clintmich Posted November 9, 2011 Share Posted November 9, 2011 How do I Un-associate a DLC pack from my mod? I loaded my mod in FNVEdit. To remove identical to master records. But for some reason it is being associated with ClassicPack.esm. And apparently is relying on this content for my mod to work. I don't know why. As I have created entirely new content for my mod. I never used any classic pack resources, or even had the classic pack loaded at all in the Geck when creating this mod. please help if you can. Thanks the mod in question is here: Assassins arsenal. http://www.newvegasnexus.com/downloads/file.php?id=44701&tab=3&navtag=/modules/comments/comments_ajax.php?tid=455641|:|fid= Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted November 9, 2011 Share Posted November 9, 2011 Open the plugin in fnvedit, right click on it, and choose 'clean masters'. That should remove the requirement. If it doesn't, you probably accidentally did use something from that esm. You should try to find out what it is.If all else fails, highlight the header, and in the right window, right click on the 'master file' line above the esm you want to remove, and click remove. Link to comment Share on other sites More sharing options...
clintmich Posted November 9, 2011 Author Share Posted November 9, 2011 Ok ya that worked! After trying what you said I re loaded the .esp in FNVEdit and there seems to be no reference to classic Pack now. Thanks for the quick response on this one! Cheers Link to comment Share on other sites More sharing options...
Kendo 2 Posted November 10, 2011 Share Posted November 10, 2011 @ clintmichThanks for posting this topic. That DLC thing always bugged me with my own tinker-toy-not-for-upload esps. @ QuetzlsacatanangoThanks for the info. :thumbsup: Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted November 14, 2011 Share Posted November 14, 2011 If you have issues with the DLC always being active, just go into the data folder and delete the .nam files. The only purpose they serve is to autoload the file they're named for, which only leads to annoyingly adding them as masters when you don't mean to. Link to comment Share on other sites More sharing options...
Ironman5000 Posted November 23, 2011 Share Posted November 23, 2011 I may need to use this process, I am getting some help with my WIP that requires a few masters and I can't expect the guy to use the same mods to be able to load the esp. I have a question though, after removing the dependencies would it be possible to edit the esp then reactivate the masters or would it cause problems? Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted November 23, 2011 Share Posted November 23, 2011 First, if you are actually using anything form the esm, clean masters won't work, nor would you want to do it. But if you're sure, yes, just tick the esms again when you open your plugin in geck and it will reassociate them. Link to comment Share on other sites More sharing options...
Ironman5000 Posted November 26, 2011 Share Posted November 26, 2011 Don't think I will bother then, I have several NPCs using Lings hair and it would be awkward undoing then redoing them. Link to comment Share on other sites More sharing options...
StarMystyk Posted December 8, 2011 Share Posted December 8, 2011 Helpful thread :) Open the plugin in fnvedit, right click on it, and choose 'clean masters'. That should remove the requirement. If you have issues with the DLC always being active, just go into the data folder and delete the .nam files. The only purpose they serve is to autoload the file they're named for, which only leads to annoyingly adding them as masters when you don't mean to. Thanks! Two things I always wanted to know, and both worked when I did them :thumbsup: Link to comment Share on other sites More sharing options...
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