genericuser27 Posted May 7, 2015 Posted May 7, 2015 I made a mod and I accidentally saved it with some esms that are automatically checked (its really annoying), I want to eventually release the mod so it would be annoying if they had to get the caravan, adventurers, gunrunner, ect. Â The mod does not rely on anything from those.
BruceWayne Posted May 7, 2015 Posted May 7, 2015 Open your plugin in FNVEdit, go to File Header and remove the .esms in the the Master Files tab.Â
Kendo 2 Posted May 7, 2015 Posted May 7, 2015 To prevent that from happening move the .nam files out of your data folder and into your Program Files folder for that game. Â If you have 'CaravanPack.nam' or any of the others the GECK will load them as masters by default when you load esps.
shardoom Posted May 7, 2015 Posted May 7, 2015 Manually editing the file header can lead to errors appearing. Â If your plugin doesn't reference anything in those esm masters. All you have to do is right click your plugin in xedit, go to clean masters, left click. Done.
Guest endgameaddiction Posted May 7, 2015 Posted May 7, 2015 You can always select your mod + esms in GECK and highlight each ESM and click delete one. Click OK to load it in GECK and save it. Otherwise what you could do is TESsnip and copy all the stuff to a new plugin, open it in GECK confirm the file header fix what ever thingy and save your plugin. Open FNVEdit and clean out the dirtiness if there is any. Â Â Suggestion: if you do have those NAM files in there. I would just delete them. It'll be a hassle each time you create a mod. From my understanding Bethesda forgot to remove it.
DoctaSax Posted May 7, 2015 Posted May 7, 2015 If the mod doesn't refer to the masters in any way, FNVEdit's 'clean masters' option should also do the trick.
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