Skyrim Special Edition Remove Enchantment Mod

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Ginny Cammarano

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Dec 6, 2023, 7:33:57 AM12/6/23
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I think that's it, if someone could help me telling me if there's a mod that can remove enchantments from a weapon mod,or in other ways, it would be awesome, also if I need to give more info, just let me know. Peace!

The following CSV files are supplied with Wrye Bash and can be used when building your Bashed Patch. Default CSV Files CSV FileDescription Replace Form IDsP1DCandles_FormidsReplaces the Form IDs of various candles to reference equivalents supplied by P1D's Candles For Kleptos. TI to Cobl_FormidsReplaces ingredients added by Tamrielic Ingredients with equivalents added by Cobl. Import NamesGuard_NamesBased on Flak's Complete Names Project, this CSV file gives unique names to guards, legion soldiers, couriers and a few other NPCs and creatures with generic names. It covers both vanilla Oblivion and Oscuro's Oblivion Overhaul. OOO_Potion_NamesRenames the alcoholic beverages back to vanilla names for those that don't like OOO's method of renaming them. Random_NPC_Alternate_NamesDoes the same as Random NPC Names below, but using different names. Random_NPC_NamesGives unique names to generically named NPCs and renames some others from the following mods:

  • Crowded Roads Revamped by Spotty42
  • Crowded Roads Revisited by Smooth
  • Tamriel Travellers by Gratis_monsta
  • Crowded Cities 15/30 by Gratis_monsta
  • PT_RoamingNPCs by Gratis_monsta
Rational_NamesRenames various items in the game to have more rational names. Based on Rational Names 2, minus the GMST settings for soulgem names, and expanded to cover the Shivering Isles, Oscuro's Oblivion Overhaul and a few more mods. Cobl ExhaustionAssorted_ExhaustDefines power exhaustion levels for greater powers from Oblivion, the Orrery DLC and Cobl. Kmacg94_ExhaustDefines power exhaustion levels for greater powers from Race Balancing Project, Oblivion WarCry, Oscuro's Oblivion Overhaul and several other mods. Morph FactionsBash_MFactUsed with Wrye Morph to provide faction morphing.Leveled Lists Back to topThe leveled list patcher is slightly odd in comparison to the others: it's effectively an Import... patcher, but its options are decided automatically by default.First, a bit of background. When different plugins alter the same leveled list, only the last loaded plugin's changes get applied. This tends not to be what is wanted. The leveled list patcher circumvents the issue by instead merging all the changes made to leveled lists and having this merged set of changes applied.The leveled list merging is dictated by related Bash Tags, and functions as follows.
  • The load order of plugins is still important to the result of the leveled list patcher. It decides what plugins' effects override others.
  • Untagged plugins can only add new entries to leveled lists. If such a plugin adds an entry that already exists, it will be ignored. Furthermore, even if another plugin has already marked that entry as removed, it will not be re-added.
  • Delev tagged plugins can remove entries from leveled lists. Any items present in such a plugin's masters but not in the plugin itself will be removed.
  • Relev tagged plugins can relevel an existing entry (ie. change its levels and/or counts in the list), and can also override previous deletions of entries from leveled lists. However, it does not prevent a later-loading Delev tagged plugin from then removing an entry again.
  • Delev and Relev tagged mods simply combines the effects of the Delev and Relev Bash Tags.
  • In addition to the above, if the Remove Empty Sublists checkbox is ticked, the leveled list patcher will remove any empty sublists from leveled lists. These would otherwise cause the leveled list to select nothing if such a sublist was picked in-game. However, the patcher cannot distinguish between leveled lists that are empty by mistake and ones that get filled at runtime, so this option is only safe to enable if you know your load order does not contain any mods with 'leveled list injectors'.
