CloudStrife5671 Posted October 19, 2012 Share Posted October 19, 2012 Hi there, I'm trying to edit an .esp that has multiple master files, say something along the lines of WMX - Gun Runners Arsenal, hypothetically. Now, when I save the modified WMX addon, it removes the master dependency for the original Weapons Mod Expanded plugin, and thus my game doesnt want to run with it loaded. Am I missing a setting in the GECK, or an ini file? Or do the mod gods just hate me. Link to comment Share on other sites More sharing options...
blove Posted October 19, 2012 Share Posted October 19, 2012 GECK does not save ESPs as masters to an ESP. You can flip the ESM flag for the ESP that is to be a master and will work. Just flip it back when you are done. Link to comment Share on other sites More sharing options...
CloudStrife5671 Posted October 20, 2012 Author Share Posted October 20, 2012 (edited) This is going to be dumb question #2 then. How does one flip that flag? I looked in FNVEdit and failed to find the required editable field. Edit: Apparently beer helped me find the ability to right click the field, so now I flagged it as an ESM and renamed the file extension. However, now my GECK crashes whenever I try to load the mod with the (semi)new master WMX plugin. Did I forget a step? Edit 2: I AM ALL THAT IS MAN! Apparently I didnt even need toload it in the Geck, i could just add the master file manually in FNVEdit. WOOO! Edited October 20, 2012 by CloudStrife5671 Link to comment Share on other sites More sharing options...
blove Posted October 20, 2012 Share Posted October 20, 2012 Flip it, don't rename it! And yes, the records are still there and just need the master added, most of the time, but not always. Link to comment Share on other sites More sharing options...
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