Simple .esp question when editing

Post » Sun Jan 02, 2011 9:41 am

So I am somewhat confused with this at the moment. When I start a new .esp, I select my Fallout 3 file as my active file. When I save my .esp, I save it to a new file, like I should. Now when I go to re-edit the file, I have to select said .esp I saved to edit it. However, because this is now my active file, I cannot save over it. But when I save a new .esp file, I delete the previous .esp I had made. This ends up completely removing absolutely everything i'v added // changed // removed from the newest .esp I made... So what the hell am I supposed to do? Keep like 80,000 .esp files?

Anyone clarify for me what exactly I need to do to keep saving over the same .esp. I'v tried making the initial fallout 3 esp my active file. However, this won't let me access the stuff i'v already changed (obviously). So. Any help? Lol
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Leilene Nessel
 
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Post » Sun Jan 02, 2011 5:01 am

I have the feeling that windows isn't allowing you to save your file. It's supposed to overwrite your existing .esp.

My own GECK install doesn't have that problem. I recall hearing something about a windows vista or windows7 thing like this, and if that's what it is, it is fixeable, but I couldn't tell you how.
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Jack
 
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Post » Sun Jan 02, 2011 8:54 pm

Well, Assume I start from scratch, I made fallout 3.esm my active file, work on my mod, than save it as RealBosses.esp.

Next time I go to edit my mod, I have to make RealBosses.esp my active file, or I can't edit it. Then when I go to save over RealBosses.esp, it says I'm not allowed to because it's my current active file. If this is what you're referring to than I really hope I can find a work around for this.
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Steve Smith
 
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Post » Sun Jan 02, 2011 10:57 am

Run your GECK in admin mode. I will assume you have installed your game in the default 'program files' folder. Your mod will not exist in the correct location which is probably causing your problems. (and you have vista or W7)

Also, you CANNOT make a master file an 'active plugin', so when you load the fallout3.esm, clicking that button does nothing. It does not change it from a master file to an 'active' file.
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Madison Poo
 
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