It's best to simply ensure that your plugins have the correct tags and leave this section on automatic. To add plugins to or remove plugins from the list, uncheck the Automatic checkbox, and use the Add or Remove buttons. The latter will remove the currently selected plugin.To manually override the Delev/Relev Bash Tags for a plugin, right-click it in the section list and check or uncheck the relevant options as desired. To return to the automatic setting, select the Auto option in the right-click menu.Saves Tab Back to topOverview Back to top Wrye Bash's Saves tab. The Saves tab allows you to manage many aspects related to your game's saves. Save files are found in the My Games\[Game]\Saves directory and have the file extension .ess. When you quicksave or autosave, the game backs up the previous quick/autosave by replacing the file extension with .bak. This backup may be restored by restoring its original file extension.If you have Pluggy and/or the game's Script Extender installed, each of your save files will have a corresponding cosave containing the Pluggy/OBSE/SKSE-specific data. These cosaves have file extensions .pluggy, .obse, .skse for Pluggy, OBSE and SKSE respectively.The Saves tab is divided into two sections: the main panel lists your save files and displays some of their details in its columns. The Save Details panel on the right displays some more information relating to the currently selected save file. It comprises of the following sections: SectionDescription File NameThis is the filename of the save. Changing it here will rename the save file. Player InfoThese three lines give the player character's name, their level, days have passed in-game, hours played and current location. O/P Flags These two flags appear to the right of the player info, and indicate the presence of cosave files: O is for OBSE cosaves, and P is for Pluggy cosaves. ScreenshotThe screenshot embedded in the save file, taken at the moment of saving. Masters ListThe Masters list shows the plugins that the currently selected save file depends on, the load order (Mod Index) of that master in the save file, and the current load order of the master plugin if present and active.

Masters in the list can be renamed if the corresponding plugin has been renamed. To rename a master, first allow editing from the masters list column context menu and then either left-click it and edit it in the column display, or right-click it and select Change to... to select the desired replacement plugin from the Data directory. Note that you should only do this if the new name is a new version of the same mod. Replacing a mod with an unrelated mod will cause file corruption.
If editing is allowed, items that are renamed inside Bash internal dictionaries appear bolded - on clicking on the masterlist they take their renamed values and the Save and Cancel buttons are enabled. You may click on Save to save the new master list, or on Cancel to revert displaying the non renamed masters.
Disallowing edits will revert the list to the original and disable Save and Cancel buttons (if no other fields are edited).
  • Note that currently renaming the master in the OBSE/SKSE cosave is NOT supported (except for very old OBSE versions). If the save has a cosave this will most probably corrupt the cosave. See the related issue (help wanted).
Masters can also be disabled (again if editing is allowed) if they have been removed and are preventing your save from loading, as may sometimes happen, by right-clicking them and selecting Disable. Note that logical errors may still occur that prevent the removal of the plugin dependency, but this will let the game try to remove the dependency.
MIMaster Index of the save game. This means the actual number of the masters in succession starting with e.g. 00 Skyrim.esm, or 00 Oblivion.esm, etc.
Current LOCurrent load order in relation to the load order of the Active Plugins. Active Plugins should correspond with plugins.txt. NotesThis section can be used to keep notes on the save file.Color scheme for Save Game Files Back to top Checkbox Colour Meaning Excellent. Exactly synced with the current load order. Good. Compatible with the current load order. However, the current load order includes some plugins that are not used by this save game. You can use Activate Masters to sync active plugins to this save. Good, but not in sync with the current active mods. You can use Activate Masters to sync active plugins to this save. Some plugins have changed order. The game and the TESCS/GECK/CK will adjust for this when loaded. However, if some of the plugins that you use made conflicting changes to the same item, a different plugin may now dominate because of the reordering. You can use Reorder Masters to sync load order to this save. A master is missing. You should check to make sure that you have not inadvertently renamed or removed the plugin. Color scheme for Save Game Masters (MI & Current LO) Back to top Checkbox ColourMeaning Good. Matches the Master Index of the save game at the time it was saved. Good, but the Master Index is not in sync with the Current load order. Some plugins have changed order. The plugin still exists in the Data folder but a plugin was added or removed before of after this plugin. A plugin is missing. If unintended then you should check to make sure that you have not inadvertently renamed or removed the plugin.Save Profiles Back to topSave profiles are like player accounts, in that they consist of a load order plus a set of save files. They can be used to allow safe and easy switching between different characters than may use different combinations of mods, or between different stages of the same character's life (where different mods have been used in each stage). They can also associate different versions of Oblivion.esm with different save profiles, using Oblivion.esm Swapping.To create or modify save profiles, use the Edit Profiles... command in the Profile submenu of the column header context menu. You can create a new save profile using Add, delete the selected existing save profile using Remove and rename the selected save profile using Rename. The central text field can be used to store notes on the selected save profile.To select a save profile, select it from the list visible in the Profile submenu of the column header context menu.To assign save files to a save profile, use the Move To or Copy To submenus in the save file context menu. This will also assign any related cosave files.Face Import Back to topFaces may be imported from saves to saves or plugins, or from plugins to saves. This allows you to preserve a character's appearance should you wish to restart a character, to roleplay as a particular character, or to turn your character into an NPC that may be encountered during playing, among other uses.To import a face to a save:
