evanbgood Posted February 23, 2011 Share Posted February 23, 2011 I get the feeling this is a super-simple problem I'm having, yet it's stumped me for the longest time and I haven't been able to find a solution anywhere. What I'm trying to do in GECK is remove a change I made to a formlist. However, I want to make it work as though I never touched the formlist in the first place. If I simply delete the changes I made, GECK still seems to consider that item "changed" (it puts a * next to the count number in the object window). From what I can tell, this means that the game still tries to use that list whenever my mod loads, which I can see causing compatibility problems. For example, if my mod includes a "vanilla copy" of an item, but another mod tries to make changes to the same item, my mod will cancel out their mod and revert the item to vanilla (assuming mine comes later in the load order). So, how do I get rid of that nasty *? It seems as though simply deleting the item causes every item related to it to go haywire (and possibly tells the game that my mod's purpose is to remove that item; not sure, haven't figured that out yet). My thanks for your help with this silly little roadblock! Link to comment Share on other sites More sharing options...
davidlallen Posted February 23, 2011 Share Posted February 23, 2011 I have heard that if you click the "details" button in the geck loading screen, you can see the changed items and delete them. But, when I need to do this, I use another tool, fnvedit. You can find that, and its training manual, at newvegasnexus. In fnvedit, use the "remove" menu choice to remove the item. Link to comment Share on other sites More sharing options...
evanbgood Posted February 23, 2011 Author Share Posted February 23, 2011 Ah-ha! I think that did it! Thank you for the help! I haven't gone too deep into FNVEdit, but it makes sense that that works now that I think about it. The GECK solution worked, as well, by going to the file details and pressing "del" over the offending ones, loading up the mod, saving, and reloading. The only problem I noticed with that method is that once you mark the items for deletion (or "ignore" as GECK calls it) there doesn't seem to be away to undo it, even if you don't save the mod. So, I'll have to be careful with that one! That's what backups are for I suppose! Thanks again! Now I can finally get rid of the compatibility issues with my old EMP ammo mod. Link to comment Share on other sites More sharing options...
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