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Geck not properly adding master to newly made esp.


MaunisPhiehouse

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I'm currently trying to make a compatibility patch between

 

Powered Power Armor (https://www.nexusmods.com/newvegas/mods/37983)

 

Project Nevada (https://www.nexusmods.com/newvegas/mods/40040)

 

Enclave Outcast Advanced Power Armor (https://www.nexusmods.com/newvegas/mods/57350)

 

However, When ever i make the edits to the form lists of pnx and ppa and then save the newly made file the list of masters is short the powered power armor esp and the Enclave outcast armor esp.

 

I remember that i have somehow made this work but the method to making this work is currently escaping me.

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A file becomes a "master" when a "dependent" plugin relies upon a record or asset from that master. If you aren't copying a record from "Powered Power Armor" (etc.) into your new plugin, then it doesn't require ("depend upon") the master file to provide the original definition of that record. Editing a record's value or form list in your plugin does not create that dependency. You usually have to "copy as override" from the master into your plugin and then make the changes there.

 

I believe this is usually done in FNVEdit (xEdit) instead of GECK.

 

Don't know what you are basing your compatibility patch procedure on, but the basics are covered in the wiki article "Compatibility Patching" for the basic process. There is also the "Multiple file Merge-Up Procedure" article for a more complex example.

-Dubious-

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The GECK will automatically add any master file that is loaded when you save your mod. ESP files are not master files. You can fake out the GECK by setting the master flag in the ESP file using FNVEdit (then turn it back off when you are done).

 

If you try to reference assets defined in an ESP and you haven't faked out the GECK to make it think the ESP is a master, it won't handle the reference properly. Best case, that part of your mod just doesn't work. Worst case, it crashes the game.

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