Killing the 'master'

Post » Mon Nov 22, 2010 1:42 pm

I have a mod that somehow adopted Calibr as an master.
I have made a decision to stick with stock ammo, and have deleted all reference in the mod to ammo and other files from Calibr, but it still seems to recognize Calibr as one of masters when I go to edit the mod's .esp in GECK or FO3Edit.

Is there some way to remove Calibr as a master?
Thanks
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Kevin Jay
 
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Post » Mon Nov 22, 2010 10:19 am

Load it with CALIBR in FO3Edit, then remove CALIBR as a master reference
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Samantha hulme
 
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Post » Mon Nov 22, 2010 11:56 am

Load it with CALIBR in FO3Edit, then remove CALIBR as a master reference

Thanks for the quick reply ripple.
Sorry though, I have loaded Calibr and my mod into FO3Edit, and right clicked on both in the list, but I don't see any obvious way of deleting Calibr as a master reference.
What am I missing?
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Alyce Argabright
 
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Post » Mon Nov 22, 2010 7:40 am

load just the mod you want cleaned, then there is a clean masters that will remove all masters that it doesn't need.

At work so can't tell ya the step by step, but it's in there (and likely documented).
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steve brewin
 
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Post » Mon Nov 22, 2010 11:35 am

load just the mod you want cleaned, then there is a clean masters that will remove all masters that it doesn't need.

At work so can't tell ya the step by step, but it's in there (and likely documented).

Thank Mortvent.
I went through the Traning manual (Miax's) and it also noted the 'Clean Masters' command.
Unfortunately it doesnt seem to work.
I have deleted all the Calibr references, have checked in FO3Edit (it still shows on the list when I try to load only my mod), and can see no remaining shared references.
Right clicking on my mod and selecting "Clean masters" seems to have no effect, and when I close the app there is not save message.

I guess there must still be some hidden Calibr trace.
How can I find and excise it?
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Budgie
 
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Post » Mon Nov 22, 2010 12:43 pm

I had a similar problem when I was cleaning out my ACR mod, but the "Clean Masters" command seemed to do the trick for me. The only thing I can suggest is to go through your mod and look at each thing that you've added and see if it traces to CALIBR in some way, shape, or form.
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Amanda savory
 
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Post » Mon Nov 22, 2010 8:30 am

I had a similar problem when I was cleaning out my ACR mod, but the "Clean Masters" command seemed to do the trick for me. The only thing I can suggest is to go through your mod and look at each thing that you've added and see if it traces to CALIBR in some way, shape, or form.

Thanks Zealotlee,
I guess I am going to have to get out the fine tooth comb!

On a related note, is there a way to change modified files back to the default values so that they will not show up as '* modified'?
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Beth Belcher
 
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Post » Mon Nov 22, 2010 4:40 am

Open the esp using FOMM's plugin editor.
Expand it's entry.
Click TES4.
Click on the MAST entries until you find the one that brings up "String: Calibr.esm", then press delete.
Also delete the DATA entry directly below (as in down) the MAST entry you just deleted.
Now save the plugin.
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D LOpez
 
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Post » Mon Nov 22, 2010 3:16 pm

Make a backup before doing this (in case you screw something up), but you can also just manually delete the master from the file in FO3Edit. Just make DANG sure that you have all references removed before you do this.

Load everything in FO3Edit, then go into your esp and look at the "File Header" section (the top of the "tree" when you expand your esp). There you'll see it list the master files for the mod.

Note: When removing the master file, remove the entire record -- ie, use "remove" on the cell lined up with "Master File" - don't try it on the cell lined up with "MAST Filename". Make only that one change, and then save and exit (my advice anyhow)


...assuming that the "Clean Masters" option isn't working because there is in fact still a reference in the file, then when you reload it (regardless of calibr being loaded or not), any old references should now be null. Depending on where those are, that may or may not cause your mod to function erratically if at all - so it would still be advisable to going through it with a fine toothed comb.
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Nuno Castro
 
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Post » Mon Nov 22, 2010 12:39 pm

Don't manually remove masters.

If FO3Edit won't do it, then your mod still has a reference to the master. Deleting it from the master list will very likely cause instability in game and non-deterministic behaviour.
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Mark Churchman
 
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Post » Mon Nov 22, 2010 10:52 am

Don't manually remove masters.

If FO3Edit won't do it, then your mod still has a reference to the master. Deleting it from the master list will very likely cause instability in game and non-deterministic behaviour.

*shrug*

I'd never recommend doing so as the end to the puzzle, but if nothing else, I've had doing so help me find where I missed a reference.

Of course it depends on the circumstances, what you're working on, etc -- but I'd argue that there is nothing wrong with doing so as a part of troubleshooting / finding something you're unable to locate, as long as you realize that you're playing with fire and treat it accordingly.
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neil slattery
 
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Post » Mon Nov 22, 2010 3:42 pm

load just the mod you want cleaned, then there is a clean masters that will remove all masters that it doesn't need.


You'll get an errior message in FO3Edit if you try to load a mod without its master.

Load both, select mod, file header. Master files will be listed to the right. As long as you know what you are doing, it's fine. No need to make backup since FO3Edit automatically makes backup of edited esp's.
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Chrissie Pillinger
 
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