duiskrider79 Posted November 20, 2010 Share Posted November 20, 2010 Hey all, I've been messing around with some Mods I've downloaded and the Geck, and would like to take a modified gun from one mod and place it in a player house from another mod. I've loaded both mods into the Geck, can place the weapon into a footlocker in the house and add some ammo there too, but when I save it and check in game the ammo exists but the gun does not. Both mods are selected in the launcher. Is there a trick I'm missing? When I go back into the Geck, the modded weapon is still in the footlocker, but it doesn't show up in game. Thanks. Link to comment Share on other sites More sharing options...
TheVampireDante Posted November 20, 2010 Share Posted November 20, 2010 If the same holds true for NV as it did for Fallout 3, one esp cannot reference content from another. So loading both in the Geck, moving one's content into the others location won't work. You'll either have to merge the plugins into one file, or use the meshes, textures and GECK information to recreate the weapon in the House plugin. Link to comment Share on other sites More sharing options...
dieangel68 Posted November 21, 2010 Share Posted November 21, 2010 (edited) My suggestion: cretae a gun (any) in the house plugin, save ina new esp (will copy the whole plugin) open in FNV edit add both original mods as master, delete everything from the new esp but the new placed gun, then change the gun id to match the id of the gun in the gun mod. done. Edited November 21, 2010 by dieangel68 Link to comment Share on other sites More sharing options...
duiskrider79 Posted November 21, 2010 Author Share Posted November 21, 2010 It's actually a bit more complicated than just adding a single gun, but I figured knowing how to do that would send me in the right direction for doing other mod combinations I'd like to do. Unfortunately I'm having a hard time because now my GECK won't open any new esp files I create with FOMM. I'm trying to load up the mods I want and copy/paste them into a new esp file with TESsnip (following this guide) , but even if I copy only a single mod group for group into a new esp and try loading that into the GECK with the FalloutNV.esm at the same time, I get a crash. If I load the original mod and FalloutNV.esm, GECK is fine, and if I load my copied esp by itself, GECK is fine, but if I load both my new copy and the main esm file, I get a crash. Frustrating. Link to comment Share on other sites More sharing options...
duiskrider79 Posted November 21, 2010 Author Share Posted November 21, 2010 Ok, I got it. I had to use FNVEdit to create a new esp with FalloutNV esm as the master, then use FOMM to copy and paste all the groups from both mods into the new esp I made. If I didn't start out with FNVEdit, the master didn't get set correctly to begin with. I could then open the GECK and just put the gun wherever I wanted. Back in business. Thanks for the help. Link to comment Share on other sites More sharing options...
dieangel68 Posted November 21, 2010 Share Posted November 21, 2010 (edited) Ok, I got it. I had to use FNVEdit to create a new esp with FalloutNV esm as the master, then use FOMM to copy and paste all the groups from both mods into the new esp I made. If I didn't start out with FNVEdit, the master didn't get set correctly to begin with. I could then open the GECK and just put the gun wherever I wanted. Back in business. Thanks for the help. Yeah the basic idea is to merge both mods into a new one temporarly, do your work and then in FNVedit strip everything that you didn't change and set both initial mods as masters. I do not quite understand why the geck refuses those kind of inheritances and the game accept them... Edited November 21, 2010 by dieangel68 Link to comment Share on other sites More sharing options...
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