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Is there a way to remove ESM requirement from an ESP?


Skyviper086

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I might typing in the wrong search criteria for this and do apologize for the inconvenience. I'm working a personal mod (not sure if others would like a home inside a mountain) however when I opened it up to work on it in the geck I failed to deselect a number of the DLC ESMs. Some those DLCs I do not use personally but my mod still requires them. Is there a way I can remove the ESPs dependency on those ESMs?

 

Thank you very much for your time.

 

Sv

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Open it in FNVEdit, remove ALL references to the master file from your mod. You need to do this in order to delete it. This might be a bit hard to find, for example, if you have an armor in your mod with the repair list from the master file, it won't allow you to remove the master file from your mod (quite rightly so). Scour each and every entry for such links and remove them (right click --> remove). The entries from the master files would have FormIDs starting with the same number as the master file as loaded in FNVEdit (makes it easier to find).

 

If you can't remove a particular item, copy that item to your mod (right click --> copy as new record to...), making sure this does not create new links (item dependent on an object effect defined in the master for example). And modify all links to that particular item to point to the new item in your own mod.

 

Once you are sure you have cleaned all the links, right click on your mod --> Clean Masters. Save. Done.

 

P.S. If you want to check if its still linked, open File Header of your mod and check under MAST. The one you don't want shouldn't be there.

 

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Edited by ArekkusuStorm
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You should probably start by right-clicking your mod and selecting Clean Masters, then check the File Header and see if there are still redundant masters. If there aren't, then you're all done. Otherwise, follow the instructions in the reference provided by ArekkusuStorm, from the beginning.

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