amokrun1 Posted June 30, 2023 Share Posted June 30, 2023 So I have this patch that all of a sudden stops the game from launching because of the error for missing masters but all of the masters are active. The error box says xxx.esp is missing required files: and then lists nothing. Is there a way to find what files are missing, if any? Link to comment Share on other sites More sharing options...
sullyvanj93 Posted June 30, 2023 Share Posted June 30, 2023 First thought would be to check the load order. Are you using a mod manager? Usually they display very bright colors if something is going to cause an issue... Link to comment Share on other sites More sharing options...
JimboUK Posted June 30, 2023 Share Posted June 30, 2023 Put your load order into FNVEdit and see what error that throws, it might name the missing master. Link to comment Share on other sites More sharing options...
amokrun1 Posted June 30, 2023 Author Share Posted June 30, 2023 That's the thing, I didn't touch the masters, all are set to active. xEdit reveals nothing either. Usually if there is a missing master it won't even load the plugin and it does just fine. All masters listed are present too. But I know it has something to do with the DIAL records. I messed with those last night and must have done something borked because reverting to an old backup of the plugin without my changes shows no problems. A drag though nonetheless, as this means a little over two hours of changes down the drain. Oh well. Link to comment Share on other sites More sharing options...
madmongo Posted July 1, 2023 Share Posted July 1, 2023 One of the log files in your FNV directory should tell you which master file it is looking for. Is it possible you accidentally changed the name of the master file in the GECK when you loaded up your mod? I can't see how changing DIAL records would change the master file dependencies. Link to comment Share on other sites More sharing options...
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