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Removing mod master dependency


stargatedalek

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I'm trying to get a mod to work, it's a rather large one mostly of armours but also includes a weapon. The weapon requires a mod that is no longer available (SS Weapon Effects.esm), so I'm wondering how I can remove the dependency to allow the other files to load properly? The mod itself is spread over several .esm most of which require parts of the one including the weapon in order to work, but I can't activate that particular .esm due to its partial dependency.

 

I'd rather be able to launch the game with the .esm enabled even missing its master and then try and troubleshoot it bit by bit, removing specific dependent parts etc. Is that recommended?

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create the empty one ,then load the data .then copy all missing assets reported in fo3edit right window...with that we can rebuild the missing data.

 

EWE mod ,EVE's mod, Cybernetic dawns mods, commonwealth "search" will lead you to yet a lot more sources.

 

bit's and pieces can be reassembled, the only thing is we need to recreate the effects data or replace it with EWE OR EVE's in the master file.

 

all you "in realty" need are the assets replaced with something close...all of that is already here.

 

From reading this (http://www.gamesas.com/stormfront-studios-presents-t54744.html)

he has pulled all of his original work off line, so you need to get creative and replace it with another type.

 

basically I need to see what's missing. Asset manager in xedit can show missing data you can't find, all we really need are the file names and replace said files with something similar...it's just files names.

 

so an empty esm will show all that's missing on load....that's what we have to work from.

 

you can rebuild

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