wizardmirth Posted August 13, 2015 Share Posted August 13, 2015 I need to remove esm dependency from my FO3 mod. I know how to do this in Oblivion with TES4Geck but am trying to find out if there is a FO3 compatible version of this. Also, are there like a ton of mods that mod the normally inaccessible house across the street from Springvale School? I have a small monster of a mod I am working towards releasing for using this with a small ton of features. Also I'm just wondering, but after FO4 comes out will anyone still play FO3? Link to comment Share on other sites More sharing options...
MotoSxorpio Posted August 13, 2015 Share Posted August 13, 2015 Fo3Edit http://www.nexusmods.com/fallout3/mods/637/? Link to comment Share on other sites More sharing options...
wizardmirth Posted August 13, 2015 Author Share Posted August 13, 2015 Wow, if this can handle removing esm dependency then im sure Im all fallen out. On how to do that exactly. Link to comment Share on other sites More sharing options...
BlackRampage Posted August 13, 2015 Share Posted August 13, 2015 Load your mod into Fo3Edit. When finished loading, right-click on it and select "clean masters". Do not manually remove the master from the file header. Also, are there like a ton of mods that mod the normally inaccessible house across the street from Springvale School? Pretty sure DCInteriors makes it accessible. Link to comment Share on other sites More sharing options...
wizardmirth Posted August 13, 2015 Author Share Posted August 13, 2015 Load your mod into Fo3Edit. When finished loading, right-click on it and select "clean masters". Do not manually remove the master from the file header. I tried this but it doesn't do anything. No message or change in the file. Just nothing. Link to comment Share on other sites More sharing options...
chucksteel Posted August 13, 2015 Share Posted August 13, 2015 (edited) That means you have something in the mod that requires the master you want to remove. When I have this issue I 1. Back up my mod2. manually delete the master I want gone. (Yes normally this is a bad idea)3. Check the mod for errors. 4. You'll get a list of errors because in step 3 you did what you should not do but these errors will give the the form ID's of all the stuff that still needs to be cleared out to remover the master. 5. Copy the error log into a Notpad document6. Restore my backup which still has the master. 7. Clean out the errors in the GECK or FNVedt8. rinse and repeat until the master finally clears. And yes I did fill in the little ranch house across from the school in DCInteriors. It's really just a filler cell so if you make sure your mod covers my doors you won't break quests or anything in my mod by covering the door. Edit: and I did mean FO3edit but you get the point. :tongue: Edited August 13, 2015 by chucksteel Link to comment Share on other sites More sharing options...
hlp Posted August 13, 2015 Share Posted August 13, 2015 There is an xEdit script for that. Third time this question poped in a month. :) As Roy said in the FNVEdit topic: "List Record Referencing plugin" Link to comment Share on other sites More sharing options...
wizardmirth Posted August 13, 2015 Author Share Posted August 13, 2015 How do I manually delete the master? You mean remove it from my game folder and then load up my mod in FO3Edit to get the errors? Or do you mean I have to go and "remove" each item individually under the esm heading in fo3edit? (Because apparently there is no "delete all" for the esm header.) As for your mod I will definitely check it out and don't want to conflict them. The only thing is I replaced the "worn" version of the exterior with its "clean" version as part of an upgrade process. I may use both types if I work on it more (as in it will start with worn version but player can upgrade it to the clean). Maybe I can try and do some sort of a patch, removing your work on this particular location only? Or please let me know your thoughts on the best way to handle this. Link to comment Share on other sites More sharing options...
chucksteel Posted August 13, 2015 Share Posted August 13, 2015 Open the mod in FO3edit and go to the file header. you will see the master list, in your mods list right click in the master file and choose remove. You will get a warning about editing the file so click 0k. Close and save the mod then reopen it in FO3edit. (I'm not really sure if it is necessary but I do it.) once the mod is open again right click on your mod in the mod list and choose check for errors. you should get a list of issues that edit can't resolve. (this is because you removed the master without clearing out the forms) once you have the list you can open the backup mod in the geck and track down the forms. the error list will tell you what cell and what form the error is from. Link to comment Share on other sites More sharing options...
