Doronir Posted May 23, 2012 Share Posted May 23, 2012 Hello guys, Is it possible to use FNVEdit or any other tool that I don't know of to inject the changes you made for another mod into the plug-in file you made the changes for? Basically I want to save my changes into a separate .esp file so that I can see what I have done with it and then merge/inject the changed sections into the original mod file. Can I use FNVEdit for that? By the way, does FNVEdit have a documentation or something? Best Regards,Doronir Link to comment Share on other sites More sharing options...
SpizificatioN Posted May 23, 2012 Share Posted May 23, 2012 You totally made me confused... From what I understood I think that your problem is not setting your plugin file as active. See it will NOT work if you double click it. You double click only the Fallout.esm and for the plugin you click and then -> set as active file. I hope I helped. Good luck. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted May 23, 2012 Share Posted May 23, 2012 Make the original esp a master via fnvedit or whatever tool you preferMake the plugin you want to make, when you save it, enter your new file name. Thereafter, make this file the active plugin when you wish to edit.Your plugin will only have the changes you made to the original.Remember that if you you ever 'de-masterize' the original, and then go to edit your plugin, it will make everything into new records, instead of override records for the original plugin. Link to comment Share on other sites More sharing options...
luthienanarion Posted May 23, 2012 Share Posted May 23, 2012 Easily. Just load both files and drag the values from the plugin you made to the left into the original. Link to comment Share on other sites More sharing options...
Doronir Posted May 23, 2012 Author Share Posted May 23, 2012 Make the original esp a master via fnvedit or whatever tool you preferMake the plugin you want to make, when you save it, enter your new file name. Thereafter, make this file the active plugin when you wish to edit.Your plugin will only have the changes you made to the original.Remember that if you you ever 'de-masterize' the original, and then go to edit your plugin, it will make everything into new records, instead of override records for the original plugin. Thank you sooooooo much.. I tried it and it works like a charm .. this was exactly the information I have been lacking .. GECK always created duplicate records and gave me such a headache, now I finally can have it the way I wanted it and don't have to make a copy of the complete plug-in anymore in order to change just a few things.. thank you very very much Quetz :D :dance: :dance: :dance: Link to comment Share on other sites More sharing options...
Cyberlazy Posted May 23, 2012 Share Posted May 23, 2012 Geck needs you to set the plugin 'source' to master. It removes masters if they don't have the master header flag on save, so everything will seem OK untill you go to save and reload your plugin! Fnvedit does not care one way or another about master flag, you can safely add masters to a plugin or edit overriden records in fnvedit without the master actualy being flaged as master. And as far as I can tell, fallout itself does not care about the master flag, it seems only there to make geck puke on you. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted May 24, 2012 Share Posted May 24, 2012 Some mods don't like being masters. New Vegas Bounties comes to mind. Link to comment Share on other sites More sharing options...
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