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Removing required mods Like PN from an ESP via geck or FNVEdit? | Removing required mods Like PN from an ESP via geck or FNVEdit? | |
| Author | Message |
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donta1979
Posts : 676 Join date : 2014-05-15 Location : Under your bed!
| Subject: Removing required mods Like PN from an ESP via geck or FNVEdit? Thu Sep 18, 2014 4:42 pm | |
| I am trying to get a vanilla game ver of my mod out but the problem is PN is embedded as required for my latest esp. I removed all the PN/Scripting stuff that requires NVSE and PN, but I need to remove project nevada requirement itself out of the ESP so vanilla players can enjoy my mod and not have it crash to desktop for them since they do not use PN. _________________ AAA Environment Artist & Modeler, US Army Combat Vet, Full Sail University Alumni |
| | | ArgusMercenary
Posts : 250 Join date : 2014-02-24
| Subject: Re: Removing required mods Like PN from an ESP via geck or FNVEdit? Thu Sep 18, 2014 4:48 pm | |
| Open FNVedit, open your mod, select its file header, select the section which has PN indicated as a master, right click and then choose remove master. If you have your mod referencing PN in anyway, then you will get missing references. Make sure there are no PN references at all in your mod, because that can cause crashing and other weird things which are hard to identify as problems by most people. |
| | | donta1979
Posts : 676 Join date : 2014-05-15 Location : Under your bed!
| Subject: Re: Removing required mods Like PN from an ESP via geck or FNVEdit? Thu Sep 18, 2014 4:52 pm | |
| Ty much man, yeah I already removed all reference to PN out as well as NVSE so people can play it without needing anything special. Its been so long since I have done any scripting work or geck work I am probably on par with a rusted falling apart butter knife...-.- _________________ AAA Environment Artist & Modeler, US Army Combat Vet, Full Sail University Alumni |
| | | donta1979
Posts : 676 Join date : 2014-05-15 Location : Under your bed!
| Subject: Re: Removing required mods Like PN from an ESP via geck or FNVEdit? Thu Sep 18, 2014 5:11 pm | |
| I don't see a remove master i can edit the master file names of my esp itself is there something I am doing wrong? _________________ AAA Environment Artist & Modeler, US Army Combat Vet, Full Sail University Alumni |
| | | hitman47101
Posts : 1947 Join date : 2014-03-01 Age : 31
| Subject: Re: Removing required mods Like PN from an ESP via geck or FNVEdit? Thu Sep 18, 2014 5:23 pm | |
| You right click above the masters name where it says master file and you can remove it there.
You can also just right click on the plugin itself and hit clean masters, it'll do the same thing but it'll only work if its clear of PN references and records, i find it a bit safer then doing it manually.
Last edited by hitman47101 on Thu Sep 18, 2014 5:28 pm; edited 2 times in total (Reason for editing : Made things more clear) |
| | | donta1979
Posts : 676 Join date : 2014-05-15 Location : Under your bed!
| Subject: Re: Removing required mods Like PN from an ESP via geck or FNVEdit? Thu Sep 18, 2014 6:25 pm | |
| OK some how figured it out packing up the vanilla game v2.05 now -.- ty much guys.
_________________ AAA Environment Artist & Modeler, US Army Combat Vet, Full Sail University Alumni |
| | | Bandikoot
Posts : 149 Join date : 2014-09-21 Location : N.Sanity Island
| Subject: Re: Removing required mods Like PN from an ESP via geck or FNVEdit? Tue Sep 23, 2014 4:13 pm | |
| Huh. I was actually trying to do this a few days ago, but didn't know how to ask Google. Thanks Argus. Now I can probably cut down my load order a little by removing ammo mods and just use Caliber. |
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