace, quest, or anything else declared in that master file, must not be placed or edited by your plugin. Once you have ensured this, right click your plugin and click Clean Masters.
 
xEdit allows you to remove unneeded master files from your plugin, but it's not quite as simple as removing an edit. Firstly, you need to ensure your file does not use anything from the unneeded master file. This means any asset, cell, worldspace, quest, or anything else declared in that master file, must not be placed or edited by your plugin. Once you have ensured this, right click your plugin and click Clean Masters.

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