Benjyp Posted May 20, 2009 Share Posted May 20, 2009 Hey guys, I'm having trouble saving plugins in GECK. At first I thought it was an issue with making them active but i just noticed that every single one is labeled as a master file except for the last 6. Fallout3.esmCALIBR.esmFOOK.esmAnchorage.esmThePitt.esmBrokenSteel.esmMart's Mutant Mod.esmThePitt-NoFireFollowers.espGreenWorld.espTenpenny_plant_remover.espPureWater-VeryClearNoRad-.espEnhanced Weather - Rain.espFellout-Full.espkrzymar-MoonSize_500%.esppipboylightblue.espCombat Enhanced-Tactics.espBetter Companions Ess.espcloversniper.espFawkes-warmachine.esprl3-CovertOps.espDP_CP_Brahmin_Eng.espoutcast_comp.espBorkowskifollow.espLPCompanion.espPowerArmorImproved.espClaw - PowerArmorTrainingImproved.espBobbleheadDelivery.espAtarixQuestFixedFF.espvault130DLC.esp3EFdrgplate.espkamikaze_armor01.espWHSpaceMarineArmor.espspace marine powersword.espWH40KFactionRandomized.espsc_slaves_stick_around_original_mezz_chance.espsc_buying_slaves.espPlaceable Equipment.espRobCo Certified.espBuildableBots v0.3a.espBuildablebots Robcert. addon.esprl3chip.espRecieveTenpennySuite.espEnclave Theme.espPenny.esp[CLO]BlackWolf Backpack.espMedicBKPK.espKeep Anchorage Equipment.espDLC Weapons.espOperation Anchorage More Rewards.espAnchorageRewardsRL.espT3T_AnchorageExtras.espAnchorage Salvage.espAll Anchorage Armors Usable.espAnchorageDoorV4.espT3T_OutcastTechSupport.espBMPA-Instant.espDarkpowerarmor.espRRPowerArmor.espNpcPlayableGaussRifle.espImproved Shocksword.espMannequin.espNuke Sniper.espAchillesRifle.espsuitcase_nuke.esplaser_katana.espFOOK.espFOOK - Anchorage.espFOOK - Anchorage hotfix.espFOOK - The Pitt.esppsychoelfs FOOK 1.5 and MMM lev stripping.espFOOK - Owned!.espFOOK - No Requirements for Miniguns, Gatlings, 20mm Flak.espWeaponModKits.espMart's Mutant Mod.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - No Ghoul Raise.espWeaponModKits - FOOK.espMart's Mutant Mod - Broken Steel.espMart's Mutant Mod - FOOK.esp Total active plugins: 83Total plugins: 91 Is there any way to remove the master status? Did running FO3MasterUpdate cause this? Thanks. Link to comment Share on other sites More sharing options...
rad666a Posted May 21, 2009 Share Posted May 21, 2009 Did running FO3MasterUpdate cause this? If I understand your problem correctly: Yes. How to fix it: I don't know. Link to comment Share on other sites More sharing options...
osterac Posted September 17, 2009 Share Posted September 17, 2009 Sorry to dig this up, but I did come up with a fix for this. The reason Geck is seeing it as a master file is because the .esp is tagged as an .esm. To fix this, use the TES snip feature of Fallout Mod Manager (the plugin editor button). Open your .esp, click the + to open up the directory tree, and double click on TES4. Uncheck the "0x00000001 (Esm file)" box. Save the .esp. Open it in Geck, Presto. Fallout Mod Manager will tell you which mods are incorrectly tagged at the bottom of its' main window, so just give 'em a click to find out. Link to comment Share on other sites More sharing options...
baduk Posted September 17, 2009 Share Posted September 17, 2009 Dont do all that! Just run fo3masterrestore and it will revert all your plugins automatically. you do it the same way you did fo3masterupdate with a command line argument or by renaming the exe file. Link to comment Share on other sites More sharing options...
theLeeHarvey Posted September 17, 2009 Share Posted September 17, 2009 What baduk said is correct and probably the easiest way to do it. If there is a specific plugin that you want to revert back to .esp status, uncheck all your other masters and plugins before you run FO3MasterRestore. That will save you from creating a bunch of unnecessary backup files in your data folder. When you are finished modifying the plugin in GECK, just rename FO3MasterRestore backe to FO3MasterUpdate and run it. It will then flag your modified .esp as an .esm. All you have to to is go back into FOMM and reactivate all your other files before you launch Fallout 3. Also, your load order could cause you some problems. CALIBR and FOOK should be loaded after the official DLCs.[x] Fallout3.esm[x] Anchorage.esm[x] ThePitt.esm[x] BrokenSteel.esm[x] PointLookout.esm[x] CALIBR.esm[x] FOOK2 - Main.esm Link to comment Share on other sites More sharing options...
osterac Posted September 17, 2009 Share Posted September 17, 2009 Oh, that's easier! Thanks guys.So what does fallout3masterupdate do then - how does making all of your esp files into master files tagged as esm files help? I found the program helpful because it sorted out load order mix-ups. But when I started tinkering with Geck, it got in the way...I read somewhere that I should run it after each mod I install. Link to comment Share on other sites More sharing options...
Colour Posted September 18, 2009 Share Posted September 18, 2009 Thanks for this site very helpful. Link to comment Share on other sites More sharing options...
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