AlarictheVisgoth Posted January 14, 2015 Share Posted January 14, 2015 (edited) Could someone please point me to a tutorial on how to remove a minor esp mod from a major esm mod? I have NVEC which has many smaller esp mods added to it. I'm having an issue with DFB Universal Drop box script which modified the vanilla script to add a storage feature to the Mohave Express Dropboxes. 1. If the game is loaded from a vanilla save (after leaving Docs house the first time) without NVEC ever being activated, the drop box works fine according to the vanilla script. 2. trying to open the Goodsprings drop box from the same vanilla save with NVEC enabled immediately CTD the game 3. Load the game from the vanilla save in 1 with no NVEC, travel to Primm, activate the Primm drop box, then return to Goodsprings. Save that game & exit. Activate NVEC and reload. Trying to access the Goodsprings drop box after this doesn't do anything at all. The game no longer CTD, but the dropbox simply will not open. i.e. pressing E does nothing at all. Also finding CTD whenever trying to travel to Primm (either fast travel or normally). The DFB Universal Drop Box script simply. does. NOT. work. It makes the game very unstable. I'd really like to remove it completely from NVEC using GECK and/or fnvedit. Especially since it breaks the UWHNV drop box feature completely. I located the ref/base form IDs for the vanilla drop box object using GECK which is associated with the DFB script. How to remove the script from the Goodsprings (and all drop boxes) in the NVEC esm? Would this be as simple as reverting the drop box script (using the object render window to locate the drop box objects in each location) back to the vanilla script? Or does the script have to be removed completely from the NVEC master? Edited January 14, 2015 by AlarictheVisgoth Link to comment Share on other sites More sharing options...
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