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Inject changes into original plug-in file


Doronir

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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

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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.
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Make the original esp a master via fnvedit or whatever tool you prefer

Make 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.

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Make the original esp a master via fnvedit or whatever tool you prefer

Make 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:

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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.

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