TSF000 Posted June 11, 2012 Share Posted June 11, 2012 (edited) Hi, I added a container to Dr,Mitchell's house and I loaded it with vanilla and other mods stuff, like weapons and clothes. The problem is only vanilla stuff are there when I start the game. Can somebody help me here please? :) Maybe I need to make it as a stand alone mod but this is the first thing I have ever done with G.E.C.K. Edited June 11, 2012 by TSF000 Link to comment Share on other sites More sharing options...
pluramon Posted June 11, 2012 Share Posted June 11, 2012 A plugin (esp file) only has access to resources found in masters (esm files), not in other plugins. There are two options:Only if you know what you're doing, use FNVEdit to create a merged patch out of all plugins.Otherwise, you'll have to have each plugin add its own container. Link to comment Share on other sites More sharing options...
Cyberlazy Posted June 11, 2012 Share Posted June 11, 2012 Geck 'deletes' masters of a file if they don't have the ESM flag in there header when you save. If you use FNVedit 'add master' and manualy add the items that way, it will work, FNVedit does not listen to the ESM flag.Fallout new vegas does not listen to the ESM flag, so end users don't need to make any changes to the mods.Geck is the only thing that AFAIK really listens to the ESM flag. Or if you use fnvedit to set the master flag of all the mods you wish your mod to use, you can then use geck and select those mods as masters. Note, Geck will not open a mod that has the ESM flag set, but it will let you use it as a master to another mod. Link to comment Share on other sites More sharing options...
TSF000 Posted June 11, 2012 Author Share Posted June 11, 2012 (edited) @Cyberlazy: Sorry, I am really just a beginner so I didn't understand. @pluramon: Using FNVEdit I create a merged patch of the ".esp"s I want to be merged and select it in FOMM while deselecting the original esps? Edited June 11, 2012 by TSF000 Link to comment Share on other sites More sharing options...
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