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Showing results for tags 'masters'.
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I am trying to edit another person's mod, which functions through two .esm files. The GECK crashes every single time I try to load these files. I've tried editing the .ini file (AllowMultipleMasters was already set to 1). I've tried updating the GECK to 1.5. I've tried using Large Address Aware to increase the GECK's memory. I have ensured that the files I am opening are the ones required for the mod to function. I'm at the end of my tether, without a clue - Just a bunch of dead threads with people whose problems were fixed by doing one of these. What do I do?
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As I mentioned a while back I'm making a mod at the gun runner's which adds a expanded Bunker filled with loot, a garage for car mods with vertibird mod landing pad, and a side story about an army squad resupplying a Bank when the bombs fell. I've managed to make the mod stable after a redesign, and now Its functioning in game. The issue is that there's several mods listed as needed masters; such as MoonQuest.esm (from boom to the moon quest mod, as I wanted to look at a watercooler script) and speedyresources.esm ( a GECK asset expansion I ultimately didn't need as vanilla assets worked better). I can see these mod's assets from static objects to scripts, but what I want to know is, how do I work out what is needed for my mod, I imagine there's a way to see what's in use, but I don't know how. Hope one of you guys can help.
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Hey guys. I finally reinstalled skyrim and boom, forgot about the anniversary which led to the update being downloaded and installed. The thing is I already looked through my load order and can't see what's wrong. And yes, I tried unnistalling mods, reduced the quantity of installed mods and let only the apparent essentials with some just unchecked to stay beneath the threshold. Can someone give it a look and help a fellow gamer out? LOOT says everything is okay and I only merged a few audio quality mods as well as JK's interiors and Window Shadows... Somehow it doesn't allow me to start a new game nor continue a save game from an unmodded save... I really hope to get this working so I can once again enjoy the game. Thank you in advance, [First Mandatory DLC Files] And the load order starts in the attached file.
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- load order
- loot
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When making a Plugin, that is a .esp. Which alters .esp Plugins, the Creation Kit, does not save the .esp as a file that is being altered. Problem Solved... check bottom of description for solution. Eg... Swimsuits.esp .......... Main mod .......... .esp plugin file making a mod that alters the Swimsuit mod, adding armour to it, Perks, Levelled lists, adding it to the world, etc... Swimsuits KP Edits.esp .......... alters the main mod .......... .esp plugin file Added Swimsuits.esp to my mods Masters file in FO4Edit. Which works brilliantly, in FO4Edit. The file works brilliantly, in the Fallout 4 Creation Kit, until you go to save it. Then it deletes the Main .esp as a Master. Problem... When you save Swimsuits KP Edits.esp, the Creation Kit removes the Swimsuits.esp as a Master. Then when you load it, all the files are classed as Duplicates, or missing information, instead of Overrides. ================================================= I found a mod, on the Nexus that fixes it. F4 Creation Kit Fixes, but my Creation Kit doesn't like it. I was wondering, if there is a simple fix, like the Multiple Masters fix. ================================================= Problem solved, thanks to the people in this thread. Solution... 1. Load your mods into FO4Edit, with their dependencies 2. File Header on your mod Master Files .... Add any files that your mod needs to run 3. Click on every .esp mod, that your mod references File Header Record Flags ......... Change to .esm Do this to all .esp files, I did Swimsuit.esp ............................. Changed to Record Flag .esm Armorsmith Extended.esp ......... Changed to Record Flag .esm Save them 4. Go into Creation Kit, do some modding on your Tweaks mod, and save it. 5. Check in FO4Edit, that the Creation Kit has saved your mods Master Files list. 6. When you've finished editing your stuff, remove the False Flags you've added in Step 3, and your mods again. Re-adding them to edit when you need to edit your mod in the Creation Kit, if you have to. ================================================= Thanks to all the people in this thread, for their help in solving this long-term problem I've finally solved. :smile: =================================================
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I'm generally used to creating mods in the Creation Kit, then editing/cleaning them in FO4Edit (due to the nice xEdit comparison, various scripts available, etc.). However, this is the first time I have ever created a mod which added an object to a cell and I did it as follows: Created a new wall safe object in the Object Window Located the proper general location in the Hubris Comics interior cell in the Render Window Dragged and dropped the new wall safe object from the Object Window onto a wall in the Render Window (it immediately positioned exactly where I wanted it - lucky me) Edited the properties of the new wall safe object in both the Object Window AND the Render Window (certain properties only seem to be available when editing the object in one window vs. the other - I'm guessing this is