  1. Select the Import Face... command in a save file's context menu.
  2. Choose the source save or plugin in the file dialogue that is displayed.
  3. Choose the actor whose face you want to import. Click on a face in the list to display its details. If an image is associated with the face, it will be displayed.
    • If you chose a source plugin, the plugin's NPCs will be listed.
    • If you chose a source save, the player character will be at the top of the list, possibly followed by some clones of the player that the game uses for various purposes and some other NPCs.
  4. Use the checkboxes to select additional characteristics to import.
    • The Race Import is incomplete. It will change the physical appearance and identification of the character, but not the racial powers.
    • Use the Stats Import with care. In-game stats are a combination of base stats, magical modifiers and scripted modifications. This command only affects the base stats. As such, the in-game effect may be negative or bizarrely high. In addition, such alteration of stats often confuses releveling mods, and such a mod may require temporary removal so that stats are imported to a save which does not have it active. Such mods can be reinstalled once the stats have been imported.
  5. Click the Import button to finish.
To import a face to a plugin:
  1. Create a new plugin using the New Mod command from the File menu of the plugin context menu in the Mods tab.
  2. Right-click the new plugin and select Import Face....
  3. Choose the source save in the file dialogue that is displayed.
Some notes on the usage of Face Import:
  • Face Import does not check for unique Editor IDs. The Construction Set will inform you of any duplicates and auto-rename them, though you will probably want to rename them manually as DUPLICATE0000 is not very informative.
  • If you want to associate an image with a face, save the image to Data\Docs\Images\[EditorID].jpg, where [EditorID] is the Editor ID of the face. The size of the image box is 250x210 pixels. Wrye Bash will scale down any image supplied to fit the box.
  • To tweak the stats of an existing character, try importing them to a plugin, editing them there and then importing the character back into your save file.
  • Normally when importing a face to a plugin, only eyes and hair from Oblivion.esm or the destination plugin will be imported. However, the following steps can be used to import eyes and hairs that come from other mods.
    • Convert the source cosmetic ESP to an ESM, using the Copy to Esm command in the plugin context menu in the Mods tab.
    • Open the destination plugin in the Construction Set, also loading the converted source cosmetic ESM.
    • Save the plugin in the Construction Set.
    • In Wrye Bash's Mods tab, select the converted source cosmetic ESM in the destination plugin's Masters List and use the Change to... command to select the source cosmetic ESP.
    • Now import the face as normal. The eyes/hair should also be imported.
Context Menu Commands Back to top Column Header Context Menu CommandDescription Sort ByThis submenu allows you to choose by which column the save list is sorted. This is equivalent to clicking on a column header. ColumnsThis submenu allows you to choose which columns are visible in the save list. Files.. Open Folder...Opens the saves folder in Windows Explorer. Unhide...Opens a dialogue window allowing you to select which hidden save files to unhide. Profile Edit Profiles...This submenu allows the creation, editing and removal of save profiles. [Profile][Profile] is the name of a save profile, which are listed below the separator in the Profile submenu. Clicking a save profile will activate it. Oblivion.esmOblivion only. This submenu relates to Oblivion.esm Swapping. It allows you to swap the active version of Oblivion.esm. Save Context Menu Command Description File.. Rename... Rename the selected save file. Duplicate... Creates a duplicate of the selected save file in the saves folder. Hide... Moves the selected save file to the My Games\[Game]\ Saves\[optional profile dir\]Bash\Hidden directory. Delete Deletes the selected save(s) and any associated backups. Deleted saves are sent to the Recycling Bin. Backup Creates a backup of the selected save file in [Game] Mods\Bash Mod Data\Backups. On first run, the backed-up save file has f appended to its file extension, giving .essf or .fosf. Revert to Backup... Reverts the selected save file to the last backup made of it. Revert to First Backup... Reverts the selected save file to the first backup made of it. Move To This submenu allows you to specify a save profile to move the selected save(s) to from the active save profile. Copy To This submenu allows you to specify a save profile to copy the selected save(s) to, so that it is present in both the active and specified save profiles. Activate Masters Activates exactly the plugins present in the selected savegame's masters. Reorder Masters Reorders plugins in the load order to match the order of the selected savegame's masters. List Masters... Lists savegame masters in load order and copies the list to the clipboard. Version numbers are displayed if detected. Diff Masters... If two savegames are selected, then this will compare the masters of the new save to those of the older save. If one savegame is selected, then this will compare the currently active plugins to the masters of the selected savegame. The comparison details masters that have been removed and added in the newer save since the older save, or removed and added in the load order since the selected save. Statistics Oblivion & Nehrim: At Fate's Edge only. This produces a set of various technical statistics for the selected savegame. The following information is produced:
  • Array sizes. These arrays are for each of the major sections in the save file.
