nognow Posted December 27, 2020 Share Posted December 27, 2020 So Fallout.esm doesn't have ref IDs for ANY of the vendor containers in the game.If I want to add a plugin's weapon to a container via script, GECK won't let me save without adding a master plugin that adds a refId. But cleaning that plugin's masters via FNVedit removes that master. Is it ok to get rid of that master? does it mess up the script? is it worth editing Fallout.esm directly to add refIDs? Link to comment Share on other sites More sharing options...
M48A5 Posted December 27, 2020 Share Posted December 27, 2020 You should never clean the .esm files. You will cause all kinds of problems with the game. Since you have already cleaned the .esm files, you will have to verify your game files with Steam or GOG. Link to comment Share on other sites More sharing options...
nognow Posted December 27, 2020 Author Share Posted December 27, 2020 You should never clean the .esm files. You will cause all kinds of problems with the game.  Since you have already cleaned the .esm files, you will have to verify your game files with Steam or GOG.I didn't. I cleaned that plugin esp. how can I clean Fallout.esm's masters if it doesn't have any? Link to comment Share on other sites More sharing options...
dubiousintent Posted January 1, 2021 Share Posted January 1, 2021 AFAIK, as long as your plugin depends upon/uses the Mojave worldspace, you need to have at least FalloutNV.ESM as a master. If the container was added by some other plugin (DLC or mod) then that plugin is also needed as a "master". If a container (which might be an "actor") has been placed in the world, then it has a Ref-ID. How were you looking for them? -Dubious- Link to comment Share on other sites More sharing options...
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