Hendrickx Posted July 13, 2010 Share Posted July 13, 2010 Ok, I am currently creating an interiors mod. I knew there were several other interior mods already so I downloaded them so that I could test compatibility. What happened, was as I was editing my mod in the GECK, I had one of the other mods loaded as well. What I didn't know, was although it was an .esp, the GECK was reading it as an .esm. And now whenever I try to continue my mod without the esp loaded as a master, GECK won't open... So all I am looking for is a way to remove masters from a esp file. Cheers =============== EDIT =============== Don't worry, fixed it. Used FO3edit to clean masters. Link to comment Share on other sites More sharing options...
fap6000 Posted July 13, 2010 Share Posted July 13, 2010 If it were me I'd try to clean it first which might get rid of the reason it's set as a master. The first part of "in so many words" guide covers cleaning http://fallout3nexus.com/downloads/file.php?id=13100 Also you could use the totally awesome "webensized FO3edit guide" by CSB http://fallout3nexus.com/downloads/file.php?id=9616 which is a super clean HTML version of the old 200 page FO3edit guide. Basicly you load up your mod, apply a filter, remove identical to master records, Set deleted to disabled, remove the filter, clean masters, sort masters. Then if your mod still is using this other mod as a master, there is something which you changed that is going to lock that in even though you cleaned it. This means that you have to find out what the data is an we hope remove it safely. So you should be sure what kind of data it is before you remove it. If you didn't then there's no telling what might happen, an it could totally land mine causing coruption an conflicts across the whole load order. It's probably benign, which all you really do to change that is change the header data inside the mod with FO3edit. To be sure though you should clean it, which if it really is benign will produce a version of the mod that doesn't require the master. Then don't get yourself into these situations, start backing up your mods that you make, if not using the whole backup method to avoid stuff. I.E. I don't know what I'm about to do, I've never done it before, I better create a back up copy before I totally ruin it. Link to comment Share on other sites More sharing options...
pkleiss Posted July 13, 2010 Share Posted July 13, 2010 If you mod has no true dependence on the other mod, then you can open it with FO3Edit. Then right click on you mod and choose "Clean masters".If that doesn't work, then your mod has a true dependency and you will have to remove the records from you mod that overwrite the records from the master mod before you can use the "Clean Masters" feature of FO3Edit. Edit: Ninja'd Link to comment Share on other sites More sharing options...
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