intentional)Anyway, tested everything in game and it all worked flawlessly. However, being the OCD person I am, I had to of course run this through FO4Edit to see what issues might be lurking... This is where I was a little blown away. Even though I only edited the properties of the object I dragged into the cell, apparently the process of moving around in the Render Window and selecting a couple of objects to make it easier to pan around, added "all kinds of crap" to my plugin. I immediately applied the cleaning filter, deleted ITM records, and then cleaned up objects placed into the world that I didn't place into the world (how the heck does that even happen just from moving around in the Render window??). At this point, I am only left with what appear to be some Reference Conflicts in the HubrisComics01 cell block. Strangely though, it almost looks like they aren't really conflicts, but a bad comparison, kind of like when you run two text files through an old Compare program and it looks like things were changed, but they really weren't. The text is just moved around or something in the comparison is highlighted wrong, but in fact the two text files are identical. Seems to be "similar" in my screenshot below: http://imgur.com/2spuhgn You'll notice that the object Ref IDs, names, placements, attributes, etc. are all the same - they are just in different positions in the two lists. Look at MS04SilverShroudHoldingContainer as an example - at the top of the list under the master ESM column, but at the bottom of the list in my mod's ESP column. I opened them both up and there are no changes I could find. The ONLY thing that seems to be different is the XPRI Reference #. Whereas MS04SilverShroud... had an original XPRI Reference # of 84, it now has one of 166. Otherwise, no differences. So, I guess my question is, do I even care? Is this a case where FO4Edit just isn't quite where it needs to be yet? I'm on the latest version, downloaded this past Wed if I remember correctly, which did fix some other improperly marked issues that is no longer the case with the update. Is this just the same thing and I can safely ignore these particular conflicts (whether real or imagined by FO4Edit)? If I do care, how in the world do I fix it? Spent an hour looking at various scripts and options. Then spent another hour manually deleting the references in my ESP (which I won't be doing again as it had no negative or positive effect in game). And, to get to the root of the problem, how did I cause all this crap to begin with simply by moving around in the Render Window and dragging and dropping one object? Holy cow that's annoying... Thanks for any thoughts/help!
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I'm working on a mod for Colorful Magic that gets rid of all the spawned actors it adds to dungeons, since they're generally OP as hell and immersion-breaking. However, on saving and reloading my ESP, I find that the CK has included all of the proper ESMs but has removed the last ESP from MY ESP's master list. I confirmed this with TES5Edit, and also found that it leaves broken references everywhere. This also happened on another ESP I made a couple of weeks ago. Any ideas as to what I'm doing wrong?
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After searching the web in vain for an "I HAVE THE POWER!" shout-mod, I hope to find a better modder than me on this forum for this challange. My thoughts on the mod: - As a 3-part Word of Power it would spell: 1) I 2) HAVE 3) The POWER! - Location: Outside Whiterun Castle or near Graystone Caste (castle Mod) - Sound clip: voiced by Cam Clarke in the 2002 MOTU Show - Effects: Part 1) Lightning (on self, no damage) + Stagger enemies for 5 sec. Part 2) Increase attack speed by 200% + 200% Strength boost Part 3) Resistence to all magic in 35 sec + 200% Armor boost Combine the effects and you'll be the most Powerfull Man in the Universe! An 'hold sword aloft' animation would (in my opinion) complete the mod 8cD
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Hello. I share with all of you the mods I'm currently running. It's a very long list and I'd like help from experts before doing anything stupid, since my game is running absolutely well. I'd like to merge some of these mods since I understand that it makes the game less crashy and more stable. According with this post http://forums.nexusmods.com/index.php?/topic/904953-how-to-merge-multiple-mods-with-multiple-master-files/?hl=%20merge I sould be able to merge, for example, all of qotsafans patches and both reproccer batches below them... Or merge both AOS patches into one, Realistic water two patches into one file, all of ERSO mighty dragons into one, all of immersive patrols into one... I'm not trying to create a single ESP with all my mods, just trying to get all the patches for the same mods into 1 file instead of two or more. And I'm not trying to get people to explain me how to merge, since the post I linked is perfectly clear. I just want a 2nd, 3rd or more opinions about which mod should I merge and which ones I should let as they are. I have a question too, If a script based mod, let's say Frostfall, is moved in the load order, could it be a cause of issues in the game, like script lag or any kind of problems? I realise all the items related to the mod change their ID, but is it possible that the scripts start acting crazy? Thanks
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So I'm trying to make new recipes using stuff from ACS (http://newvegas.nexusmods.com/mods/41013), and some other mods, but every time I reopen my .esp in GECK, it removes those masters. Is there a way to fix this ?
