Seperating new added scripts scripts from Oblivion.esm ones?

Discussions and questions about the CS and mods for Oblivion
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DeadBread
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Seperating new added scripts scripts from Oblivion.esm ones?

Post by DeadBread »

Is there any idiot-proof way to only display any edited/added scripts that .esp files contain?

For example, I want to edit the No Psychic Guards 1.2 mod, but I have no idea where to find the specific script. I don't know if it's an added script or a modified default one.
This is quite confusing as setting any mod as the active file automatically pulls in the Oblivion.esm with all of its scripts.
Vendetta
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Re: Seperating new added scripts scripts from Oblivion.esm ones?

Post by Vendetta »

You are going to have to ask the mod creator.
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DeadBread
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Re: Seperating new added scripts scripts from Oblivion.esm ones?

Post by DeadBread »

I recently discovered TES4EDIT and it does exactly what I need!
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H8Ball
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Re: Seperating new added scripts scripts from Oblivion.esm ones?

Post by H8Ball »

Unfortunately, the CS is a not very well thought out complex, user-unfriendly mess. It shows the Active mod's objects with an asterisk AFTER them, which can be very difficult to pick out. Personally, if it had been me, I'd have had different text colours for the Active mod's changed/new records and their parent containers, e.g. red for changed, green for new. Much easier to see and trace.
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