smjn Posted December 1, 2012 Share Posted December 1, 2012 NightVisionPowerHelmets.espTribal_DX.esp (I named Tribal Power Helmet and Ashur's Power Helmet, ArmorTribalPowerHelmet and ArmorAshurPowerHelmet respectively.) I am trying to add 000PipboyLightAbility to ArmorReconHelmet, ArmorReconHelmetOutcast, ArmorTribalPowerHelmet, ArmorAshurPowerHelmet. I already added them to its global reference and their "PipBoyLight" conditions via FO3Edit. However, I am stumped on how to modify the 000PipboySpellScript via GECK as I wasn't able to (least to my knowledge) edit it in FO3Edit. I am always stuck with multiple master selected for load, and it would shut me out. If I remove the master files on a copy of NightVisionPowerHelmets I am stuck with various errors when trying to save, thus rendering the scripting moot. So yeah, I am stuck, again any help would be deeply appreciated. Link to comment Share on other sites More sharing options...
Valahul Posted December 1, 2012 Share Posted December 1, 2012 I suggest you use GECK for your modding.. FO3Edit is mostly used to edit mods quickly. Link to comment Share on other sites More sharing options...
blove Posted December 1, 2012 Share Posted December 1, 2012 bAllowMultipleMasterLoads=1 The link shows how-to and sort of explains that GECK will not save an ESP as a master to another ESP (you have to flip the ESM switch in FO3Edit for the ESP that you wish to be a master for your ESP). Link to comment Share on other sites More sharing options...
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