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

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

- Posts: 2062
- Joined: Sun Mar 01, 2009 11:46 pm
- ES Games: Morrowind GOTY, Oblivion, Skyrim
- Platform: PC
- Status: Mega-burping at Dragons (with Dragonrend)
- Location: North Tyneside (Geordieland), UK
Re: Seperating new added scripts scripts from Oblivion.esm ones?
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.
H8Ball (ex PC Engineer)
- Oblivion Horse Rump Sticker: "No sharp objects. This horse is fitted with inflatable rubber safety adventurer"
Skyrim Arrowhead Sticker: "I used to be an arrow, but then I took an adventurer in the knee"

