trashgarbage666 Posted June 12, 2018 Share Posted June 12, 2018 You know how GECK starts with all of the New Vegas DLCs checked when you go to load a mod? Well, it looks like I forgot to uncheck them. I'm working on a mod that only requires the base game, but thanks to my stupid mistake, it now requires some of the DLC. I say some and not all because I've already ran my mod through FNVEdit and cleaned the masters. Doing so removed Gun Runners Arsenal, Tribal Pack, Mercenary Pack, Classic Pack, and Caravan Pack. For some reason, it didn't remove Dead Money, Honest Hearts, Old World Blues, or Lonesome Road. I haven't edited any DLC content whatsoever with this mod, so the fact that it isn't removing everything is infuriating. But I have next to no experience with FNVEdit, so maybe I'm not doing everything I need to ...? Link to comment Share on other sites More sharing options...
Radioactivelad Posted June 12, 2018 Share Posted June 12, 2018 Unless I've been doing a bad practice for awhile now, you don't even need FNVEdit to remove an accidental dependency. Just open the data file menu in the geck, select your plugin, highlight the unwanted masters and press the Delete key.Load and save your ESP afterwards. Link to comment Share on other sites More sharing options...
trashgarbage666 Posted June 12, 2018 Author Share Posted June 12, 2018 I tried that, but got hit with an error. "This operation was not completed because CreateFileMapping failed to open file "examplefile.esp" with error: Access is denied. Exit other applications, restart the Construction Set, and try again." So I took a stab at running it as the Administrator, and it worked just fine!Thanks a ton!! :D Link to comment Share on other sites More sharing options...
dubiousintent Posted June 12, 2018 Share Posted June 12, 2018 Yeah, you should always run GECK as an "admin". Best practice is to set the "Run as Administrator" property on any shortcuts or the executable icons you use to launch it so you don't forget. Please see the 'Common Problems with GECK' section of the wiki "Getting started creating mods using GECK" article. Edit: I'm having second thoughts about using the GECK to "clean masters" where FNVEdit wouldn't. FNVEdit checks for records that have references to the "master" file and when they still exist (however they got there), it won't remove the master. If there are any remaining dependencies (evidenced by a master you expected to be dropped still being present in the plugin's "File Header" record) you can use the script "List records referencing specific plugin.pas" on that plugin to list them in the log window so you can fix them. There is enough evidence of "bugs" in the GECK that I wouldn't trust it to make such checks. Absolutely make a backup copy of your file before you attempt to clean masters either way. -Dubious- Link to comment Share on other sites More sharing options...
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