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G.E.C.K. saving problem


MansteinWoW

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Got the lastest patch of both the game and the GECK, to get that out of the way. Also using the GECK with GECK-PU and NVSE.

 

Ok so, I load ACS (Ammo Crafting Schematics) as a master/resource and my own mod as the active mod. Both mods edit the bottlecap mine recipe, mainly the category it's displayed in at the workbench (mine puts it back to under "Weapons" from ACS' custom "Explosives" category).

So for compatility's sake I make my mod list it under Explosives too and save.

 

Now here's the thing that I need help with;

When I then later view it in FNVEdit to make sure my mod doesn't overwrite important stuff from other mods, I notice that the category changed from "ACSExplosivesSubRecipes "Explosives" [RCCT:11002573]" to an error and ACS is removed as a master. :(

 

Same thing happens with Project Nevada's rebalance module.

 

Wat do.

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They're not master files, most likely. I know the rebalance module isn't, at least. That means your mod won't add them as masters through the GECK. I suggest adding the .esp files as masters to the header in FNVEdit, something you can't do in the GECK.

 

How many master files does your mod have that the mod index of that is 11?

 

Regardless, if you add the master files in the right order, you won't even have to change the references most likely.

Edited by NorthWolf
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