AVeryEgg Posted September 3, 2018 Share Posted September 3, 2018 I am trying to make a bug patch for a mod, but I can't make it without having the mod file being a master file. I've tried editing it but that just overwrites the mod. If someone could tell me what to do that would be great. Thank you in advance. As of right now I have GECK, FOMM, and FNVedit. Link to comment Share on other sites More sharing options...
dubiousintent Posted September 3, 2018 Share Posted September 3, 2018 You have to create a new plugin (new filename when you save) with the original mod as a master. (Why wouldn't you? You have to have the dependency in order for the patch to apply (override records) to that plugin.) You can do this with either the GECK (if you are adding completely new stuff such as scripts) or FNVEdit (if you are simply editing existing record values). If the original mod is an ESP, then you need to use FNVEdit to set the "Master" flag in the original plugin "file header". (This can also be done with Wrye Flash/Bash, but you will probably need FNVEDit anyway. Do not change the filename. It needs to remain as an ESP.) This will then let you use that file as a master for your new patch plugin. Once you are done creating and saving your patch, you should change the original plugin file header back by removing the "master" flag again. If that doesn't cover what you need, please provide a more detailed description of what you are trying to accomplish. -Dubious- Link to comment Share on other sites More sharing options...
AVeryEgg Posted September 3, 2018 Author Share Posted September 3, 2018 (edited) That helps a lot, forgot to change it to a master in fnvedit. Thank you for the help. Edited September 9, 2018 by AVeryEgg Link to comment Share on other sites More sharing options...
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