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Trouble Adding Support for Third Party Mods


Athelos

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I have my mod:

 

http://www.newvegasnexus.com/downloads/file.php?id=43316

 

Which I want to add support for this mod:

 

http://www.newvegasnexus.com/downloads/file.php?id=39651

 

and so on and so forth with other compatible mods...

 

The problem that I am having? I load FalloutNV.esm, Mod A and Mod B, pop the items from Mod B into Mod A and save a seperate ESP as Mod C (Mod C being the mod that adds the items to Mod A from Mod B)

 

Mod A: GSWeaponsCache.esp

Mod B: WeaponModsExpanded.esp

Mod C: GSWeaponsCache-WMX.esp

 

And so I launch the game, FOMM comes up before game launch and lists FalloutNV.esm as GSWeaponsCache-WMX.esp only dependency... Hmm... Okay. I launch the game, go to said cell, inspect element that includes new features and whoa and behold, nothing is there, nothing at all. So I load up FNVEdit and add GSWeaponsCache.esp and WeaponModsExpanded.esp as masters, save the file, launch the game and still there's nothing there.

 

Whenever I have made mods that require FalloutNV.esm ONLY, those mods have worked, but including any other ESP file does not work, they simply WILL NOT list as a dependency for the file... What am I doing wrong? I believe I have the most recent FNV GECK (1.4.0.518) so I'm sure that's not an issue.

 

Any suggestions?

Edited by Athelos
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ESM Flag? I hope you don't mean converting WeaponModsExpanded.esp to an ESM because that would require that the player has an ESM instead of an ESP and I have seen many various mods that require ESP's. Some of my Oblivion mods that I have made could include ESP's, so I don't know what changed between Oblivion, Fallout 3 and FNV.

 

I found this:

 

 

In order to load more that one ESM, you need to change this setting in the GECKCustom.ini file:

 

bAllowMultipleMasterLoads=1

 

This file is located in your Documents/games/Fallout3 (same place where your 'saves' folder is located)

 

But I can't find that file or reference anywhere in any of FNV's INI files.

 

EDIT: Messed around with the GECK a bit, closed it and the file was auto-generated. Not sure why it hadn't auto-generated before.

Edited by Athelos
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Changed the value in GeckCustom.ini and still no proper masters... :-(

 

EDIT: Masters now show but still not seeing changes in cell. Going to run save without the files, save, then reload with changed ESP's.

 

EDIT(2): Nope. Reloading the new ESP did not enable the new features.

Edited by Athelos
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Sorry to bump this but I would like to know if anyone else has experienced this problem and how to solve it, I have gotten the masters to show on the newly created ESP but the new content is still not available in game. Can post screenies if needed.
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You can't just use items from one esp in another esp. It doesn't work that way.

Make mod A and mod B masters, load them both in geck and create mod C. You don't have to change the extension to esm, it doesn't matter.

Then you can unmasterize A and B if you want with no ill effects. You will just have to remasterize before you make further changes to mod C.

Edited by Quetzlsacatanango
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Open the plugin to be a master to your plugin in FNVEdit, then open that File Header, then right-click in the Record Flags space of that record, then choose Edit, then check ESM, then select OK, and save. Now GECK will be able to that plugin as a master to your plugin. Be sure to change it back afterwards because even though the file extension is ESP it will load with the ESM and bork your load order.
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