Astoma Posted November 30, 2020 Share Posted November 30, 2020 So, I'm working on a custom companion and I'm having an issue with FNVEdit regarding circular references. For whatever reason, the mod has itself as a master, and I can't seem to find a way to stop this. I can't open it in FNVEdit to remove the dependency, and there doesn't seem to be anything I can do in the GECK. Reverting to a previous version does nothing, it still references itself as a master file. I really don't want to redo all of this work, if anyone has a solution, please let me know. This occurred after a crash in the GECK when editing topic names, if that helps. And no, loading the crash save doesn't help either. It also relies on the main file as a master, and can't be loaded without it. Link to comment Share on other sites More sharing options...
zilav Posted November 30, 2020 Share Posted November 30, 2020 Use hex editor to replace a single letter like "BstomaCompanion.esp" for example in the plugin's header, create an empty plugin with the same name to server as a fake master. Link to comment Share on other sites More sharing options...
Astoma Posted November 30, 2020 Author Share Posted November 30, 2020 (edited) Use hex editor to replace a single letter like "BstomaCompanion.esp" for example in the plugin's header, create an empty plugin with the same name to server as a fake master.Wait, does this mean I could just hex edit out all of the master file references and not have to bother with that? Or would that just break everything even more? I also want to remove the reference to the crash save file, so if this does work, that would be useful. Edited November 30, 2020 by Astoma Link to comment Share on other sites More sharing options...
zilav Posted December 1, 2020 Share Posted December 1, 2020 No, you can't. Link to comment Share on other sites More sharing options...
Astoma Posted December 2, 2020 Author Share Posted December 2, 2020 well, suppose i got a little too curious and decided to give it a shot with a backup copy ready if it doesn't work. however, surprise surprise, it actually did work, all I had to do was replace all of the text data of the references with 00 on the hex side, and it worked perfectly fine. it had no real reason to have been referencing those mods, thus it didn't really seem to care that the references were removed, and I was able to edit the mod as usual. Thx for the suggestion to use a hex editor tho, I would've never thought of that lol Link to comment Share on other sites More sharing options...
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