Westie305 Posted March 1, 2011 Share Posted March 1, 2011 (edited) Hi all Recently I've been making and tweaking mods. I recently downloaded Reload2E (I highly recommend this mod to anyone who hasn't tried it) and absolutely love it. The thing is though, I cant modify the files because they are identified as Master files. (I'm not trying to rip it off [ I just wanted to change the HK UMP anim from the 9mm SMG animation to a 2 hand automatic]) I had this problem with Fallout 3 and loading more than 1 of the expansion packs, this was fixed by changing a line in the GECKcustom.ini from bAllowmultiplemasters = 0 to 1. (That's not the correct line but I forget what the proper line is.) I can't find the file after trying all methods I used with the Fallout 3 GECK. Any help would be appreciated. Edited March 1, 2011 by Westie305 Link to comment Share on other sites More sharing options...
davidlallen Posted March 1, 2011 Share Posted March 1, 2011 (edited) There are two approaches to modifying a master file. One is to create a second plugin file with your changes, and use both the original master plus your modification plugin. If you bring up the master in geck, make a change, and save, it will prompt you for a save filename. This will create the modification plugin. Then in the game "data files" menu choice, choose both the original and modification files. The second way is to temporarily convert the master file to a plugin file; make your change in that file; and then optionally change it back to a master. You can use fnvedit to convert a master to a plugin; it only takes a couple of menu clicks to do this once fnvedit is installed. Once you have converted the master into a plugin, you can use geck to edit it normally. Edited March 1, 2011 by davidlallen Link to comment Share on other sites More sharing options...
Westie305 Posted March 1, 2011 Author Share Posted March 1, 2011 There are two approaches to modifying a master file. One is to create a second plugin file with your changes, and use both the original master plus your modification plugin. If you bring up the master in geck, make a change, and save, it will prompt you for a save filename. This will create the modification plugin. Then in the game "data files" menu choice, choose both the original and modification files. The second way is to temporarily convert the master file to a plugin file; make your change in that file; and then optionally change it back to a master. You can use fnvedit to convert a master to a plugin; it only takes a couple of menu clicks to do this once fnvedit is installed. Once you have converted the master into a plugin, you can use geck to edit it normally. It-unfortunately- uses the other 2 files Reload is using (again both masters) as parents. Although I will try NVedit. Link to comment Share on other sites More sharing options...
davidlallen Posted March 1, 2011 Share Posted March 1, 2011 OK, if you need multiple masters anyway, you were on the right track about geckcustom.ini. It is located in My Games/FalloutNV. The exact variable is bAllowMultipleMasterLoads; change it from 0 to 1. Link to comment Share on other sites More sharing options...
Westie305 Posted March 2, 2011 Author Share Posted March 2, 2011 Thanks, worked like a charm :D. Link to comment Share on other sites More sharing options...
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