luckylock115 Posted October 16, 2020 Share Posted October 16, 2020 Hello everyone, So recently started a project for fallout new vegas. And modded a new cell, location, the works. However with my third plugin the mod is spawning the prior version of the mod. While spawning the current version. I don't know what to do and its really annoying. Considering it's supposed to be a mini questline. Link to comment Share on other sites More sharing options...
dubiousintent Posted October 17, 2020 Share Posted October 17, 2020 Sounds like you have copied over or duplicated a "master" from the prior mod you don't actually want. See "7.4.11 Using Clean Masters to purge un-used Master File References" section of the "Tome of xEdit" online documentation. -Dubious- Link to comment Share on other sites More sharing options...
GamerRick Posted October 17, 2020 Share Posted October 17, 2020 Are you testing with a save that was made BEFORE you activated your mod? Or you would need to be aware of what is already in your save versus what you just tried to change in the GECK. Link to comment Share on other sites More sharing options...
luckylock115 Posted April 16, 2021 Author Share Posted April 16, 2021 Are you testing with a save that was made BEFORE you activated your mod? Or you would need to be aware of what is already in your save versus what you just tried to change in the GECK. Well, to be honest, I was a stupid modder when I asked this. I'm sorry I only read this now as I fixed it. I understand the GECK way better now, and now realize you can set file as active lmao Link to comment Share on other sites More sharing options...
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