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How do I load multiple master files?


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Holy s***, is anyone as appalled as me to even have to look this up to make it work? I mean how f***ing stupid are the people that work at this company? logic...i have to add this in because the people who didn't add this in made such a shitty game I have to spend at least 50% of my game time in the CK fixing the garbage product that was released to the public....I wish I could produce such complete and utter garbage and still get paid for it..hashtag Jealous...

Chill

Edited by Cheesecake8
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  • 3 months later...
  • 3 months later...

Thanks, but... I've been trying to debug this for several hours. (Several different and incorrect solutions have been posted unfortunately.) I dunno I was able to do this for GECK and CK in Skyrim. I don't know why it's not working here.

 

To clarify for anyone having issues:

 

Create a Copy of CreationKit.ini in your C:\Program Files (x86)\Steam\steamapps\common\Fallout 4 folder and rename it CreationKitCustom.ini.

 

Open your newly created CreationKitCustom.ini file. Delete everything inside and copy the following code:

[General]
bAllowMultipleMasterLoads=1

Save and exit Notepad.

 

Re-launch Creation Kit (if you left it running).

 

Cheers!

 

Possibly, the CK has been changed since 2018? Although I did see this vid for 2020 --

 

I have also added the extra ba2 files to SResourceArchiveList2 in Fallout4.ini This was suggested by several people, but that didn't help. The esp that I'm trying to load into CK is a converted Transfer Settlements BP so it also has masters like Homemaker and SOE. I remember having problems with Lings.esm for other games. I wonder if that is the problem here.

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In my CreationKitCustom.ini file I have these two lines and I can open a host of esp masters at the same time.

 

[General]
bAllowMultipleMasterFiles=1
bAllowMultipleMasterLoads=1

 

Thanks. I added the extra line bAllowMultipleMasterFiles=1 to the Custom.ini, but no luck. (I already had the line for MUltipleMasterLoads.) The esp file is called PentWater it's a Transfer Settlements Blue Print converted to an esp. As you can see in this CK window, it has several masters. https://puu.sh/IjcNu/38f829f9ff.png Too many, I suppose.

 

I've tried a lot of things. I'm trying to find a way to improve the fps hit for the Settlement since nothing has been combined. I was hoping to do that in the CK.

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Thank you pepperman. Yes, the precombines for the settlement are broken. That is why I am trying to load the esp into the CK. The esp is one I made for a settlement in Far Harbor (a Transfer Settlements Blueprint). I am hoping to do some re-combines in the CK and improve the rendering / frame rate. And yes that is a good reference article for FO4 Optimization -- I refer to it often.

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Duh and double duh. Problem solved. As everyone has been telling me is to add this line to CreationKit.ini (or CreationKitCustom.ini or both)

bAllowMutlipleMasterLoads=1

 

I cut and pasted that line from one of the forum suggested solutions. But it didn't work. Ten minutes ago the dyslexia finally unscrambled. Notice the spelling of Multiple.

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