DoctorZ Posted December 6, 2010 Share Posted December 6, 2010 Hi! Someone let me know that Caravan.esm was bugged and always checked in the geck. I wrote a mod and i cannot get rid of Caravan.esm being a requirement, which is kinda annoying since i didnt play with any reference from this esm in my mod. Is there a workaround to fix this issue? I heard FNVedit might help me out but i cannot figure how to do it. Thanks! Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted December 6, 2010 Share Posted December 6, 2010 Open it in fnvedit, right click on your plugin, and choose 'clean masters'. Link to comment Share on other sites More sharing options...
DoctorZ Posted December 6, 2010 Author Share Posted December 6, 2010 Open it in fnvedit, right click on your plugin, and choose 'clean masters'. thanks! Link to comment Share on other sites More sharing options...
Ez0n3 Posted December 6, 2010 Share Posted December 6, 2010 (edited) Delete or rename the ".nam" file(s) (IE: SomeName.nam.bak). Those files cause the mod loader and the GECK to automatically check that mod (IE: SomeName.esm). Edited December 6, 2010 by Ez0n3 Link to comment Share on other sites More sharing options...
pickandmix Posted December 14, 2010 Share Posted December 14, 2010 I have the same sort of problem (with RRcompanion vault) Loaded it in GECK to check how a particular system worked and now it won't leave. I have tried to remove it in FNVEdit 'Clean master' without success. I have also opened my mod up completely and deleted all references by hand, but still no joy. I've also tried using the GECK to remove the name from the loaded data area. All it did was crash the GECK. I do not keep .bak files (created by FNVEdit) as I find them unnecessary. I have read the FNVEdit manual from cover to cover, inside out and back to front, only to find large areas of information pertenant to myself are not included (accidental ommision?) This is causing ma a large headache. I am not new to modding (Freelancer,X2,X3,X3Reunion etc), but I am new to forum quiries. Please could you help? This mod hs taken over a month to design, only to be caught by a stupid anomaly. Link to comment Share on other sites More sharing options...
rickerhk Posted December 14, 2010 Share Posted December 14, 2010 I have the same sort of problem (with RRcompanion vault) Loaded it in GECK to check how a particular system worked and now it won't leave. I have tried to remove it in FNVEdit 'Clean master' without success. I have also opened my mod up completely and deleted all references by hand, but still no joy. I've also tried using the GECK to remove the name from the loaded data area. All it did was crash the GECK. I do not keep .bak files (created by FNVEdit) as I find them unnecessary. I have read the FNVEdit manual from cover to cover, inside out and back to front, only to find large areas of information pertenant to myself are not included (accidental ommision?) This is causing ma a large headache. I am not new to modding (Freelancer,X2,X3,X3Reunion etc), but I am new to forum quiries. Please could you help? This mod hs taken over a month to design, only to be caught by a stupid anomaly. If you have gone through your plugin with FNVEdit and verified that no records from the offending master are referenced, make a backup copy of your plugin, open with FNVEdit, hightlight the'File header' on the left. On the right window you will see the master list. Hightlight the blank area over Caravan.esm, right click, 'remove'. Close and save. Open with Geck, make some spot checks and save. Open with FNVEdit, hightlight your plugin, right-click, 'check for errors'. Link to comment Share on other sites More sharing options...
Deleted2746547User Posted July 7, 2011 Share Posted July 7, 2011 hoping someone could help me here because i think i bricked my mod (which I have done a lot of work on...).... I had a couple of masters that I had for some reason attached early on...;but that were not required or needed to really make the mod run. So, i tried other options in geck to remove them that didnt work..and went into FNV EDit... everyting went ok... but now it wont reload... i keep getting errors saying file XXX(uknown) masters cant be located.. and I cant open or edit the mod in geck or fnvedit... is there anything i can do except for scratching all the work and starting over? Link to comment Share on other sites More sharing options...
NorthWolf Posted July 7, 2011 Share Posted July 7, 2011 This thread was last replied to on the 14th of December. Why not start a new thread...? Anyway, next time, backup your work before you do edits. FNVEdit may have created a backup for you, check the folder you were working on your .esp in. Failing that, use FNVEdit to check your .esp for errors. Your file most likely needed one or more of those master files, and is now not working because it's trying to reference an ID when it doesn't have any master with a mod index that high. Your solution is to delete or fix those references, which will be revealed by using FNVEdit to check for errors. Link to comment Share on other sites More sharing options...
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