A while back, it was discovered by a venerable modder (IIRC it was Sheson), that pre-Fallout 4 Bethesda games have a bug where temporary records (new, as well as overrides) are loaded as persistent records, if the mod is a .esp file rather than a .esm file. Fallout 4 works around this bug, by treating all .esp files as .esm files when they are loaded by the game.
Is there a way to work around this in Fallout New Vegas? My initial idea is to edit the record header for all the .esp files in my load order, so that they have the .esm flag enabled. But would this actually function properly, with the mods being treated as masters by New Vegas?
General mod discussion and requests.
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This has been known for ever, and no ticking the flag will not make them work since many mods have references and other things without the persistent flag which will break scripts and lots of other stuff. This is one of the main reasons it's a pain in the butt to convert/fix mods with navmeshes that are ESP because of the navmesh bug.