Construction Set Kann keine Master Dateien entfernen

Gothic Freak

Abenteurer
Moin,

Wenn ich mit Wyre Mash versuche esm abhänigkeiten zu entfernen, kommt folgender error:
Traceback (most recent call last):
File "C:\Programme\Bethesda Softworks\Morrowind\Mopy\masher.py", line 1697, in OnSave
fileRefs.load()
File "C:\Programme\Bethesda Softworks\Morrowind\Mopy\mosh.py", line 3587, in load
record = Scpt(name,size,delFlag,recFlag,ins,True)
File "C:\Programme\Bethesda Softworks\Morrowind\Mopy\mosh.py", line 1828, in __init__
Record.__init__(self,name,size,delFlag,recFlag,ins,unpack)
File "C:\Programme\Bethesda Softworks\Morrowind\Mopy\mosh.py", line 774, in __init__
if ins: self.load(ins,unpack)
File "C:\Programme\Bethesda Softworks\Morrowind\Mopy\mosh.py", line 785, in load
self.loadData(ins)
File "C:\Programme\Bethesda Softworks\Morrowind\Mopy\mosh.py", line 1845, in loadData
raise Tes3Error(self.inName,_('Unknown SCPT record: ')+name)
mosh.Tes3Error: Tales of Vvardenfell.esp: Unbekannter SCPT Datensatz: DELE


Was kann man dagengen tun?

MFG Gothic_Freak

P.S: Wenn ich von einer anderen Mod ESMs entfernen will, klappts
 
Normalerweise sollte es über Mash funktionieren. Eine sehr gute Alternative ist das Progragramm Tesdependency Tool Kit

Hier einmal die ReadMe:
TES Dependency Tool Kit v2.0

written by Aaron White (aka Argent)



Installation

Using TESDTK

Adding Dependencies

Removing Dependencies

Updating Version Number

Converting ESD to ESP

Converting ESM to ESP

Converting ESP to ESM

Bugs

Limitations

Version History


Installation

It is recommended that this program be placed in the Morrowind\TESDTK directory. This program can be run from other directories, but the file-chooser will start in the My Documents folder rather than the Data Files Folder.

This program requires the Java Run Time Environment to run. If you do not already have this installed, run the JRE setup file to install it. Installation requires an internet connection, and can take a while.

Although TESDTK does not require any other files to run, it does create a temp file to assist in formatting byte data. This file can be deleted without causing any problems, but the file will be re-created each time the program is run.


Using TESDTK

The Elder Scrolls Dependency Tool Kit was originally designed as a way to prevent the GMST errors that occur when using the Tribunal and/or Bloodmoon versions of the Construction Set without having all the official master files (.esm) loaded. If you have a mod that does not require Tribunal or Bloodmoon items or scripting functions, and want to release your mod as a 'Morrowind only' mod, then you can make your mod with any and all master files loaded, and simply remove them prior to release.

Five new functions have been added since version 1.0; Add dependency, Update Version Number, ESD to ESP converter, ESP to ESM and ESM to ESP. The Update Version Number was suggested to me, which I thought was a worthwhile function to include. Most other functions were not planned but were 'discovered' as a natural consequence of the initial code written for the remove function. I have no idea how useful (or useless) some of these functions may be, but as they essentially used existing code, I included them anyway.


Adding Dependencies

To add a dependency to a plug-in file, load the file by clicking the button and selecting a plug-in file. The program will scan the plug-in and list all present dependencies in the window. The plug-in name and version number will be displayed in the toolbar next to the buttons. Click the button to display another file chooser dialogue window and select the file that you want to add as a parent master. Note that any file (ESM/ESP/ESS) can be added as a parent master. So it is possible (but not desirable) to make one ESP file dependent on another ESP file, or an ESP file can be added as a parent to a save game file, if desired.


Removing Dependencies

To remove a dependency from a plug-in file, load the file by clicking the button and selecting the file. The program will scan the plug-in and list all present dependencies in the window. Each master file name has a checkbox next to it. To remove that master file dependency click the corresponding check box. When you have selected all the master files you want to remove, press the button to remove the dependencies. This will create a new file with the prefix 'Free' (free of dependencies) and will be placed in the same folder that the program runs from.

This program is not capable of overwriting or accidentally deleting your plug-in files. However, it will overwrite 'free' files without a confirmation prompt. Dependencies can also be removed from master files and saved game files.