  • Created items. These are items created in-game, through scripting or some sort of crafting skill (e.g. alchemy, spellmaking).
  • FormIDs. This is a breakdown of the FormID table in the savegame, sorted by source plugin. The FormID table maps savegame reference numbers to the FormID of the referenced record. If a reference is made to a record from a mod that is no longer loaded, the FormID is replaced with a 0.
  • Record details. This gives a breakdown of the different types of records stored in the save file. The type is given as a number and as text (e.g. 48 Cell), and then the number of records referenced from each plugin is given below.
  • New ObjectRef Bases. These are objects that belong to the savegame, for example arrows dropped on the ground in-game. They generally are created and destroyed by the game as required, though bad scripting techniques can cause some of them to stick around. The "Base" of an objectRef is the BaseID of the object (e.g., the FormID of a steel arrow from Oblivion.esm). The ObjectRef refers to these indirectly through an "iref". Usually this will map back to a FormID, but if the original mod has been removed from the load order, then the FormID is set to zero. If this has happened, then a count of such "Null Bases" will be shown. After the "Null Base" count (if present) is a list of New ObjectRef Bases where the count is over 100 (e.g. if there are over 100 new arrows lying around). Shown is the count, the iref and the base FormID. FormIDs beginning with FF are references to an object defined by the savegame. Otherwise, the FormID will map back to a mod. The first two digits are the modindex, and can be matched to a mod through the "MI" column in the list of savegame masters.
Dump .**se Contents This is similar to Statistics above, but reports statistics for the .**se cosave file (e.g. .obse for Oblivion or .skse for Skyrim) associated with the selected save. Dump .pluggy Contents Oblivion & Nehrim: At Fate's Edge only. Behaves like Dump .**se Contents, but for the Pluggy cosave associated with the selected save. Delete Spells... Oblivion & Nehrim: At Fate's Edge only. This allows you to delete unused spells from your spell list in the selected save. Warning: This cannot be undone. Most spells may be repurchased or recreated, but quest and other special spells can most likely only be readded using the console. Rename Player... Oblivion & Nehrim: At Fate's Edge only. Renames the player's character in the selected save. Set Number of Uses for Weapon Enchantments... Oblivion & Nehrim: At Fate's Edge only. Allows you to set the number of casts available to any enchanted weapon you created in-game, or that has otherwise been recorded in your savegame. Import Face... Oblivion & Nehrim: At Fate's Edge only. Relates to Face Importing. This command allows you to import a face for the save file's player character (and possibly some NPCs) from another save file or from an NPC in a mod. Rename Enchanted... Oblivion & Nehrim: At Fate's Edge only. Allows you to rename any enchanted items that you have created in-game for the selected save. Rename Potions... Oblivion & Nehrim: At Fate's Edge only. Allows you to rename any potions that you have created in-game for the selected save. Rename Spells... Oblivion & Nehrim: At Fate's Edge only. Allows you to rename any spells that you have created in-game for the selected save. Reweigh Potions... Oblivion & Nehrim: At Fate's Edge only. Potions created in-game are given a weight that is somewhat arbitrarily selected and potentially high. This command may be used to set all created potions to have a specific weight. Potions created after the use of this command with new names, new effects or new durations will not be affected. Update NPC Levels... Oblivion & Nehrim: At Fate's Edge only. Updates the level information for NPCs stored in the selected savegame to reflect the active load order's NPC level settings. This is required because although NPC levels are set via plugins, once an NPC is encountered its level is stored in the save file, which overrides the plugin levels. Export Screenshot... Allows you to save the image used as the save file's screenshot as a JPEG. Re-number Save(s)... Allows the re-numbering of the selected save file(s). If more than one file is selected, the first will be renumbered to the given number and the others will be numbered in increments of one from the given number. The save name must be of the form .. Remove Bloat... Oblivion & Nehrim: At Fate's Edge only. This is an experimental command. It is recommended that saves are backed up before using it on them. It attempts to determine how much bloating there is in the selected save file and then optionally remove it. If the command reports a large number of created objects, there could be a problem with one of your mods, and such mods should be removed or updated. There are two common types of bloat:
  • Excess created objects can occur through the use of scripting by a mod to duplicate existing objects in-game and a failure by the mod to clean up the duplicates after their use.
