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GECK issue


Benjyp

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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.esm

CALIBR.esm

FOOK.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

Mart's Mutant Mod.esm

ThePitt-NoFireFollowers.esp

GreenWorld.esp

Tenpenny_plant_remover.esp

PureWater-VeryClearNoRad-.esp

Enhanced Weather - Rain.esp

Fellout-Full.esp

krzymar-MoonSize_500%.esp

pipboylightblue.esp

Combat Enhanced-Tactics.esp

Better Companions Ess.esp

cloversniper.esp

Fawkes-warmachine.esp

rl3-CovertOps.esp

DP_CP_Brahmin_Eng.esp

outcast_comp.esp

Borkowskifollow.esp

LPCompanion.esp

PowerArmorImproved.esp

Claw - PowerArmorTrainingImproved.esp

BobbleheadDelivery.esp

AtarixQuestFixedFF.esp

vault130DLC.esp

3EFdrgplate.esp

kamikaze_armor01.esp

WHSpaceMarineArmor.esp

space marine powersword.esp

WH40KFactionRandomized.esp

sc_slaves_stick_around_original_mezz_chance.esp

sc_buying_slaves.esp

Placeable Equipment.esp

RobCo Certified.esp

BuildableBots v0.3a.esp

Buildablebots Robcert. addon.esp

rl3chip.esp

RecieveTenpennySuite.esp

Enclave Theme.esp

Penny.esp

[CLO]BlackWolf Backpack.esp

MedicBKPK.esp

Keep Anchorage Equipment.esp

DLC Weapons.esp

Operation Anchorage More Rewards.esp

AnchorageRewardsRL.esp

T3T_AnchorageExtras.esp

Anchorage Salvage.esp

All Anchorage Armors Usable.esp

AnchorageDoorV4.esp

T3T_OutcastTechSupport.esp

BMPA-Instant.esp

Darkpowerarmor.esp

RRPowerArmor.esp

NpcPlayableGaussRifle.esp

Improved Shocksword.esp

Mannequin.esp

Nuke Sniper.esp

AchillesRifle.esp

suitcase_nuke.esp

laser_katana.esp

FOOK.esp

FOOK - Anchorage.esp

FOOK - Anchorage hotfix.esp

FOOK - The Pitt.esp

psychoelfs FOOK 1.5 and MMM lev stripping.esp

FOOK - Owned!.esp

FOOK - No Requirements for Miniguns, Gatlings, 20mm Flak.esp

WeaponModKits.esp

Mart's Mutant Mod.esp

Mart's Mutant Mod - Increased Spawns.esp

Mart's Mutant Mod - Hunting & Looting.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - Zones Respawn.esp

Mart's Mutant Mod - No Ghoul Raise.esp

WeaponModKits - FOOK.esp

Mart's Mutant Mod - Broken Steel.esp

Mart's Mutant Mod - FOOK.esp

 

Total active plugins: 83

Total plugins: 91

 

 

Is there any way to remove the master status? Did running FO3MasterUpdate cause this? Thanks.

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  • 3 months later...

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.

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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

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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.

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