GimmeBackMyMoney Posted November 28, 2011 Share Posted November 28, 2011 (edited) For my personal use, I'm trying to delete the Project Nevada nuka grenade and molotov cocktail recipes and a couple of dud weapon mod recipes from Classic Fallout Weapons. They show as deleted in the GECK but every time I set the Category and Subcategory fields to "None", they revert whenever I run the game or open up the GECK again. I tried making the changes in a new ESP file but I still had the same issue. Am I going to have to use FONV Edit and manually go through each reference? In addition, I'm trying to find some item mod objects from Project Nevada so I can get rid of the "MOD: " prefix without luck, even under the Item Mod tree. These mods are for the NAA .22 Revolver and a few other weapons, not the 5mm SMG, European Battle Rifle and Auto-Gauss weapons which DO appear under that section. Has anyone looked at PN's resources? Edited November 28, 2011 by GimmeBackMyMoney Link to comment Share on other sites More sharing options...
davidlallen Posted November 28, 2011 Share Posted November 28, 2011 If you have deleted it, why do you want to "resurrect" it and set some fields in its dialog box? Try simply deleting it. Some people have trouble with their first mod "showing up"; have you been successful in having any of your own mods take effect yet? Regarding finding items, assuming you have loaded the esp/esm for PN in geck (it does not automatically load all the esp files in your load order, you must check them off in the geck file-load dialog), you may find it helpful to use the "edit->find text" menu choice. Type in any string, such as the exact name of a weapon, and you should be able to find it. Link to comment Share on other sites More sharing options...
Cyberlazy Posted November 28, 2011 Share Posted November 28, 2011 I recall considering making a 'Null catagory' for disableing recipes.But other then that, What I usally do is add some conditions to the recipe. UsallyIssex = Female <And>Issex = Male Unless some transgender players show up, That recipe is effectively deleted. Link to comment Share on other sites More sharing options...
GimmeBackMyMoney Posted November 28, 2011 Author Share Posted November 28, 2011 If you have deleted it, why do you want to "resurrect" it and set some fields in its dialog box? Try simply deleting it. Some people have trouble with their first mod "showing up"; have you been successful in having any of your own mods take effect yet? Regarding finding items, assuming you have loaded the esp/esm for PN in geck (it does not automatically load all the esp files in your load order, you must check them off in the geck file-load dialog), you may find it helpful to use the "edit->find text" menu choice. Type in any string, such as the exact name of a weapon, and you should be able to find it. I would delete the recipe but what I find is that is still shows up in-game as a blank. I'd open up the GECK and find that the recipe hasn't been removed but the required ingredients and the product are blank fields and that they still have their original categories. I try to nullify the categories so that they don't appear anywhere in-game but the GECK reverts those changes back to the original categories. I also get the same issue when I try to set conditions so that they never show up in-game, but the conditions tab becomes blank when I save and load up the ESP again. Oh, and thank you for the tip. Link to comment Share on other sites More sharing options...
Cyberlazy Posted November 29, 2011 Share Posted November 29, 2011 Oh btw, If you delete a record in geck, it may not delete it, but.. it might make it a 'deleted' record override, or somesuch. You need to use FNVedit to delete a record if you REALLY wanna delete it. Link to comment Share on other sites More sharing options...
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