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LE Smithing Skills overhaul... learning from Masters
Sacreficium posted a topic in Skyrim's Mod Ideas
Hey i do not like it that i never ever saw a Dremora in armor or anything daedric but i only have to pick the perk and #swoosh - matrix brain programming# i can fly a helicopter. i mean what the f*ck? So i thougt it would be great if even when you choose the perk, you still need someone who teaches you their smithing techniques per quest. and even then, the armor i craft does not necceserily look exactly the way the original does. Real horns (goat), steel parts, fur, etc. because i am a nord for god's sake. :smile: i hope you get what i mean and forgive me my english that is not the yellow from the egg (german expression ;]) edit: this would include new npcs, to teach you their secrets, and quests, and why not for every smithing perk? i would enjoy this :smile: edit²: New Npcs for every armor type: Steel: every normal smith Dwarven: Maybe new Smith in an new ruin who spent his life to learn the art of dwemer smithing? Elven: retired thalmor smith? Advanced: every smith in the big towns arcane: Magesmith in the college of winterhold? orcish: Every smith in the orcish camps Glass: dunmer smith from morrowind? Ebony: Eorlund Daedric: Dremora who lives in skyrim now? Dragon: i have no idea... Maybe even Paarthunax? and for daedric (only affecting player not dremora) a new mesh and textures? and the teaching like the bow training with angi :smile: Or other ways... im open for anything :smile: And of course compatible with Crafting Complete Overhaul And the Faction armors should also only be awayable if the factions smith tought you... Things needed: Voice actors, New quests, maybe in the Long run, New meshes and textures Please leave at least your opinion on the idea :sad: -
Modding Oldrim and I made the mistake of running Wrye Bash and xEdit first. I thought Vortex had LOOT built into it like Mod Organizer. Here is the issue. Wrye Bash says that Cloaks.esp is a master for the bash patch. LOOT claims that I need to delete Cloaks.esp, and one other esp as the .esp's are already included in another mod. The problem is that I cannot delete cloaks without disabling the bash patch, and i cannot rebuild the patch with cloaks becoming a master. On top of that, the second option is disbaled on my load order, but it still reads it as active on LOOT. All of the applications are fresh installs, so they are all up to date. Wrye Bash and xEdit are run within Vortex with LOOT run externally. I will include the mod list below. Adult mods are black marked for family friendly problems, but they have not played any role yet so that should not be an issue.
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I'm very familiar with the Creation Kit for LE but I have only just switched to SE and therefore CK64. When I load up Skyrim.esm, Update.esm, Dawnguard.esm, Hearthfires.esm, and Dragonborn.esm (they have all been cleaned in SEEdit apart from Skyrim.esm), I get these warnings: My only option is to clear them but they reappear each time I load them in CK. I tried reinstalling Creation Kit and that got rid of some errors about a 'QABook' but the rest persist. I tried to use the 'SSE Creation Kit Fixes' but it appears to be outdated since I got an error message when I used it that it was not the right version, so I got rid of it. I have added bAllowMultipleMasterLoads=1 and have tried running it as admin. Are these warnings normal? And if not, how do I fix them?
