JustynThyme Posted June 18, 2018 Share Posted June 18, 2018 I'm recently getting back into FO4, after being gone a long time. I long ago uninstalled the game, and deleted all of my mods, including my custom mod that adds a container of equipment to the Vault 111 vault door room (melee weapon, ranged weapon, one suit of armor). This time, I went more custom with the equipment, but otherwise did exactly what I did last time I played.I installed Alien Assault Rifle and Slooty Vault Suit. Using the Creation Kit, I created a mod that adds a container to the vault door room of Vault 111, added the two items to the container, saved the mod, named it. I played to that room, and the container was there, but both items were not in it. I reloaded my mod in the Creation Kit, and both the suit and the rifle were indeed not in the container. I tried this again, using the existing mod. Same results. I tried adjusting the load order, and I tried disabling all other mods, except these two item mods and mine. No change. They still disappear from the container.The next thing I tried was putting the items on the floor of the room. I played to that point, and neither item was on the floor where I put them. I loaded up my mod, and the two mods for the items I was trying to use, and neither item was on the floor in my mod, where I just put them. This time, I put them back, saved the mod, closed the CK, and loaded them all back up again, without playing the game. The items were not where I put them. I even tried again, deleting my mod and creating it from scratch. I again loaded the mod in CK, without having played it. The items were again missing. I also tried creating duplicates of the two items. Those get removed, too. The last thing I tried was creating the mod from scratch, but using a vanilla item. I placed an Alien Blaster next to the Pip-Boy. I saved it, named it, and closed the CK. I loaded my mod in the CK, and the Alien Blaster was still there. I closed the CK, ran the game, played through to the vault door room, and there was the Alien Blaster.It looks to me like the CK is removing the mod items from my mod, somehow and for some unknown reason. It is not doing that with vanilla items, as far as I can tell. I'm dumbfounded. I am using NMM 0.65.6 to manage the mods, and for the load order. I am launching the game with F4SE (needed for another mod I want to use).Any ideas why this is happening? Link to comment Share on other sites More sharing options...
chucksteel Posted June 19, 2018 Share Posted June 19, 2018 This is because your trying to use an .esp as a master in the Ckit. The Ckit removes masters that are not .esm or .esp when saving the mod. You can temporarily turn the mods you want to require to .esm’s with FO4edit to get your items to stay. Then use FO4edit to change the masters in the file header of your new mod back to use the original.esp. Remember to also then change the original mods back to .esp’s Lastly never open and save your new mod in the Ckit or it will again remove your objects. Hope that helps. Link to comment Share on other sites More sharing options...
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