Purr4me Posted January 12, 2017 Share Posted January 12, 2017 There are 28 files listed on that page. which one exactly is the issue? Link to comment Share on other sites More sharing options...
Purr4me Posted January 12, 2017 Share Posted January 12, 2017 you are going to require this too: (https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/923494) Link to comment Share on other sites More sharing options...
Purr4me Posted January 12, 2017 Share Posted January 12, 2017 You know, this was so easy to do. It can be done. Link to comment Share on other sites More sharing options...
SnertTheDog Posted January 16, 2017 Author Share Posted January 16, 2017 Hi Purr4me, still had no time to have a look at it. Hope I can do it this week... But when you say it's easy to do I had the hope I could do it too... ;-) All my modding attempts stop at a point when I need more time to get deeper into the stuff and RL won't give me that time :-) Link to comment Share on other sites More sharing options...
Purr4me Posted January 16, 2017 Share Posted January 16, 2017 Hi Purr4me, still had no time to have a look at it. Hope I can do it this week... But when you say it's easy to do I had the hope I could do it too... ;-) All my modding attempts stop at a point when I need more time to get deeper into the stuff and RL won't give me that time :-)RL can be tough for some so don't worry about it. I can attempt to tech you the neat things people don't want to know about.your choices though may very, some mods are / use Embedded scripts so those are really hard to do this stuff too. some mods are impossible to do it to. most are not. Link to comment Share on other sites More sharing options...
SnertTheDog Posted January 19, 2017 Author Share Posted January 19, 2017 Hi Purr4me, still had no time to have a look at it. Hope I can do it this week... But when you say it's easy to do I had the hope I could do it too... ;-) All my modding attempts stop at a point when I need more time to get deeper into the stuff and RL won't give me that time :-)RL can be tough for some so don't worry about it. I can attempt to tech you the neat things people don't want to know about.your choices though may very, some mods are / use Embedded scripts so those are really hard to do this stuff too. some mods are impossible to do it to. most are not. Hi Purr4me I want to thank you again for your kind help. Yesterday I found some time to do it and at the end it was really easy.I did it without the geck, used only fo4edit. The Geck way doesn't work for me but I am sure I did something wrong (make fake DLC.ems -> open mod in geck -> save it (this does NOT remove automagically the dlc content that had no existing references) -> removed it in xedit -> removed the dlc names in xedit -> load the mod in geck -> 3 masterfiles are now shown as UNKNOWEN -> save again -> mod can't be open in xedit) fo4edit way -> delete the content without any references due to the fake dlc.ems (it is easy to find, it has a "italic" font style ) -> right click on the edited mod an chose "clean masters". This erase all master files entries in the mod who has was not referenced in the mod and so are not needed. -> save -> play ;-) Link to comment Share on other sites More sharing options...
Purr4me Posted January 19, 2017 Share Posted January 19, 2017 (this does NOT remove automagically the dlc content that had no existing references) Nope, once you produce the fakes, you need to load the mod in-question with them as esm files, then while loaded, rename the last letter in the targeted mod master headers to esp...needs to read the master files, the fake ones as esp files, the next. rename the last letter of the fakes them selves and test load of Fo4edit...it should load fine. With that package, you load them all into the geck, once loaded ? now when you save, The GECK will outstrip any support esp files. IF not, that's ok...fo4edit "clean masters. save" but, the idea is to have the full editor do it's job. we all know the new CK will not keep an esp as a master file when it saves any file. This bug as it's thought of is actually a useful tool. Sick of dependencies on other mod authors files, even 1 single piece of code? well, guess what, that code gets saved. and no master requirements. it's not always a good thing, there are problems any time you do this with some mods. there are a few others too. Link to comment Share on other sites More sharing options...
Mdewabc Posted January 11, 2018 Share Posted January 11, 2018 Hi, I want to delete DLC content from a mod with FO4Edit but I didn't own any DLC. As far as I understand FO4Edit try to load the mod and the conected DLC content and spits out an error. Is there a way to edit mods with a DLC Master without having the DLC? Maybe with CK? So I had not to pest mod authors with no DLC version requests.Yes, the way to erase that data is with blank plugins of the DLC's and loading it all into the GECK, then simply save the file. Exit and verify the content is gone, then remove the master file names in xedit and reload it back into the geck again, save the file. exit, your done. A lot does depend on the mod though. How do i create blank plugins of the DLC's? Sorry im really new to the modding community, and also lets say if i have an accessories/animation/restrictions mod, essentially it adds some accessories that add restrictions/animations when worn(think disables running when wearing heels) etc. It says it requires a couple mods(which i have installed) and all the DLC's (which i dont) i downloaded the mod and have it enabled but nothing shows up in game(the trader or the accessories) so if i use blank plugins will that work? or do i have to delete the DLC content as well? And could this run the risk of damaging my files? Thanks in advance! Link to comment Share on other sites More sharing options...
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