Amalrix Posted July 2, 2018 Share Posted July 2, 2018 (edited) So basically I am creating a mod of a mod currently and therefore need to have the inital mod as master file but even though objects from both mods are used in the mod I am creating they aren't added as masters in the creation kit. Due to this every time I load the mod in the Creation Kit again some spaces that should be filled are blank. Adding the Masters manually didnt help either. Edited September 23, 2018 by Alexxonder Link to comment Share on other sites More sharing options...
WastelandAssassin Posted July 2, 2018 Share Posted July 2, 2018 when you say adding the masters manually , you mean setting them to also load in the CK , right?I think you can add masters to a plugin through Wrye Bash , or maybe even through FO4Edit , and that should do what you are trying Link to comment Share on other sites More sharing options...
Amalrix Posted July 2, 2018 Author Share Posted July 2, 2018 No, I've added the Masters manually through FO4Edit but when you load the Mod in the Creation Kit and save it the Creation Kit deletes the manually added Masters. Link to comment Share on other sites More sharing options...
WastelandAssassin Posted July 2, 2018 Share Posted July 2, 2018 take a look here https://forums.nexusmods.com/index.php?/topic/5911373-creation-kit-removing-all-masters-on-save-after-new-update/page-2specifically the 3rd post on that page . try these outand it seems to be a common error , and a pretty old one at that Link to comment Share on other sites More sharing options...
Amalrix Posted July 2, 2018 Author Share Posted July 2, 2018 Thanks, probably wouldn't have found a solution without your help. Kudos to you! Link to comment Share on other sites More sharing options...
WastelandAssassin Posted July 2, 2018 Share Posted July 2, 2018 no problemmy suggestion is to use google . it's so easy to find threads if you make a proper search (which is how I found the one I linked) though if you could detail your solution , so that others might be able to use that as well , that would be great Link to comment Share on other sites More sharing options...
Amalrix Posted July 3, 2018 Author Share Posted July 3, 2018 (edited) Well, I tried. Unfortunately I did not find that Thread on my search, but heres the solution as a quote for people finding this Thread: On 8/18/2017 at 8:41 AM, sabrine said: 1 copy the .esp file only in your data file and rename it to .esm so that you'll have two files of the same mod: .esp and .esm2 Open your mod with the FO4edit, on the right side on the header tag you'll see a list of your referenced master files3 rename the reference to the master file on the right side to .esm instead of .esp(Do not add the .esm as another master to your mod or the FO4edit will consider it as another mod)4 save and open your mod on the creationkitIf you did the steps the right way you should find the content of your mod unaffectedfor the version you want to upload to users, reverse the steps so that you'll end up using the .esp file instead and do not save your plugin on the creation kit again ... you will have to do all the steps whenever you want to edit your modI tried these steps and they worked for me ... hope they work for you too :wink: Edited June 9, 2019 by Alexxonder Link to comment Share on other sites More sharing options...
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