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Trying to remove masters from mod


bazinga313

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Pretty sure I'm doing something wrong. I'm trying to edit a mod that for some reason has dlc dependencies but doesn't actually use DLC resources according to the author. So I want to remove the dependencies. So i open FO4edit and click on the mod esp and he fallout.esm. then run it so i can delete the masters of the mod. well because the mod has dependencies the mod doesn't show up on the left side, so how am i suppose to edit it if the mod is not showing up. It says [00:08] Background Loader: Fatal: <Exception: "Abduction.esp" requires master "DLCRobot.esm" to be loaded before it.> so how am I suppose to edit the mod? Basically there is nothing on the left side where it would normally show the mods files. Instead it just shows the fallout.esm and that's it. what am I doing wrong?

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xEdit will not load a mod if you don't have the required files so you can try a couple of things.

 

  1. create a new plugin with the Ckit, call it, DLCRobot.esp
  2. Use xEdit to then convert the .esp to an .esm
  3. This will trick xEdit into loading the mod with the master you don't have so you could then remove it with xEdit.

Or,

 

  1. Open the Ckit and select the mod
  2. Delete DLCRobot.esm from the master list on the right side.
  3. set the mod as active and load the mod into the Ckit.
  4. If the mod does use anything from DLCRobot.esm you'll get some messages about errors and their removal.
  5. Once loaded in the Ckit then save the mod and the requirement will be fully removed.

 

Hope that helps.

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xEdit will not load a mod if you don't have the required files so you can try a couple of things.

 

  1. create a new plugin with the Ckit, call it, DLCRobot.esp
  2. Use xEdit to then convert the .esp to an .esm
  3. This will trick xEdit into loading the mod with the master you don't have so you could then remove it with xEdit.

Or,

 

  1. Open the Ckit and select the mod
  2. Delete DLCRobot.esm from the master list on the right side.
  3. set the mod as active and load the mod into the Ckit.
  4. If the mod does use anything from DLCRobot.esm you'll get some messages about errors and their removal.
  5. Once loaded in the Ckit then save the mod and the requirement will be fully removed.

 

Hope that helps.

 

​thank you very much for the info. I will be trying this shortly. I am very fresh in the modding scene and I want to learn more so I can soon make my own mods.

Edited by bazinga313
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Ok so I was in the creation kit and when in the screen to load the mod on the right side it says Parent Masters and it shows the Fallout.esm and two uknown.esm. So I'm assuming those are the two dlc that it says it requires. Is there another way to delete the esm?

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If you don't have the DLC then it will say Unknown. If you delete them from the list they will be removed.

 

It would actually not let me delete the unknown.esm from the right side of that screen. it won't let me do anything to the .esm on that side. I can click on them, but will not let me delete them in anyway.

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If you don't have the DLC then it will say Unknown. If you delete them from the list they will be removed.

 

It would actually not let me delete the unknown.esm from the right side of that screen. it won't let me do anything to the .esm on that side. I can click on them, but will not let me delete them in anyway.

 

 

I remeber I had the same problem because the way you delete them in the CK is not intuituve at all. You need to select any esm and press ctrl+delete on keyboard, then save and reload it. I don`t know if "unknown" esm can cause any bugs , but I have deleted dlc masters this way.

Edited by kitcat81
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  • 1 year later...

i know this is a dead thread but i have run into this issue my self but for some reason i can not fully delete the masters from the mod on the right side it after they have been deleted they do not show up on the right side any more however the kit still loads them up like they are in the list

Edited by RAZORWIRE666
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