HotAssassin Posted December 28, 2015 Posted December 28, 2015 When I run FNVEdit it is telling me that it cannot load because I don't have Inventory Access.esm, which is a mod by the same modder that makes the Powered Power Armor mod. In fact, that mod's page says that the Inventory Access.esm mod is needed, but it's not in the FaLiNV instructions. So, what's up? Did I do something wrong? Did I miss something?
Kelmych Posted December 28, 2015 Posted December 28, 2015 "Inventory access.esm" is in the "Powered Power Armor NV Beta3" main file. The plugin should have been installed with the reset of the mod as per the FNV guide.
HotAssassin Posted December 28, 2015 Author Posted December 28, 2015 (edited) Ok, I see it listed in the Powered Power Armor NV Beta.7z file in the MO downloads file. I guess I should just reinstall it... Maybe it missed installing it somehow. No, uninstalling/reinstalling it is not doing it. Edited December 28, 2015 by HotAssassin
GrantSP Posted December 28, 2015 Posted December 28, 2015 Can you post your "plugins.txt" here please as this master plugin is being installed correctly for me, perhaps you have a corrupted download or somehow have missed seeing it?
Kelmych Posted December 29, 2015 Posted December 29, 2015 Make sure it did not inadvertently get moved to Optional ESPs.
HotAssassin Posted December 29, 2015 Author Posted December 29, 2015 (edited) Sorry, took me a minute to find it..lol *First thing I checked was to make sure I didn't move it to optional. =)* # This file was automatically generated by Mod Organizer.FalloutNV.esmClassicPack.esmMercenaryPack.esmTribalPack.esmCaravanPack.esmDeadMoney.esmGunRunnersArsenal.esmHonestHearts.esmLonesomeRoad.esmOldWorldBlues.esmYUP - Base Game + All DLC.esmSortomatic.esmAfterschool Special.esmD.E.I.M.O.S..esmSomeguySeries.esmTales from the Burning Sands.esmAdvanced Recon Tech.esmAmbient Temperature.esmJIP Selective-Fire.esmdomecity.esmThe New Bison Steve Hotel.esmProject Nevada - Core.esmProject Nevada - Cyberware.espProject Nevada - Equipment.esmProject Nevada - Rebalance.espProject Nevada - Extra Options.esmDetect Traps.esmMerged Fixes.espYUP - NPC Fixes (Base Game + All DLC).espNewVegasUncutSeries.espSandbox6 Mods Merged.espBashed Patch, 0.espNewVegasBounties.espNewVegasBountiesII.espDarNifiedUINV.espAdvanced Recon Range Finder.espAdvanced Recon Gear.espAdvanced Recon Tech.espFPSWeaponWheel.espJIP Realistic Weapon Overheating.espJIP Companions Command & Control.espThe Mod Configuration Menu.espThe Weapon Mod Menu.espPowered Power Armor.espAdvanced Recon Tech - Detect Traps.esp Edit: Just deleted the orginal and redownloaded/reinstalled and it's still not working. Edited December 29, 2015 by HotAssassin
GrantSP Posted December 29, 2015 Posted December 29, 2015 When you install this mod can you see the ESM listed amongst the files to be installed, inside the manual install dialogue?If you can install other mods without issue you shouldn't see any with this mod as it uses no special install scripts or such.
Kelmych Posted December 29, 2015 Posted December 29, 2015 After installation did you double click the mod in the left pane of MO and look at the Files tab; you should see it in the list.
HotAssassin Posted December 29, 2015 Author Posted December 29, 2015 Ok, so based on you guys suggestions, I have figured out what went wrong. When installing the Beta 3 Hotfix A, I was pressing the Replace button instead of the Merge button. There are places in the guide where it gets very specific about pressing [Merge] not [Replace]. By that phrase not being in the instructions for this particular mod, my brain figured it must need to be [Replace]. So, just as a general question, then, should all other "optional" and "patch" files be [Merged]?
GrantSP Posted December 29, 2015 Posted December 29, 2015 Perhaps the definition of these words loses their meaning for non-English speaking users, or those with limited vocabulary, so for the sake of expediency:Merge == add into the existing mod all the files in the mod being installedReplace == remove the existing files and install ONLY the files in the new mod Unless specifically asked to do otherwise it is usually sufficient to "merge" mods.
MonoAccipiter Posted December 29, 2015 Posted December 29, 2015 I will edit the instructions to clarify.
HotAssassin Posted December 29, 2015 Author Posted December 29, 2015 Hey, I really appreciate the help and the "clarification". I'm new to Mod Organizer, through this guide. Sorry if my question seemed beneath answering, I'm not trying to be an ignorant pest. I guess I'll look elsewhere on the net if I run any more issues.
GrantSP Posted December 30, 2015 Posted December 30, 2015 Hey, I really appreciate the help and the "clarification". I'm new to Mod Organizer, through this guide. Sorry if my question seemed beneath answering, I'm not trying to be an ignorant pest. I guess I'll look elsewhere on the net if I run any more issues.Don't be discouraged by your modding mishaps, all of us started out this way. There are no useless questions when it comes to learning anything, if you don't ask you won't learn.So if any of our answers came across as abrupt then let me assure you there is no malice involved in any of them.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now