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How to remove master file from mod


jurasbatas

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Oh, thank you very much !

 

I'll try it out as soon as I get FOMM working on my computer (NMM does run, though, but it doesn't seem to have any "Open in TESNIP" feature, sadly).

 

Once again, thank you sooo much !

 

Have a nice day !

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  • 3 months later...

I have tried removing a master using FNVEdit and by deleting it from the data window. The problem is that doing so deletes a lot of statics in my .esp that are not associated with the master I am deleting.

 

Has anyone had this happen? If so, any info on how to fix it would be greatly appreciated.

 

EDIT: removing the master is deleting statics that I borrowed from "lonesome road" and "Speedy Resources"

Edited by rotarydanimal
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  • 5 months later...

Im having the same problem, I recently started using Underwater home, I made many changes to the mod in the UWHNV-Addon-DLC.esp file.

I accidently selected Tribal pack as a master, and now I cant remove it.

If I remove it in the GECK, the file will crash the geck.

I used FNVEdit, and I dont see any references to the tribal pack to remove

 

I do NOT want to make all the changes all over again, can anyone help

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No problem.

 

BTW, unless you intend to release it in some form (and therefore worried people who do not have the Tribal Pack will not be able to use it), you shouldn't be concerned about a redundant master - it's completely harmless.

 

(You were also asking about TESsnip before editing the post - it's a tool included in FOMM)

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  • 11 months later...
  • 4 months later...

 

Open it in FNVEdit, remove ALL references to the master file from your mod. You need to do this in order to delete it. This might be a bit hard to find, for example, if you have an armor in your mod with the repair list from the master file, it won't allow you to remove the master file from your mod (quite rightly so). Scour each and every entry for such links and remove them (right click --> remove). The entries from the master files would have FormIDs starting with the same number as the master file as loaded in FNVEdit (makes it easier to find).

 

If you can't remove a particular item, copy that item to your mod (right click --> copy as new record to...), making sure this does not create new links (item dependent on an object effect defined in the master for example). And modify all links to that particular item to point to the new item in your own mod.

 

Once you are sure you have cleaned all the links, right click on your mod --> Clean Masters. Save. Done.

 

P.S. If you want to check if its still linked, open File Header of your mod and check under MAST. The one you don't want shouldn't be there.

Thanks for reply,but could you explain more couse I never used FNVedit before.

 

just had a similar problem (forgot to disable the masters in my mod). So thanks :-). by the way, I just right klicked on my mod and choosed "clean masters". It then removed all masters that are not needed.Just to round it out ;-)

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