This version now allows the removal of the Morrowind.esm dependency.


Updating Version Number

If you have mods that were made with earlier versions of Morrowind, the version number will be recorded in that plug-in file and will cause error messages when trying to load the game. The previous solution to this was to load it into the Construction Set and resave. However, this is also a quick and easy method to fill your plug-in file with GMST settings, unless you load all official master files (which may not be desirable). TESDTK allows you to quickly update your old mods without loading the Construction Set. Once you have loaded a file, click the button; this will automatically scan your Morrowind.esm file and update to the corresponding version number. If you have placed this program in a folder other than the one specified above, the program may not be able to find Morrowind.esm by itself, in which case a file chooser dialogue window will open allowing the user to browse to the correct directory.


Converting ESD to ESP

This function simply writes out header data to a TESAME module file, converting it into a plug-in file. Useful for making plug-ins directly from items extracted from other plug-in files. To use, click the button and select the module file. The only limitation to this function is that it displays as an empty file when viewed with the details option in the Construction Set.


Converting ESM to ESP

To convert a master file to a plug-in file, first load a master file and then click the button.


Converting ESP to ESM

This functions does the same as the 'Merge To Masters' button in the Construction Set. To convert your plug-in file to a master file, load your ESP file and then click the button.






Bugs

No bugs documented so far.

NOTE: Any run-time errors that occur will be displayed in the console window that runs along side this program. If you get any messages in it can you please copy them to a text file and email them to me.


Limitations

This program is written in Java and therefore requires the Java Runtime Environment to be installed on your computer. Installing this can take a long time, and it requires an active internet connection. The installed JRE takes up 35MB of disk space, which is annoying considering the actual program is only 160kb (actually, its only 100kb).

The other limitation is the console window that runs along side this program. The reason for this is that the original program is packaged as an executable Java Archive File (JAR). However, on some systems (or between user accounts) this is not recognized as an executable JAR but as a regular archive file, so that double clicking it results in a prompt to extract it rather than run it. To solve this problem, I used a small program called Executor, which raps the JAR file in a Windows executable file. This is the other 60kb on top of the core program.


Version History

Since v1.0

Add dependency function added.

Update version number function added.

ESD to ESP function added.

ESP to ESM function added.

ESM to ESP function added.

Author and description are now kept.

Optimized read/write code.

Fixed a bug that corrupted a file if leaving more than the Morrowind.esm dependency.

Files larger than 1 MB took a long time to process. This was a result of poor design on my behalf and has been fixed in this version.

There is an intermittent bug that occurs when using the file chooser where folders are not recognized as a valid file type, and this crashes the file chooser. This bug has since disappeared (!??).

Since beta v1.0

Fixed the file filter for the .esp; .esm; .ess files. This was broken and crashed the program when trying to ascend past the C:\ folder.

Fixed an error occurring when trying to load a file with more than 20 Parent Masters, most commonly experienced when loading saved games.

Added scroll bars to the viewing window.

There was a bug when trying to remove dependencies that list more than 2 master files. The bug occurred if you only remove 1 master file at a time, and prevented the window from displaying the contents of the new freed file. This somehow fixed itself (?). If you encounter this problem please let me know.



If you encounter any other bugs, please contact me.

Mit dem Tool bekommst du alles weg.
Es ist allerdings in englisch und die befreiten Dateien werden mit dem Zusatz Free in dem Verzeichnis des Spieles geführt.

Das heißt umbenennen
 
File "C:\Programme\Bethesda Softworks\Morrowind\Mopy\mosh.py", line 1845, in loadData
raise Tes3Error(self.inName,_('Unknown SCPT record: ')+name)
mosh.Tes3Error: Tales of Vvardenfell.esp: Unbekannter SCPT Datensatz: DELE

SCPT ist ein Skript-Datensatz. DELE ist (soweit ich weiß) ein Zeichen dafür, dass ein Objekt aus einer Master-Datei gelöscht wurde. Also rate ich mal:

Kann es sein, dass in der Datei, die Du bearbeiten willst, ein Skript als gelöscht markiert ist?
 
Jop stimmt, genaugenommen ist es etwas mehr als nur EIN Script... ^^ Jedenfalls hab ich das Problem jetzt gelöst, das andere Programm ist dabei wohl etwas rücksichtsloser wenns ums entfernen geht^^