wolfpack91 Posted July 21, 2013 Share Posted July 21, 2013 i am trying to make a patch for a few sets of armor from another .esp mod so it will be compatible with the project nevada visors. i have the script correct i know because if i set the Armor's Esp to active and create the script there it works correctly, but when i try to refrence the armor from that esp into the script and save it as a new esp it dosent work. so i think the problem is that since the armor's esp is not flagging as a master to the new esp its not allowed to refrence the armor and thus the script does nothing. so how would i go about setting an esp as a master for another esp? Link to comment Share on other sites More sharing options...
wolfpack91 Posted July 21, 2013 Author Share Posted July 21, 2013 BTW yes im a complete n00b at GECK all ive ever done before is mod stats of existing objects Link to comment Share on other sites More sharing options...
JimboUK Posted July 21, 2013 Share Posted July 21, 2013 Open FNVedit and load it up, in the left hand column next to the esp you want to change click the plus sign and highlight the "File Header" entry. Now in the right hand pane you'll see a entry for "Record Flags", right click on that and select "Edit", OK the warning and then check "ESM" in the box that pops up, OK that, close FNVEdit saving when prompted.The file will still have a esp extension but will be a master, I don't think you need to rename the extension to ESM for the GECK to see it as a master bit I'm not 100% sure. Now go to your GECKCustom.ini file and change the line bAllowMultipleMasterLoads=0 to bAllowMultipleMasterLoads=1 Link to comment Share on other sites More sharing options...
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