RunningBare Posted August 8, 2011 Share Posted August 8, 2011 While editing and creating my mod I had referenced another mod because some adjustments were needed, unfortunately because of changes to the other mod I can no longer use it, my problem is the latter mod has become the master file to my mod, I attempted to remove it as master in Nvmm, this just caused problems, I have removed all references to it from my mod. So is there a way to clean up my mod so that it only sees FalloutNV.esm as the master? Any help is appreciated, thanks in advance. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted August 8, 2011 Share Posted August 8, 2011 Open it in fnvedit,right click on it, and choose 'clean masters'. Link to comment Share on other sites More sharing options...
RunningBare Posted August 8, 2011 Author Share Posted August 8, 2011 Open it in fnvedit,right click on it, and choose 'clean masters'.Sir, you are a star!, thank you for the fast reply and helping me solve my problem. Link to comment Share on other sites More sharing options...
RunningBare Posted August 8, 2011 Author Share Posted August 8, 2011 Is there any way to reference another mod without it becoming the master? Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted August 8, 2011 Share Posted August 8, 2011 There is an NVSE command 'ismodloaded' (something like that, check the NVSE docs), that lets you check if other plugins are enabled. Beyond that, not really. It depends what you're trying to do, whether or not that funciton will be suitable for you. Link to comment Share on other sites More sharing options...
RunningBare Posted August 8, 2011 Author Share Posted August 8, 2011 There is an NVSE command 'ismodloaded' (something like that, check the NVSE docs), that lets you check if other plugins are enabled. Beyond that, not really. It depends what you're trying to do, whether or not that funciton will be suitable for you.Using a scripted trigger box in my mod I need to move some objects used by the other mod, hmm I think I'm answering my own question here, not looking promising. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted August 8, 2011 Share Posted August 8, 2011 Yeah, can't do that. Link to comment Share on other sites More sharing options...
Pelinor Posted August 8, 2011 Share Posted August 8, 2011 (edited) NVSE's BuildRef function would allow you to set a reference variable to a known ID. You can then use that variable to manipulate the object however you want. An example of using it would be: short iIndex reference rRef begin OnTriggerEnter set iIndex to GetModIndex "The Other Mod.esp" set rRef to BuildRef iIndex [RefID] rRef.MoveTo [someOtherRef] 0 0 100 end The drawbacks to BuildRef are:You have to know the FormID of the reference.You have to convert the ID from hexadecimal to decimal for use in your script. (Ignoring the first 2 hex digits.) Edited August 8, 2011 by Pelinor Link to comment Share on other sites More sharing options...
RunningBare Posted August 10, 2011 Author Share Posted August 10, 2011 NVSE's BuildRef function would allow you to set a reference variable to a known ID. You can then use that variable to manipulate the object however you want. An example of using it would be: The drawbacks to BuildRef are:You have to know the FormID of the reference.You have to convert the ID from hexadecimal to decimal for use in your script. (Ignoring the first 2 hex digits.)Thats helpful, thank you. So a Form ID which is located next to Editor ID in GECK might have a value something like 02007BF2 and I would punch 007BF2 into the calculator to gets the decimal value correct? Link to comment Share on other sites More sharing options...
tunaisafish Posted August 10, 2011 Share Posted August 10, 2011 Yep. So 7BF2 Hex would give you 31730 Decimal. Link to comment Share on other sites More sharing options...
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