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strange file de-evolution issue


Manticore 452

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Thanks for taking a look at this, would have posted in geck general discussion, but for some reason it doesn't let me post new topics anymore in the Bethesda forums. :confused:

 

Ive downloaded a few mods that add new armor, (meshes, textures, ext.) And while they work just fine, no red blocks or anything like that, there just isnt enough of the stuff for my army of companions.

 

I would use console commands, but I'm using vista so :wallbash: .

 

Anyway here's the issue, when I go into the geck to add the new armors, to someplace I can pick them up (goes fine), then save and exit the geck, the mod basically disappears. If I reenter the geck and open the mod files all the new content of the file is gone and its just another vanilla .esp file :verymad: .

 

I was at one time able to use this tactic of drop in geck and pick up in game at one time. it still works with items from FOOK2, but as far as anything else goes it doesnt work.

 

Example- I open the CamoCombatArmorRedux_V3.esp file in the geck, place some stuff in the megaton house, save, leave, come back,- vanilla file with the name CamoCombatArmorRedux_V3.esp :unsure:

It does the same thing if try to add the item/armor to an npc or container.

 

This is NOT the only file that does this, just the one I'm working on now. Its really annoying and any help is greatly appreciated :thanks:

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Plugins don't work that way. They use items from masters, not other plugins. The easiest way to do what you want to do:

Use fo3 plugin utility or fo3edit to make CamoCombatArmorRedux_V3.esp a master.

Do what you described above.

Change CamoCombatArmorRedux_V3.esp backinto a plugin (or leave it i doesn't hurt anything and sometimes helps).

 

Now your new plugin will correctly show items used in the original.

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