MtB Posted November 23, 2009 Share Posted November 23, 2009 Ok, why does this happen? I made a mod which I had to rebuild which sucked because the GECK reported that one of it's master files was THE Pitt. The thing is none of the parts in the mod came from The Pitt. This is what happened; I built a cave network and saved it and the GECK reported that Fallout 3 was the ONLY master file. I then opened a cell that reported that it had both Fallout 3 and The Pitt as master files. I moved a piece of the construction and then returned to my original active cell containing the cave. Nothing here was moved, added, deleted or touched. I saved it again and magically for some reason The Pitt gets linked as a master file to that plug-in. How/why does this happen? Link to comment Share on other sites More sharing options...
deepside Posted November 24, 2009 Share Posted November 24, 2009 by loading both master files anything you take even when it's just from the fallout esm and place it in your mod will make the mod depending on the masterfiles loaded.(doesn't matter wich other esm you take)a good suggestion when your ready and close the geck for a moment, make a copy of it and put it in a folder outside the data folder so that you always have a backup mod in case something goes wrong. this one you can easily overwrite whenever your satisfied with the mod your working with. so you won't have to start all over again. in your case the mod shall be depending on those two unless your rebuilding it again without the dlc.( new esp)and most off all always check before you load your esp iff the files are checked that you need. iff there are too many checked uncheck them. had the same problem only i had to rebuild it again coz i found that problem too late. Link to comment Share on other sites More sharing options...
csb Posted November 25, 2009 Share Posted November 25, 2009 Not all is lost, however. If you are totally sure no Pitt content is in your file, you can start Fallout Mod Manager (FOMM) and using the built-in TESSnip utility, remove the reference to Pitt's .esm in the Header. You can do the same in FO3Edit. Link to comment Share on other sites More sharing options...
Recommended Posts