General mod espesm question.

Post » Fri May 04, 2012 5:16 pm

Hi folks,

Basically, I've been wanting to make some small scale balance changes to the game to go along with all the mods I've downloaded. All going well untill, saved an esp then continued the next day and found a bunch of duplicated (DUPLICATE000) references plus the original unchanged ones in the geck. I've tried looking around for answers and have come across the face that all the plugins I have loaded, except for the one I'm editing, need to be set to master. Is this right? (Currently it's a bit of both, basically loading all my mods, and making a few further changes).

If so, the trouble I'm having is in converting esp files to esm, FNVEdit seems to be the best choice for this, only following the instructions I've found, I'm supposed to change a setting in the File Header row, yet no such setting shows. I click on File Header and it remains largely blank on the right hand columns.

After getting frustrated I thought I'd look for some active help, I'm probably doing something stupid or missing something minor. I realise I could just leave the changes I want to make only I appear to have become a bit of a perfectionist in getting my game set up exactly how I want it :< Just hope people are still around for New Vegas xD
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Jessica Nash
 
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Post » Fri May 04, 2012 8:59 am

If you get no answer here, Report this post and we can move it to the section on the Editor.
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Maya Maya
 
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Post » Fri May 04, 2012 4:59 am

Open the mod in FNVedit, go to File Header in the right side you'll see a list near the top you'll see "Flag", Double click or, right click and, select edit, in the bland space to the right of it. FNVedit will give a warning, just hit proceed. Next you get a list of check boxes and, terms. the first one in the list is .esm. Check the box and close the list, You'll see the "File Header is now in bold letters. This indicates that you've made a change. Close FNVedit, it will automatically ask you to save, if the mod your working on is checked in the list and, you click "OK" it will save. If by chance you change your mind just uncheck the mod and, it won't save your changes.

Lastly you'll have to manually change the file extension from .esp to .esm

Done, Now the mod is a proper .esm

Hope this helps

cev
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Robert Bindley
 
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Post » Fri May 04, 2012 2:05 pm

That's the method I'm having a problem with at the moment. When selecting File Header, nothing appears on the right like it should. Looking at the guide that's also on the nexus I can see what's supposed to happen, just like you say. It just isn't and I haven't the foggiest why. I'm trying with just the one mod (with FalloutNV.esm loaded as well).

Appreciate the help though, oh and apologues if this was in the wrong place >.<
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Amanda savory
 
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Post » Fri May 04, 2012 1:32 pm

First, are you sure you have the latest version of FNVedit? FNVedit 3.0.21 experimental.

When you load the mod you should see all of the loading info on in the right hand panel, if you don't there are three tabs at the bottom of the window. View, Messages and, info, Click the messages tab to see the mod properly loaded. when you try to look at the file header the View tab needs to be selected to see the info. This is where you'll find the Flag which you'll want to change to .esm.

let me know if you still need more help

cev
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Matt Bigelow
 
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Post » Fri May 04, 2012 1:46 pm

Yep, all of above checked, switches to view tab and although the mod has a column nothing is in it.
I'd link to a picture but apparantly I don't have permission :P
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I’m my own
 
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Post » Fri May 04, 2012 12:23 pm

you are selecting the Header by clicking on your mod then clicking on the file header right? It should hi-light in blue. then in the view tab you should see a list Your mod.esp at the top and under it all the header info.

If you want upload the image somewhere and PM me a link and I'll try to see if I can tell where your going wrong.

cev
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Nicole M
 
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Post » Fri May 04, 2012 5:59 pm

Wyre Flash can also change an plugin into a master or copy it to a master file. I'd do the later so you always have the plugin if you want to make changes later.
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Pixie
 
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Post » Fri May 04, 2012 4:59 pm

Argh!

Ok so afer having gotten round esm conversion by using Master Update I've found the DUPLICATE000 problem is still there, I have no idea why that's happening. Is it easier to just start over? I've made quite a few tedious changes but it would be better than just banging my head against a wall.

Hmm, I suppose this is just about the GECK now I'll see if I can get it moved.
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alicia hillier
 
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Post » Fri May 04, 2012 7:37 am

In my experience, you end up with duplicates when you have two or more .esp files open at the same time, one set to active, and you try to edit the entries in the non-active plugin and save everything.

You can remove those duplicates from the offending plugin in FNVEdit.
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Add Meeh
 
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Post » Fri May 04, 2012 6:44 am

You have to redo the mod you made since none of the esps you loaded were added as masters( GECK wont let you do this unless they have their esm flags on). You either, have to make each esp your using esmified and remake it in the GECK (after allowing multiple masters in the geck's ini file) , or make a new esp while using FVNEdit and copy over the thngs you want changes over to it and chage it there.

To allouw multiple masters in the geck find bAllowMultipleMasterLoads and set it to 1
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Bee Baby
 
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Post » Fri May 04, 2012 9:05 am

Right so, everything esm except the plugin I'm working on, lesson learned there.

Oh and I fixed the problem I had with FNVEdit, I had err... 'hide no conflict rows' selected, knew it was something stupid :blush:

Will just start again from scratch methinks, won't take too long they're fairly simple changes just a bit tedious. But hey I learned new things, thanks for the help folks!
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lydia nekongo
 
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