balwick Posted May 12, 2016 Share Posted May 12, 2016 (edited) I am probably missing something obvious, but I have added BAllowMultipleMasters=1 to the first line of both CK inis, and edited in SResourceArchiveList2=Fallout4 - Animations.ba2, DLCRobot - Main.ba2, DLCworkshop01 - Main.ba2*, and yet my CK is still aborting load of multiple masters. Any ideas? *edit: to the Fallout4.ini Edited May 12, 2016 by balwick Link to comment Share on other sites More sharing options...
Lisnpuppy Posted May 12, 2016 Share Posted May 12, 2016 I am copying this from another post so I can't tell you more about it. It seems it is done similar to what Skyrim had to do. Hope it helps. Setting the CK up to work with multiple masters is done just like in Skyrim's CK. 1) Create a new text file called CreationKitCustom.ini in your game folder. 2) Add the following lines: [General]bAllowMultipleMasterLoads=1 3) Save the file. Link to comment Share on other sites More sharing options...
balwick Posted May 12, 2016 Author Share Posted May 12, 2016 Well, it worked, so thank ye. I also changed the B to a lower case b on the other ini's, just in case, for anyone reading. Link to comment Share on other sites More sharing options...
Lisnpuppy Posted May 13, 2016 Share Posted May 13, 2016 So glad to hear it worked!! Link to comment Share on other sites More sharing options...
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