Athelos Posted September 10, 2011 Share Posted September 10, 2011 (edited) 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.espMod B: WeaponModsExpanded.espMod 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 September 10, 2011 by Athelos Link to comment Share on other sites More sharing options...
rickerhk Posted September 10, 2011 Share Posted September 10, 2011 Before editing mod C with the Geck, you must set the esm flag in both mod A and mod B, otherwise the Geck will remove them as masters of Mod C when you save Mod C. Link to comment Share on other sites More sharing options...
Athelos Posted September 10, 2011 Author Share Posted September 10, 2011 (edited) 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 September 10, 2011 by Athelos Link to comment Share on other sites More sharing options...
Athelos Posted September 10, 2011 Author Share Posted September 10, 2011 (edited) 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 September 10, 2011 by Athelos Link to comment Share on other sites More sharing options...
Athelos Posted September 10, 2011 Author Share Posted September 10, 2011 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. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted September 10, 2011 Share Posted September 10, 2011 (edited) 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 September 10, 2011 by Quetzlsacatanango Link to comment Share on other sites More sharing options...
Athelos Posted September 10, 2011 Author Share Posted September 10, 2011 Okay, so setting them as masters in FNVEdit? I'm very quite lost... Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted September 10, 2011 Share Posted September 10, 2011 Fnvedit, fomm, fnv plugin util, any will work. Link to comment Share on other sites More sharing options...
Athelos Posted September 10, 2011 Author Share Posted September 10, 2011 If this is what you mean (look at the masters at bottom):http://i54.tinypic.com/14ncpxv.png Then I did that a long time ago, and the items are still not showing up. Link to comment Share on other sites More sharing options...
blove Posted September 10, 2011 Share Posted September 10, 2011 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. Link to comment Share on other sites More sharing options...
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