RadoGamer Posted April 23, 2016 Share Posted April 23, 2016 Question, I have updated a mod to standalone status and placed the original asset from the dependency mod (with Permission) in my mod so it is no longer dependent of the Master file. Unfortunately when I remove the master file from being chosen and save my mod it still shows up the next time I open the mod in CK as a dependent Master File. Obviously I'm missing something if anyone has any advice or ideas as to how to make this change I would appreciate it. Thanks Link to comment Share on other sites More sharing options...
Druuler Posted April 23, 2016 Share Posted April 23, 2016 You can remove the Master File from the esp/esm using TES5Edit. You can find it here. If you scroll down the main page past all of the videos, you will find the heading "Current Documentation". From there, click on one of the links to find where to download a very helpful and comprehensive guide to using the XEdit tools. If, for some reason you cannot find the instructions for adding/removing Master Files, let me know, and I can help you with that. :smile: Link to comment Share on other sites More sharing options...
RadoGamer Posted April 23, 2016 Author Share Posted April 23, 2016 Thanks so much!! I use TES5edit to clean mods so I'm familiar with it but didn't realize it could do what I needed. You Rock!!! I will definitely check out the instructions and if I run in to a snag I'll let you know! Thanks Again! Link to comment Share on other sites More sharing options...
Druuler Posted April 23, 2016 Share Posted April 23, 2016 You are very welcome! :) Link to comment Share on other sites More sharing options...
RadoGamer Posted April 24, 2016 Author Share Posted April 24, 2016 OK so while reading the information on the TES5edit page I noticed a bit of information that sent me over to the CK Wiki and found this, Removing Master File Dependencies From Plugins Before removing an unwanted master from a plugin, make sure all dependencies have actually been removed. To remove an unused master file from a plugin, follow these steps:1. Launch the Creation Kit2. Navigate to File->Data3. Select any required plugins as normal4. Select the plugin from the list and notice the list of parent masters on right5. Select the master file to remove on the right and press Ctrl+Delete6. If you receive an error regarding the ID, select "Yes"7. Click "OK"8. After the plugin is finished loading, save the changes That made the process even easier!! Double thanks for pointing me in the right direction!! AS well as pointing me in the direction I needed to go to find out how to use X5edit to mod Fallout 4, maybe someday Beth will release the GECK for 4 until then.... 1 Link to comment Share on other sites More sharing options...
Druuler Posted April 25, 2016 Share Posted April 25, 2016 Well, I was not aware of how to do it in the GECK. That may come in handy sometime in the future. Most of what I do that requires me to remove a Master File is done in XEdit, so I just remove the Masters with that before I close it. 1 Link to comment Share on other sites More sharing options...
New0Nexus02021 Posted January 5 Share Posted January 5 9 years later and this works for starfield too 1 Link to comment Share on other sites More sharing options...
NexBeth Posted January 14 Share Posted January 14 On 1/5/2025 at 4:45 AM, New0Nexus02021 said: 9 years later and this works for starfield too Which is great since modder's won't have to completely relearn how to mod when ES6 comes out. I use the CK method to delete dependencies as well. Very easy. 1 Link to comment Share on other sites More sharing options...
PeterMartyr Posted January 17 Share Posted January 17 @NexBeth your assuming hellva lot there, in my opinion only there be a new Game Engine for ES6, most probably out source to the company Bethesda got to upgrade the Creation Kit for Star Field, we all know they cannot make Game Engine that works. It seems they finally admitted that a modern Engine is beyond their capabilities. What makes me smiles is Todd Howard being a control freak: it must have really hurt to admit that, then out source it for his pet project that he placed ES6 on hold for. Plus is not Creation Kit just a rebrand, rebuilt, patched version of the Construction Set, that goes back to Morrowind? Kinda outdated even before Skyrim.. and that a fact. We need that new Engine so badly, with no Papyrus and CPP to keep thing running smoothly. Yeah, I know, that will cut out a lot of wannabe modder, but that what it take for a modern engine. Maybe we might get the Unreal Engine ¯\_(ツ)_/¯ then it will be CPP 100% EDIT to quote Forest Gump Quote Life's like a box of chocolate you never know what you're going to get Link to comment Share on other sites More sharing options...
NexBeth Posted January 18 Share Posted January 18 Unreal Engine began in the 90's and has since been built upon numerous times, just like the Creation Engine. The Creation Engine 2 just came out in 2021 for Starfield. You think there is a chance they won't use it for future Bethesda games? UE is not owned by Bethesda. So if they use it for their future games, they could well be jeopardizing their unique modding community. You think they may do that? Bethesda's games are quite unique and it's a part of their branding--in large part based on the design and look of their games. And its ability to attract a massive modding community that fuels their games playability for years, even decades. Degrading the ability to mod its games, would be no small impact on the Bethesda gaming experience. Link to comment Share on other sites More sharing options...
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