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G.E.C.K multiple parent master save problem


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I'm trying to mod IMCN to work with another mod called Fallout Food

 

http://www.nexusmods.com/fallout3/mods/11418/?

http://www.nexusmods.com/fallout3/mods/6338/?

 

This involved opening multiple TES files (IMCN.esm and FalloutFood.esp) and after saving the finished editing to an .esp file (say FF&IMCNcompatibility.esp) and launching FO3 with FOMM, it didn't work. What I found out was that the FF&IMCNcompatibility.esp was missing the FalloutFood.esp in the list of parent master files when I load it up with GECK again. Does anyone know how to fix this? An answer would be much appreciated. Thanks

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I've tried to use FO3Edit. It works in terms of adding FalloutFood.esp into FF&IMCNcompatibility.esp's master file list. However, when I double check with GECK again, I've found out that it creates a duplicate object of everything I edited and it still doesn't work in game.

 

I can reedit those script effects into those object again since I can just add IMCN.esm as a parent master to FalloutFood.esp using FO3Edit. However, is there any way I can save FalloutFood.esp as is instead of saving into a new file because that's where the problem is. If I save into a new file, it's gonna be missing FalloutFood.esp as master, and if I manually add FalloutFood.esp using FO3Edit, it's going to create that duplicate problem.

Edited by derluxuriouspanzer
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I've tried to use FO3Edit. It works in terms of adding FalloutFood.esp into FF&IMCNcompatibility.esp's master file list. However, when I double check with GECK again, I've found out that it creates a duplicate object of everything I edited and it still doesn't work in game.

 

I can reedit those script effects into those object again since I can just add IMCN.esm as a parent master to FalloutFood.esp using FO3Edit. However, is there any way I can save FalloutFood.esp as is instead of saving into a new file because that's where the problem is. If I save into a new file, it's gonna be missing FalloutFood.esp as master, and if I manually add FalloutFood.esp using FO3Edit, it's going to create that duplicate problem.

ok, have you got it yet? if not, I can post step by step how to implement this.." problem"

 

i produced what your after and tested it..it works flawlessly.

 

if you have ? well it took me ten minutes to make it, I'll list the tools and methods completed in order to accomplish the mod transaction correctly

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Tools needed:

  1. http://www.nexusmods.com/fallout3/mods/5104/?
  2. http://www.nexusmods.com/skyrim/mods/1334/?
  3. Version (http://www.nexusmods.com/skyrim/download/1000144382)
  4. fallout3 ini files all copied to profile overwrite and copied to game directory to ensure function.
  5. the geck updated.

work space. follow instructions as given.

 

please read this sites information, it's important you do.

https://zumbs.wordpress.com/category/game-mods/fallout-3/fomm/

 

that puts to rest any doubts about load order falsies...do NOT edit with xedit of any kind but you do need

version 3.12 and it's accompanying scripts to complete the needed data for the finished product to work right...though you are using the tools...just not on the file directly...we do not want it stripping out the data we need in the plugin. It will if you do.

 

it's used as an inspection tool only. we clear on this?

 

and last, choices are fomm, source (http://www.nexusmods.com/newvegas/mods/54991/?)

 

version (FOMM v0.14.11.9) because it contains all 3 xlive fakes required Dependants where all the others lack them, they are found in its' data folder and are required to be copied to the games folder.

 

now all things fallout 3 will operate as intended.

 

sort order text files I'll provide you with. they go into fomm's newly created install info folder found in the games main folder after you install it....DO Not rely on loot for any of this work. cuz it won't work with loot.

 

this method is explicate.

Edited by Purr4me
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When you have all these files installed I'll instruct you on how to implement them into MO so you have a clean system in order to do all work required from here out.

 

IF you have used nmm? chances are, you have overwritten data in the game folder already..that means some things need to change, you can't overwrite data files if making your own mods, that game data folder needs to be virgin...uncontaminated.

 

so I see maybe some time will be required to set all this up.

 

we use mo as a central staging area like home base for all needs, we integrate the other tools into it so MO controls all results.

 

this kind of modding can not be accomplished with Nmm, only Mo has this ability.

 

you want to learn, I'll attempt to show you how.

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