UESP Forums

Discuss the uesp.net site and Elder Scrolls topics.
* FAQ    * Search
* Register    * Login
It is currently Fri May 17, 2024 11:07 am

Loading

All times are UTC

Post new topic Reply to topic  [ 2 posts ] 
Author Message
 Post subject: Odd Mod Details
PostPosted: Thu Apr 26, 2018 1:23 am 
Offline
Layman
Layman

Joined: Thu Apr 26, 2018 1:04 am
Posts: 1
ES Games: Daggerfall, Morrowind, Oblivion
Platform: PC
UESPoints: 0
I am using the Construction Set that comes with Morrowind GOTY on "Good Old Games" on a Win 10 laptop.
I was trying to start a mod when I thought I made a mistake so I saved it and checked my mod with the details button in the Data Files entry like it says in the http://en.uesp.net/wiki/Tes3Mod:Creating_Clean_Mods tutorial and I find a load of stuff that I don't know anything about. So I deleted that mod, started a new one, and saved it without any changes what so ever. I get the same list of changes. I had only included Morrowind.esm. Here is the list of changes listed in my brand new, untouched mod. Are these supposed to be there? Thanks:
TES3
GMST sTeleportDisabled
GMST sLevitateDisabled
GMST sWerewolfRefusal
GMST sWerewolfPopup
GMST sWerewolfRestMessage
GMST sWerewolfAlarmMessage
GMST sMaxSale
GMST sDeleteNote
GMST sEditNote
GMST sProfitValue
GMST sCompanionWarningMessage
GMST sCompanionWarningButtonOne
GMST sCompanionWarningButtonTwo
GMST fWereWolfRunMult
GMST fWereWolfSilverWeaponDamage Mult
GMST fWereWolfBounty
GMST fWereWolfStrength
GMST fWereWolfAgility
GMST fWereWolfEndurance
GMST fWereWolfSpeed
GMST fWereWolfHandtoHand
GMST fWereWolfUnarmored
GMST fWereWolfLevelToAttack
GMST fWereWolfFightMod
GMST fWereWolfFleeMod
GMST fWereWolfAthletics
GMST fWereWolfAcrobatics
GMST fWereWolfHealth
GMST fWereWolfFatigue
GMST fWereWolfMagicka
GMST fWereWolfIntelligence
GMST fWereWolfWillPower
GMST fWereWolfPersonality
GMST fWereWolfLuck
GMST fWereWolfBlock
GMST fWereWolfArmorer
GMST fWereWolfMediumArmor
GMST fWereWolfHeavyArmor
GMST fWereWolfBluntWeapon
GMST fWereWolfLongBlade
GMST fWereWolfAxe
GMST fWereWolfSpear
GMST fWereWolfDestruction
GMST fWereWolfAlteration
GMST fWereWolfIllusion
GMST fWereWolfConuration
GMST fWereWolfMysticism
GMST fWereWolfRestoration
GMST fWereWolfEnchant
GMST fWereWolfAlchemy
GMST fWereWolfSecurity
GMST fWereWolfSneak
GMST fWereWolfLightArmor
GMST fWereWolfShortBlade
GMST fWereWolfMarksman
GMST fWereWolfMerchantile
GMST fWereWolfSpeechcraft
GMST fFlee distance
GMST sEffectSummonFabricant
GMST sEffectSummonCreature01
GMST sEffectSummonCreature02
GMST sEffectSummonCreature03
GMST sEffectSummonCreature04
GMST sEffectSummonCreature05
GMST sMagicFabricantID
GMST sMagicCreature01ID
GMST sMagicCreature02ID
GMST sMagicCreature03ID
GMST sMagicCreature04ID
GMST sMagicCreature05ID


Top
 Profile  
 
 Post subject: Re: Odd Mod Details
PostPosted: Thu Apr 26, 2018 6:31 am 
Offline
Apprentice
Apprentice
User avatar

Joined: Sat Oct 17, 2015 5:10 pm
Posts: 154
ES Games: Morrowind, Oblivion
Platform: PC
Status: Subject to change without notice
UESPoints: 16
These entries should not be there and are known as "GMST contamination". This issue occurs when you load only Morrowind.esm into the Construction Set. A good overview of the issue can be found on the UESP Wiki here. There are a number of ways to avoid / fix this.

The easiest way to prevent it is to load either Tribunal.esm or Bloodmoon.esm (or both) along with Morrowind.esm. This will avoid having these entries appear. (Note that if you load both Tribunal and Bloodmoon together, the CS will kick up a [rather large] number of warning messages about the previous / following string being different for certain dialogue entries during the load process. This is normal and is nothing to worry about.)

Another possibility is to use GMST Vaccine (download link here). This is useful if you want to make a mod that does not require the Tribunal and/or Bloodmoon expansions. Loading this .esp file into the CS along with Morrowind.esm will prevent this issue from happening. (Note that this .esp should be loaded in the Construction Set only -- do not load it when playing the game.)

You can also clean the mod (i.e. get rid of these entries) using tools such as TESTool and Tes3cmd. Once cleaned, use one of the above methods to prevent the problem from re-occuring the next time you edit your mod.

Happy modding! :D

_________________
CLIFF RACER BODY COUNT: 1059

And I ain't in it for the power
And I ain't in it for my health
I ain't in it for the glory of anything at all
And I sure ain't in it for the wealth


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 2 posts ] 

All times are UTC


Who is online

Users browsing this forum: No registered users and 5 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  

Sponsored Links

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group