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- creation kit
- ck
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I just recently decided to try Project Nevada and everything was going well until i encountered multiple cases of "Missing Masters" all pointing to Project Nevada - Rebalance.esp being what is missing. I went through mod organizer and made sure all the plugin's and mods were active and then went to nexus to find the missing mod. i found nothing. so i went to google and also found nothing, so now I am stumped. If anyone could shed some light on this for me I would greatly appreciate it. Master: Project Nevada - Rebalance.espRequired By: Project Nevada - Rebalance Uncapped Max Level.esp, Project Nevada - Rebalance [Rarity Fixes].esp, YUP - WMX PN.esp
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- mod
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So, some stupid glitch led to all my mods disabling. Not uninstalling, disabling. I suspect it was Micromanager surveying them invisibly (damn nanny state stupidity) while I did a reset for other reasons. I fixed that. But I wound up reordering my junk after to make sure I didn't do something dumb like activating conflicting mods, then I had to fix that as we all know what LOOT will do to you given half a chance. This wasn't just "Put Diamond City Expansion and Satellite World Map at the bottom" (though I totally did) but things like putting the masters in the right order... when I could. Some mods, you can't do that. There's a ton of 'em but I'm just gonna list my examples in... my load order because why not? I think it'll coven a few bases of Bad Masters Listing, a problem that a later edition of FO4Edit will hopefully be able to fix someday. Here goes: 1) First, set all the way near the top 18 mods past the end of the ESLs we have AerysNPCs.esp which is the "most NPCs" compilation of HotMamas for when you just want to get it over wiith in one slot. (later mods below change specific characters back so what the hell, right?) This one's problem in Masters is literally unsolvable; it wants Nuka World before Far Harbor and workshop03 which is never gonna happen. Reguklar ol' ESMs can be reordered amongst themselves but NOT the main game and DLCs. Not happening! 2) Next we'll list one that's actually repairable I just fixed; the Art Connoisseur System (whch I can hardly believe I spelled right before checking) All-In-One Happiness Patch's ESP would seriously prefer Atom Bomb Pinups be before the "old" Luis Royo collection mod. The whole ACS bloc was seven slots in a row so ordering it was no problem as none were ESL much less ESM. 3) That leads me to Legendary Modification ands its step-children. Enhanced wants the parent (Legendary Modification) to go before Far Harbor's ESM file. Nnnnnnnnope. Ironically, Legendary Modification's own Far Harbor content slot wants Armor Keywords to supercede Nuka World! (*groan*) 4) At the same time, Mythic Legendaries (The ChuckLegendary ESP file) wants both LM and LM Far Harbor to be in front of Automatron and Huka World but wants Armor Keywords to be after (Like it has a choice?) 5) If that wasn't fun enough the Double Legendaries Armor Keywords patch wants 2LM to be before AK which would also put it in front of regular ol' Legendary Modifications... which is a Master file to 2LM. (are you head-desking yet?) 6) The less said about LM's Far Harbor Double Legendaries file the better. Just look at it in the masters window to the right of the modlist in WryeBash but keep a strong drink to hand and a soft pillow on your desk. You Have Been Warned. 7) Old World Radio's and OWR2's Settlement Keywords patches both need to get it straight that SK is not going to supercede any of the Big DLC although the Craftable Decor SK patch for OWR 2 is especially egregious in that it wants Craftable decor to supercede... everything aside from maingame. (Oy Vey is Meir...) 8) Automatron Randomized Bots - Nuka World Patch weirdly can't keep that basic order of masters despite the order being correct in the file name. Ye Gods... 9) OWR2's SK patch, natch, assumes the radio mod goes before the SK ESM file. Uh-uh. Note that I don't hate these mods at all. In many cases I've used them for years. That said, 10) 2pac4eva7, if you read this, Armorsmith extended simply isn't an ESM and it's not going in front of ArmorKeywords for that reason. 11) The Unique NPCs Creatures / SM Redux / Armorsmith patch? Strong drink and pillow on desk. Not or, you'll need both! 12) Now, this is a fun one, put in place when you install Unique NPCs. The mod overwrtites Better Settlers with its own version if you choose it and that goes in after Unique NPCs for obvious reasons but the Better Settlersd Mortal Soldiers condition installs expecting Better Settlers to be before Unique NPCs. (the Mostly Female option expects the same...) 13) last one! (and there were a great many with no conflicts, don't get me wrong...) Player Comments and its patches need to be here at the bottom of the list, and that's no problem, but I have to tell you that the Unofficial Patch doesn't come before the Main DLCs, nor should it as there's a LOT in them it's literally built to patch. A solid baker's dozen to explain why a tool to re-order Masters for a mod to eliminate conflicts is very much in order. Thanks for enduring it.