  • Null references are caused when objects from a mod that is removed are present in the game world. These objects then get replaced with null references when the game is next saved with the mod missing.
Repair Abomb Oblivion & Nehrim: At Fate's Edge only. Abomb Animation Slowing is a slowing of animations that typically occurs around 225 hours into the game, though it may occur earlier or later. This is an engine bug, and this command avoids its effects by resetting a related counter (TesClass Abomb counter is reset to 0x41000000). Repair Hair Oblivion & Nehrim: At Fate's Edge only. Oblivion has a bug that will cause a crash if your PC's hair comes from a mod that has been removed and you then run showRaceMenu. This command resets your hair to the default for that race and gender, so you can then use showRaceMenu to select a new hair again if you wish. Save Masters List Column Header Context Menu Command Description Sort By This submenu allows you to choose by which column the masters list is sorted. This is equivalent to clicking on a column header. Allow Editing Allow (or disallow) editing of the masters list. Enables (or disables) the items' context menu entries. Clear Renames Clears the internal renames dictionary, meaning that maters that were previously renamed will no longer be automatically renamed in future plugins' master lists. Save Masters List Items Context Menu Command Description Change to... Rename a master by selecting the desired replacement plugin from the Data folder. It will add the plugin to the internal renames dictionary of Wrye Bash and bold it on any master list that it appears in. Hit Save to edit the selected file permanently. Equivalent to left clicking the selected master for a second time, just allows you to select the plugin from the Data directory instead of entering the name manually.
  • Note that you should only do this if the new name is a new version of the same plugin. Replacing a plugin with an unrelated plugin will cause file corruption.
  • Note also that as of 307, the master will be renamed in the xSE cosave as well. As of the time of writing, all third party xSE plugins that store plugin names into the cosaves that we're aware of are supported.
Disable Oblivion, Nehrim: At Fate's Edge, Fallout 3 & Fallout: New Vegas only. If you want to remove a plugin from active use, you can usually just start playing without the plugin loaded. However, this won't work if the plugin is an esm. You can get around this by right clicking on the name and selecting Disable. This will rename the master to a non-existent esp. Note that you still may run into logical errors which prevent the esm from being removed. But at least this way the game will try to run without the master. Jump to Master Jumps to the specified master on the Mods tab. You can double-click on the master to the same effect. Screenshots Tab Back to topOverview Back to topWrye Bash's Screenshots tab.The Screenshots tab allows you to preview any screenshots taken in-game using the built-in Print Screen functionality. These screenshots are saved as bitmap files (.bmp). Selecting a screenshot from the list on the left will display it on the right. Screenshots can be converted from bitmaps into a few other formats using context menu commands.Change screenshots directory (Oblivion) Back to topBy default, Oblivion stores its screenshots in Oblivion's root folder but allows you to change the default directory via an ini setting. You can change the ini setting by directly editing Oblivion.ini or by using the "Next Shot" column menu item in the Screenshots tab. For instance Oblivion Reloaded uses Oblivion\Screenshots. To change the screenshots directory to Oblivion\Screenshots by editing the Oblivion.ini find the following line under the [Display] heading:

skyrim special edition remove enchantment mod


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