wizardmirth Posted August 13, 2015 Author Share Posted August 13, 2015 Ok I think I finally got it. Apparently I started using some resources from Anchorage.esm without knowing that it was not from the default game. Since most people probably already have Anchorage I'm wondering if there is no harm in leaving it? Any problems with keeping any of this stuff? [00:00] Checking for Errors in [01] _wmFO3_CUSTOM.esp[00:00] DLC02VSS01 "Outcast Outpost" [CELL:010012B8][00:00] CELL \ Light Template \ LTMP - Template -> [010043BE] < Error: Could not be resolved >[00:00] CELL \ XCIM - Image Space -> [010043BD] < Error: Could not be resolved >[00:00] CELL \ XEZN - Encounter Zone -> [0100BD92] < Error: Could not be resolved >[00:00] [REFR:010154EE] (places [0100BF7C] < Error: Could not be resolved > in GRUP Cell Temporary Children of wmHoloRanch2 "Holo Ranch Enclave" [CELL:01003219])[00:00] REFR \ NAME - Base -> [0100BF7C] < Error: Could not be resolved >[00:00] [REFR:010154F0] (places [0100BF84] < Error: Could not be resolved > in GRUP Cell Temporary Children of wmHoloRanch2 "Holo Ranch Enclave" [CELL:01003219])[00:00] REFR \ NAME - Base -> [0100BF84] < Error: Could not be resolved >[00:00] [REFR:0101128C] (places [0100BE5B] < Error: Could not be resolved > in GRUP Cell Temporary Children of wmHoloRanch2 "Holo Ranch Enclave" [CELL:01003219])[00:00] REFR \ NAME - Base -> [0100BE5B] < Error: Could not be resolved >[00:00] [REFR:0101128D] (places [0100BE5B] < Error: Could not be resolved > in GRUP Cell Temporary Children of wmHoloRanch2 "Holo Ranch Enclave" [CELL:01003219])[00:00] REFR \ NAME - Base -> [0100BE5B] < Error: Could not be resolved >[00:00] [REFR:01016D84] (places [0100BE5E] < Error: Could not be resolved > in GRUP Cell Temporary Children of wmHoloRanch2 "Holo Ranch Enclave" [CELL:01003219])[00:00] REFR \ NAME - Base -> [0100BE5E] < Error: Could not be resolved >[00:00] [REFR:010154E6] (places [0100BE5C] < Error: Could not be resolved > in GRUP Cell Temporary Children of wmHoloRanch2 "Holo Ranch Enclave" [CELL:01003219])[00:00] REFR \ NAME - Base -> [0100BE5C] < Error: Could not be resolved >[00:00] [REFR:010154E7] (places [0100C1E1] < Error: Could not be resolved > in GRUP Cell Temporary Children of wmHoloRanch2 "Holo Ranch Enclave" [CELL:01003219])[00:00] REFR \ NAME - Base -> [0100C1E1] < Error: Could not be resolved >[00:00] [REFR:010154E8] (places [0100BF88] < Error: Could not be resolved > in GRUP Cell Temporary Children of wmHoloRanch2 "Holo Ranch Enclave" [CELL:01003219])[00:00] REFR \ NAME - Base -> [0100BF88] < Error: Could not be resolved >[00:00] [REFR:010154EA] (places [0100BF77] < Error: Could not be resolved > in GRUP Cell Temporary Children of wmHoloRanch2 "Holo Ranch Enclave" [CELL:01003219])[00:00] REFR \ NAME - Base -> [0100BF77] < Error: Could not be resolved >[00:00] [REFR:010154EB] (places [0100BF79] < Error: Could not be resolved > in GRUP Cell Temporary Children of wmHoloRanch2 "Holo Ranch Enclave" [CELL:01003219])[00:00] REFR \ NAME - Base -> [0100BF79] < Error: Could not be resolved >[00:00] [REFR:010154EC] (places [0100BF7A] < Error: Could not be resolved > in GRUP Cell Temporary Children of wmHoloRanch2 "Holo Ranch Enclave" [CELL:01003219])[00:00] REFR \ NAME - Base -> [0100BF7A] < Error: Could not be resolved >[00:00] GREETING "GREETING" [DIAL:000000C8][00:00] DIAL \ Quests \ QSTI - Quest -> [01000801] < Error: Could not be resolved >[00:00] DIAL \ Quests \ QSTI - Quest -> [010009BE] < Error: Could not be resolved >[00:00] DIAL \ Quests \ QSTI - Quest -> [010009BF] < Error: Could not be resolved >[00:00] DIAL \ Quests \ QSTI - Quest -> [010009C0] < Error: Could not be resolved >[00:00] DIAL \ Quests \ QSTI - Quest -> [010014F6] < Error: Could not be resolved >[00:00] DIAL \ Quests \ QSTI - Quest -> [01002233] < Error: Could not be resolved >[00:00] DIAL \ Quests \ QSTI - Quest -> [01002D0A] < Error: Could not be resolved >[00:00] DIAL \ Quests \ QSTI - Quest -> [01002DF1] < Error: Could not be resolved >[00:00] DIAL \ Quests \ QSTI - Quest -> [010034DA] < Error: Could not be resolved >[00:00] DIAL \ Quests \ QSTI - Quest -> [0100766A] < Error: Could not be resolved >[00:00] DIAL \ Quests \ QSTI - Quest -> [0100BA28] < Error: Could not be resolved >[00:00] wmHRMACompWander [PACK:0100E8CC][00:00] PACK \ Idle Animations \ IDLA - Animations \ Animation #0 -> [01005475] < Error: Could not be resolved >[00:00] PACK \ Idle Animations \ IDLA - Animations \ Animation #1 -> [010091EE] < Error: Could not be resolved >[00:00] PACK \ Idle Animations \ IDLA - Animations \ Animation #2 -> [01005476] < Error: Could not be resolved >[00:00] PACK \ Idle Animations \ IDLA - Animations \ Animation #5 -> [01005474] < Error: Could not be resolved >[00:00] All Done! Anyway, thanks for the help! Much appreciated and will hopefully be uploading this mod as a still nicely featured WIP! Link to comment Share on other sites More sharing options...
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