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So I seem to be having a problem with my load order and master .esm .esp files. Can anyone pinpoint anything wrong with the load order or if there is anything missing? (Niner and FCO Niner are disabled because I am in the process or re installing him) [X] FalloutNV.esm[X] TribalPack.esm[X] MercenaryPack.esm[X] ClassicPack.esm[X] CaravanPack.esm[X] DeadMoney.esm[X] HonestHearts.esm[X] OldWorldBlues.esm[X] LonesomeRoad.esm[X] GunRunnersArsenal.esm[X] NevadaSkies.esm[X] Interior Lighting Overhaul - Core.esm[X] Interior Lighting Overhaul - L38PS.esm[X] Weapons.of.the.New.Millenia.esm[X] Lings.esm[X] Afterschool Special.esm[ ] Niner.esm[X] NVWillow.esp[X] FCOMaster.esm[X] Project Nevada - Core.esm[X] Project Nevada - Cyberware.esp[X] Project Nevada - Equipment.esm[X] LingsPrettyThings.esp[X] Companion Sandbox Mode3.esp[X] Tess.esp[X] delilah.esp[X] FCO - Delilah.esp[ ] FCO - Niner.esp[ ] FCO - Willow.esp[X] FCO - Willow (Cazy).esp[X] The Mod Configuration Menu.esp[X] JIP Companions Command & Control.esp[X] Readius_NV.esp[X] The Weapon Mod Menu.esp[X] Weapons.of.the.New.Millenia.Cheat.Cabinet.esp[X] Weapons.of.the.New.Millenia.Store.esp[X] Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp[X] Weapons.of.the.New.Millenia.Store.LITE.esp[X] Scout.esp[X] M40a5.esp[X] Vurt's WFO.esp[X] ContinueAfterEnding.esp[X] DragonskinTacticalOutfit.esp[X] DragonskinNCRPersonnelWearingOutfits.esp[X] JoOsArmory.esp[X] Holster.esp[X] Holster Gear.esp[ ] NevadaSkies - Basic Edition.esp[X] FP gun follows crosshairs.esp[X] Sit Anywhere.esp[X] GoodspringsPlayerHome.esp[X] QS_Blackwolf_NV_Backpackmod.esp[X] NWghostbodysuit.esp[X] ghostbodysuitcamo.esp[X] iL-Camouflage Ghost Bodysuit.esp[ ] Blackout Fallout edition v1.0.esp[X] FNV Realistic Wasteland Lighting - Full.esp[ ] FNV Realistic Wasteland Lighting - ENB No DLC.esp[X] FNV Realistic Wasteland Lighting - ENB Full.esp[X] ILO - GS Shack.esp[X] ILO - Nevada Skies Patch.esp[X] Mission Mojave - Ultimate Edition.esp[X] Interior Lighting Overhaul - Ultimate Edition.esp[X] Project Nevada - Dead Money.esp[X] Project Nevada - Honest Hearts.esp[X] Project Nevada - Old World Blues (No Cyberware).esp[X] Project Nevada - Lonesome Road.esp[X] Project Nevada - Gun Runners' Arsenal.esp[X] Project Nevada - EVE All DLC.esp[X] MMUE-CP-PNEquipment.esp[ ] MMUE-CP-PNRebalance.esp[X] MMUE-CP-PNCore.esp[X] MMUE-CP-PNALLDLC.esp[X] MMUE-CP-ILO.esp[X] A Better Cass.esp[X] A Better Veronica.esp[X] EVE FNV - ALL DLC.esp[X] MMUE-CP-EVE.esp[X] NevadaSkies - Ultimate DLC Edition.esp
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So I began to add mods to my New Vegas using the NMM. I started to install a bunch of mods of WME and after installing them realized they all crashed because I didn't have "Weapon Mod Expansion.esm" I did have a .esp but not an .esm ( Now for some reason it wont install a .esm for the creators very own file! Maybe I am doing it wrong (I am a noob at this). Anyhow please send assistance to Gondor. Mod: http://www.nexusmods.com/newvegas/mods/37576/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmoddescription%2F%3Fid%3D37576%26preview%3D&pUp=1 IF THIS WAS POSTED IN THE INCORRECT AREA, PLEASE MOVE TO APPROPRIATE PLACE MODS.
