Fallout 4

Fallout 4

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This plugin requires "DLCRobot.esm" to be active, but it is inactive.
So, I was playing around in FO4Edit as I was trying to remove the DLCRobot (Automatron) from my plugin as it didn't need it. I removed all irrelevant references to DLCRobot and then cleaned the masters. I saved out the plugin, and it prompted me to backup DLCRobot but said no as I didn't want to update it. Now it's missing from LOOT and I cannot load up any plugins that require it as a master in CK or FO4Edit - the .esm file is there in my Data folder, but just will not show in LOOT or Mod Manager. I don't know what to do, as several of my mods require this master file and it seems to think it's gone...help is much appreciated, thank you.
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Showing 1-6 of 6 comments
Jebbalon Sep 11, 2016 @ 4:27pm 
In steam library right click fallout 4, properties, local files, and Verify Integrity of Game Cache. That will restore the DLC file if it is damaged. Then check your file back in xEdit to make sure master is removed.
Drunk Bunny Games Sep 11, 2016 @ 4:28pm 
Originally posted by Jebbalon:
In steam library right click fallout 4, properties, local files, and Verify Integrity of Game Cache. That will restore the DLC file if it is damaged. Then check your file back in xEdit to make sure master is removed.

I just checked the DLCRobot file, turns out it was 0 Kb. Luckily I keep backups of mods in another folder (which I'd temporarily forgotten about lol) so it was there and I just replaced it... so crisis averted!
Vomit Heart Sep 11, 2016 @ 4:33pm 
You use the GECK to remove masters from plugins it takes 5 seconds and 3 clicks if it is not referenced
Last edited by Vomit Heart; Sep 11, 2016 @ 4:35pm
Drunk Bunny Games Sep 11, 2016 @ 4:50pm 
Originally posted by HappyerbS:
You use the GECK to remove masters from plugins it takes 5 seconds and 3 clicks if it is not referenced

Yes, but it is referenced. I used FO4Edit (thought the GECK was just FO3?), but because I think I may have opened locations and quests that have references to DLCRobot in them whilst I was working on my mod, and it seems to think I need that master. It's not really a big deal, I'll just state that it's required when I upload to Nexus
Last edited by Drunk Bunny Games; Sep 11, 2016 @ 4:50pm
beans Sep 11, 2016 @ 5:02pm 
Originally posted by mjemerson:
Originally posted by HappyerbS:
You use the GECK to remove masters from plugins it takes 5 seconds and 3 clicks if it is not referenced

Yes, but it is referenced. I used FO4Edit (thought the GECK was just FO3?), but because I think I may have opened locations and quests that have references to DLCRobot in them whilst I was working on my mod, and it seems to think I need that master. It's not really a big deal, I'll just state that it's required when I upload to Nexus

GECK = CK. It took awhile for it to come out, but it's here, and it's been here for quite awhile. I don't know how you missed it when it was released.
Drunk Bunny Games Sep 12, 2016 @ 12:03pm 
Originally posted by PeggleFrank:
Originally posted by mjemerson:

Yes, but it is referenced. I used FO4Edit (thought the GECK was just FO3?), but because I think I may have opened locations and quests that have references to DLCRobot in them whilst I was working on my mod, and it seems to think I need that master. It's not really a big deal, I'll just state that it's required when I upload to Nexus

GECK = CK. It took awhile for it to come out, but it's here, and it's been here for quite awhile. I don't know how you missed it when it was released.

I used Creation Kit yes, for all my mods. But I thought that GECK was something different, and used exclusively for Fallout 3 and New Vegas, not Fallout 4. That's what I meant.
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Showing 1-6 of 6 comments
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Date Posted: Sep 11, 2016 @ 4:16pm
Posts: 6