dmmdeps v0.2.71
DevModManager Dependency Checker v0.2.71
What It Does
Scans Starfield plugins (.esm/.esp) and discovers all asset dependencies:
- Meshes, Materials, Textures (with PC & Xbox paths)
- Scripts (Papyrus .psc/.pex with automatic import resolution)
- Terrain (.btd files, overlay masks, and source TIF files)
- Interface Icons (Inventory/ShipBuilder/Workshop + source TIF files)
- Voice Assets (PC & Xbox, dev & runtime)
- Particles, Animations, Morphs, and more
Outputs:
.achlist- JSON array of PC file paths (for Achievement-safe mod managers)_deps.csv- Detailed spreadsheet with file paths, asset types, and discovery sources
Downloads
- dmmdeps.zip (~186 KB) - Requires .NET 8 Runtime
- dmmdeps-fat.zip (~10 MB) - Includes .NET 8, no dependencies
Basic Usage
dmmdeps.exe "C:\Path\To\YourMod.esm"
Creates YourMod.achlist and YourMod_deps.csv in the same folder.
Command-Line Options
dmmdeps.exe <pluginPath> [options]
Options:
--gameroot <path> Override game root (parent of Data folder)
--xboxdata <path> Override Xbox Data root (default from CreationKit.ini)
--tifroot <path> Override TIF source root (default ..\..\Source\TGATextures)
--scriptsroot <path> Override Scripts folder (default Data\Scripts)
--test Write .achlist.test instead of .achlist
--quiet Suppress skipped-file messages
--silent Suppress all output except start/completion
--smartclobber Seed candidates from existing .achlist (captures manual overrides like Data\Interface\mapicons.swf which would not otherwise be detectable.)
Examples
Auto-detect everything:
dmmdeps.exe "C:\Games\Starfield\Data\MyMod.esm"
Custom development setup:
dmmdeps.exe "G:\ModDev\MyMod.esm" --gameroot "C:\Games\Starfield" --tifroot "G:\Source\TGATextures"
CI/CD pipeline (silent mode):
dmmdeps.exe MyMod.esm --silent
Performance
Sub-second execution for ~5000 files. No directory walking - deterministic asset discovery based on plugin content.
Full Documentation
See README.md for detailed documentation, troubleshooting, and integration guide.
Complementary PowerShell Script
While the rest of DMM is under development in C#, a complementary PowerShell script is available to automate mod backups and archive management for producing Windows and Xbox .ba2 archives: