Doronir Posted May 22, 2012 Share Posted May 22, 2012 Hello guys, here is what I wanted to do in short.. loaded an existing plug-in with G.E.C.K.changed the Result Script (End) for a topic a bitsaved as new plug-in and setup NMM to have my plug-in load after the one I changedtriggered the topic in-game and.. ..it just started the script action from the plug-in I tried to change, not mine :dry: So, I went back to G.E.C.K. and loaded the old plug-in and mine and examined the topics.. it says <topic name>DUPLICATE000 .. where <topic name> is the name of the old plug-in's topic name.. I swear I searched through Google and the Fallout 3 and NV forums here to find an answer to this.. Why is my plug-ni ignorred :mad: Please help me.. Link to comment Share on other sites More sharing options...
chucksteel Posted May 22, 2012 Share Posted May 22, 2012 You can't use one .esp as a master to another .esp. You'll need to ether simply make your edit in the original .esp or, convert it to an esm with FNVedit. Link to comment Share on other sites More sharing options...
Doronir Posted May 22, 2012 Author Share Posted May 22, 2012 You can't use one .esp as a master to another .esp. You'll need to ether simply make your edit in the original .esp or, convert it to an esm with FNVedit. Oh.. I see, I thought the mod manager would just stack changes and the game would use the most recently loaded.. :wallbash: Thank you very much for your replay, I will save the changes inside the original plug-in file then :happy: Link to comment Share on other sites More sharing options...
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