pieceoshu Posted August 28, 2009 Share Posted August 28, 2009 So Yeah I opened the Pitt while working on my mod and now whenever I open it it relies off the pitt. Does that mean that when I release it to the community that only the people with The Pitt will be able to play it? I mean I know all I have to do is move the files I use over into my main folder right? Someone please give me a Very detailed layout of how to release a mod with all of its content running perfectly or just send me a link to a tutorial that I can read that explains everything perfectly. Link to comment Share on other sites More sharing options...
jackpack Posted August 28, 2009 Share Posted August 28, 2009 get plugin editor & open your mod & then select remove master "the pit" :thumbsup: Link to comment Share on other sites More sharing options...
steelplate Posted August 28, 2009 Share Posted August 28, 2009 Hey Jackpack, that don't work :( Unless I'm doing something monged. I've got Fallout Mod Manager up and I'm loading the Plugin Editor, but there's no entry or any mention of the master file in question (CALIBR.esm in my case) actually existing. FML seriously with this pain in the cheek. Seems no matter what I do, I can't stop my plugin referencing the CALIBR.ESM master file... And no offensive to the guys work, but I've regretted every minute with that damn thing. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted August 28, 2009 Share Posted August 28, 2009 Run FO3edit. Right click on your esp and select 'clean masters'. That should remove any .esms that aren't actually used. Link to comment Share on other sites More sharing options...
steelplate Posted August 28, 2009 Share Posted August 28, 2009 You sir, are my new best friend. Link to comment Share on other sites More sharing options...
jackpack Posted August 28, 2009 Share Posted August 28, 2009 Run FO3edit. Right click on your esp and select 'clean masters'. That should remove any .esms that aren't actually used. yeh thats it. sorry i was mixing up my programs. Link to comment Share on other sites More sharing options...
pieceoshu Posted September 1, 2009 Author Share Posted September 1, 2009 Ok well what happens if I do accidently put an item into my mod and then delete it? I'm guessing it should still work correctly. Maybe I'm just missing something tiny that I accidently through in there. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted September 1, 2009 Share Posted September 1, 2009 Use FO3edit to remove that item and then clean masters. GECK doesn't delete things exactly like you would expect, for some reason. Link to comment Share on other sites More sharing options...
pieceoshu Posted September 1, 2009 Author Share Posted September 1, 2009 HalleLuja!!!!!! It Worked! I had to individually go through my mod (it took about an hour and a half) to find 3 stupid DLC01 light refs. Removed them then cleaned masters. Sweet! Link to comment Share on other sites More sharing options...
BulletSix Posted September 4, 2009 Share Posted September 4, 2009 GECK doesnt delete anything anytime.GECK just adds stuff.It just marks that entry as "not existant ingame" or something like that, but leaves the entry itself and therefore all its necessities (CALIBR.esm in your case).To really delete entrie you need TESSNIP(part of FOMM) or FO3edit. Link to comment Share on other sites More sharing options...
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