BusChaser Posted March 9, 2021 Share Posted March 9, 2021 I'm pretty sure this issue stems from CK Fixes, as I worked a ton with the CK a year ago and don't remember this problem. I'm making a settlement overhaul for Windhelm. One of my resources is 3D Trees. In order to view the tree models in CK the plugins must be chosen. Now, even without making any change, simply opening my esp as an active plugin while 3D Trees is selected results in the latter becoming a master for the former. It's true for all other esps. Help is appreciated! Link to comment Share on other sites More sharing options...
HadToRegister Posted March 9, 2021 Share Posted March 9, 2021 IIRC Any esp saved with multiple other ESPs ends up with all the Esps that were loaded, as masters. Link to comment Share on other sites More sharing options...
BusChaser Posted March 9, 2021 Author Share Posted March 9, 2021 T IIRC Any esp saved with multiple other ESPs ends up with all the Esps that were loaded, as masters.Thanks for the reply! But I remember there being a method of duplicating an object from another esp such that it becomes part of the active plugin instead. Is it possible perhaps to simply remove the master without any repercussions? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 9, 2021 Share Posted March 9, 2021 Yours is a symptom of using CK Fixes on the SSE CK. Without the SSE CK Fixes installed, only loaded ESM files would be made masters. Take an object record that you wish to use, duplicate it so that you have a brand new record. Make sure it is not referencing any other records in the source plugin, if it is duplicate those and redirect accordingly. Then save the active plugin. If SSE CK Fixes still assigns the plugin as a master, load it up in SSEEdit and confirm that no actual records are in use in your plugin. Then use SSEEdit to remove the unwanted master. Link to comment Share on other sites More sharing options...
BusChaser Posted March 9, 2021 Author Share Posted March 9, 2021 Yours is a symptom of using CK Fixes on the SSE CK. Without the SSE CK Fixes installed, only loaded ESM files would be made masters. Take an object record that you wish to use, duplicate it so that you have a brand new record. Make sure it is not referencing any other records in the source plugin, if it is duplicate those and redirect accordingly. Then save the active plugin. If SSE CK Fixes still assigns the plugin as a master, load it up in SSEEdit and confirm that no actual records are in use in your plugin. Then use SSEEdit to remove the unwanted master. Thank you. So as long as I don't touch any of the objects exclusive to the borrowed-from plugin, removing the master from my own plugin won't result in any issues, yes? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 9, 2021 Share Posted March 9, 2021 Hopefully. Link to comment Share on other sites More sharing options...
NexusComa2 Posted March 10, 2021 Share Posted March 10, 2021 Is the new editor broken? "imply opening my esp as an active plugin while 3D Trees is selected results in the latter becoming a master for the former. It's true for all other esps"Kind of lost here ... You left click the plugs and double right click the one you want to be master ... Link to comment Share on other sites More sharing options...
Evangela Posted March 10, 2021 Share Posted March 10, 2021 ^The SSE CK is a watered down version of the Fallout 4 CK, minus all the cool stuff added to that. Link to comment Share on other sites More sharing options...
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