Subject96 Posted March 5, 2013 Share Posted March 5, 2013 Ok so I have been working on a mod for Dead Money and after adding a few things anytime I open the mod up in FNVEdit it tries to save directly to the DeadMoney.esm which is not good. (Did this by accident one time and it did very bad things...) http://i942.photobucket.com/albums/ad266/Bullmutie/Fallout%20New%20Vegas/FNVEdit01.jpg That pic shows what it looks like in FNVEdit, I included a couple changes I made that I think may be the root of whats going on. One I added a Reloading Bench to the Security Office inside the Executive Suites area of the Casino, and the second is a fix from a merged mod that does something to the Demo Charge's projectile to fix receiving Frag Mines once picked up after placement. There are a couple other mods I have made that do this with multiple masters, it does not seem to do anything other than be a hassle to uncheck the masters when you exit FNVEdit. Still I would like to resolve this if possible... Link to comment Share on other sites More sharing options...
Gussmed Posted March 5, 2013 Share Posted March 5, 2013 Your best bet is to make the change in the GECK instead of NVEdit. I'm not fond of the GECK, but at least you can count on it creating a new record in your working .ESP when you make a change to an item that doesn't exist in your mod yet. Link to comment Share on other sites More sharing options...
rickerhk Posted March 5, 2013 Share Posted March 5, 2013 Use a newer version of FNVEdit.http://newvegas.nexusmods.com/mods/34703 Link to comment Share on other sites More sharing options...
Subject96 Posted March 5, 2013 Author Share Posted March 5, 2013 I will try the newer version, hope it helps. I use the GECK for 98% of the work done on my mods, FNVEdit only comes out for completely deleting things, compatibility checking or merges. Link to comment Share on other sites More sharing options...
Subject96 Posted March 6, 2013 Author Share Posted March 6, 2013 Seems as though the new version of FNVEdit "fixed" the issue. Looks like what was happening were conflicts within the masters between masters. (that make sense?) So for example Fallout.esm references some container that Dead Money.esm references (and changed) as well but my mod does not for some reason my esp seemed to want to make FNVEdit save the "updated" reference in Dead Money.esm. New version seems to ignore all that and just bothers with what I have done in my esp. And to Gussmed I pretty much only use FNVEdit to find conflicts or to completely delete things I have done and did not like or caused problems with GECK. Link to comment Share on other sites More sharing options...
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