Editing Arcane University:XEdit Tutorial

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To remove a dirty edit, simply right click and Remove.
 
To remove a dirty edit, simply right click and Remove.
  
[[File:XEditExampleWarning.png]]
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xEdit will give a warning after the first time you click remove, this is just informing you that it's dangerous to edit files like this. Click yes. This will happen every time you reopen xEdit and try to make an edit. Cleaning plugins as outlined in this document shouldn't result in dangerous changes, but it's always good practice to backup your plugins before cleaning them. xEdit creates backups by default as well. If you are ever unsure if an edit is safe, you can always ask in the AU or ask someone more experienced with xEdit and the Skyrim engine.
 
xEdit will give a warning after the first time you click remove, this is just informing you that it's dangerous to edit files like this. Click yes. This will happen every time you reopen xEdit and try to make an edit. Cleaning plugins as outlined in this document shouldn't result in dangerous changes, but it's always good practice to backup your plugins before cleaning them. xEdit creates backups by default as well. If you are ever unsure if an edit is safe, you can always ask in the AU or ask someone more experienced with xEdit and the Skyrim engine.
  
[[File:XEditExamplePluginCleaned.PNG]]
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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.
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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.
  
[[File:XEditExampleMasters.png]]
 
  
[[File:XEditExampleCleanedMasters.png]]
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As you can see, doing this removed Update.esm, Dawnguard.esm, HearthFires.esm, and Dragonborn.esm from my plugin's master list, as I did not use any references from any of these masters. For the purposes of Beyond Skyrim, all of these masters are okay to have on your plugin, as well as BSAssets.esm and whatever project you're editing. Your plugin cannot have multiple Beyond Skyrim projects as a master, and if your plugin aims to add or edit something in BSAssets, it is best practice to not have any Beyond Skyrim project as a master, only BSAssets.esm. Additionally, it is not acceptable to have another plugin as a master for your plugin unless the person doing merges for your project explicitly gave you permission to do so. This is because merging a plugin that uses another plugin as master makes the merge process significantly more complicated.
 
As you can see, doing this removed Update.esm, Dawnguard.esm, HearthFires.esm, and Dragonborn.esm from my plugin's master list, as I did not use any references from any of these masters. For the purposes of Beyond Skyrim, all of these masters are okay to have on your plugin, as well as BSAssets.esm and whatever project you're editing. Your plugin cannot have multiple Beyond Skyrim projects as a master, and if your plugin aims to add or edit something in BSAssets, it is best practice to not have any Beyond Skyrim project as a master, only BSAssets.esm. Additionally, it is not acceptable to have another plugin as a master for your plugin unless the person doing merges for your project explicitly gave you permission to do so. This is because merging a plugin that uses another plugin as master makes the merge process significantly more complicated.

Please note that all contributions to Beyond Skyrim are considered to be released under the Creative Commons Attribution-ShareAlike (see Beyond Skyrim Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
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