FruFruHM Posted August 21, 2011 Share Posted August 21, 2011 Hey, I recently got around to reinstalling the mod Requiem for the Captiol Wasteland (I played the first version...but it killed my game with bugs) and want to run the Fallout 3 mod Apocalypse Armoury with it. However, due to Requiem changing all the Fallout 3 loot lists and weapon ammunition types to use the New Vegas ones, the new weapons from the Armoury mod don't have acess to any ammunition (using the now redundant F3 ones). I thought that the solution to this would be to "simply" load the Armoury file in the GECK and change the ammo to the NV's versions, bu unfortunately whenever I try to load the NV and F3 ESMs together the program crashes. So yeah, anyone know a solution to this? The creator's obviously have found a way to do it (I think) to have made the mod in the first place, so a little bit of enlightenment would be much appreicated. ...FNVEdit has been suggested, but I haven't a tad of expeirance with it so I wouldn't know where to start. Pah, I think I'll stick to world building in future... ^^' Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted August 22, 2011 Share Posted August 22, 2011 You just need to edit the \Documents\My Games\FalloutNV\GECKCustom.ini file to:bAllowMultipleMasterLoads=1to allow the GECK to load multiple master files (as if the line didn't explain that huh?) Link to comment Share on other sites More sharing options...
FruFruHM Posted August 23, 2011 Author Share Posted August 23, 2011 You just need to edit the \Documents\My Games\FalloutNV\GECKCustom.ini file to:bAllowMultipleMasterLoads=1to allow the GECK to load multiple master files (as if the line didn't explain that huh?) I've already edited my GeckCustom.ini to load multiple master files, its something more complex than that... =/ Link to comment Share on other sites More sharing options...
adman85 Posted August 23, 2011 Share Posted August 23, 2011 (edited) If you can get all your esms and esps to even LOAD in FNVEdit then thats half the work done. FNVEdit is perfect for making smaller changes etc, the lists on the left contain details on exactly what each individual mod does as well as the base details for fallout new vegas and any other official esms you have. The trick is not to make direct changes to the mods in question, but to use the "copy as override" function to first create a "new" mod (or you can add the info to your merge patch or any other mod really) and add the details to that. From there you can change the property (whether it be a game setting, or a creature) to suit your needs. (i say do this as I've lost much information forgetting personal changes, then getting updates, for say momod and losing all my changes) If that sounds confusing, i'm making it harder than it is somehow. Trust me FNVEdit is worth the effort to learn. Edited August 23, 2011 by adman85 Link to comment Share on other sites More sharing options...
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