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Remove Creation Club mod from Masterfiles in my mod?


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I have a personal mod made in the Creation Kit (.esp) with a Creation Club mod as a Master (black onyx pipboy, .esl). I'm trying to remove the CC mod from the required Masters list using FO4edit. The problem is, FO4edit can't load creation club mods, so it can't load my mod anymore. I didn't know it couldn't load CC mods until after I already added it as a Master. The Creation Kit doesn't provide a way to remove dependencies either (that I know of). My understanding is that no tool will be able to load my mod again, because no tools can load the CC mods (it's locked down pretty well).

My question is: Is there a hack or workaround to edit the Master file dependencies from my file, without needing to load the CC Master mod? I could edit it in a hex editor, but it might break the file in some unforeseen ways. My plugin has hundreds of records made in the CK. Do I have any other options, or am I stuck with either recreating the mod from scratch or taking my chances with a hex editor?

Thanks in advance to anyone willing to offer their expertise!




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I don't have any problems with loading CC stuff in FO4Edit. I'm using FO4Edit version 4.0.3 and Mod Organizer 2 version 2.3.0, if that helps. Can also add CC plugins as masters and clean plugins of CC masters.

 

Edit: You can probably just create a empty plugin with the same name as the master to load yours, and remove stuff and then clean masters that way.

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  • 3 weeks later...

@octodecoy - Sorry for the late reply - when I went back to see my post it wasn't there, so I assumed I never hit post. But maybe it was just being evaluated first. Thanks for replying!

Ok - you say you can load CC mods in FO4 edit as masters? That surprises me. I lot of people say it's not possible to open them in FO4edit. I believe it though, because I assume modders are modding for the CC content.

Yes - I made an empty file with the same name, but it gave me the same error. When this first started happening, I assumed there could be a flag stored in the CC mods header, and that maybe FO4edit could open my mod as long as there was a mod with a matching name in the data folder that didn't have that flag. I removed the original CC mod from my data folder and replaced it with the empty one. But it seemed like it had retained the file name and some info about it; it still knew the name had been a CC mod. I wonder if there is something buggy with my mods file properties, maybe some keyword where it doesn't belong. I can't open it to see.

Few questions that might help me:

1- Is the CC mod a file with a Ba2 with assets, or just an .esl by itself?

2- When you load it in FO4edit, if it has a Ba2, are the contents already extracted in your data folder someplace? If so, do you keep the Ba2 in your data folder at the same time as your extracted folders (at the time you load it in FO4edit)? Or did you at some point remove the Ba2 and only have the extracted files from it in your data folder?

3- Just to rule out some kind of authorization thing, by chance are you the author of the specific CC mod that you made a master? Maybe it's in progress or something?

Thanks again for replying!



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I don't do anything special to load them. I don't extract the BA2's or anything. Maybe it has something to do with Mod Organizer 2's virtual data system? I just tried again with Hellfire Power Armor CC, copied one of its keywords into a new esp (making the CC mod a master to it) and then loaded up that .esp just fine. Then I made a new empty .esl with the same name as the CC and loaded up the .esp I made, which worked fine but of course since the copied keyword was no longer overriding the original it was just a injected record into the empty .esl. But that still allowed me to remove that keyword and then "Clean Masters" to remove the CC master.

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  • 2 weeks later...

@octodecoy - It has to be something on my end then. If you are able to do that then at least we can confirm it is possible. That debunks the rumors that FO4edit can't open them by design. Thanks a lot for replying!

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