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FNVEdit questions


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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...

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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.

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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.

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