The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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Yegr Nov 27, 2018 @ 8:01pm
Changing masters in vortex
one of my mods in vortex says it's missing a master because the master is spelled wrong. is there a way for me to edit it manually?
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Showing 1-15 of 28 comments
bLaCkShAd0w Nov 27, 2018 @ 8:17pm 
You can rename the plugin, But why is it spelled wrong?
Did you change it or is it a modder error?

Changing plugin names can cause issues with quite a few things, All good mods should have properly labelled masters otherwise its clear nobody has tested it.
Yegr Nov 27, 2018 @ 8:33pm 
Originally posted by bLaCkShAd0w:
You can rename the plugin, But why is it spelled wrong?
Did you change it or is it a modder error?

Changing plugin names can cause issues with quite a few things, All good mods should have properly labelled masters otherwise its clear nobody has tested it.
the plug in works perfectly fine, the modder just spelled the master wrong. I just want to edit the master to the correct plug in.
bLaCkShAd0w Nov 27, 2018 @ 8:40pm 
Originally posted by The Traveler:
Originally posted by bLaCkShAd0w:
You can rename the plugin, But why is it spelled wrong?
Did you change it or is it a modder error?

Changing plugin names can cause issues with quite a few things, All good mods should have properly labelled masters otherwise its clear nobody has tested it.
the plug in works perfectly fine, the modder just spelled the master wrong. I just want to edit the master to the correct plug in.

I wouldn't.

What file is the master?

If the mod has a misspelled master, Than the error is in the mod.

Which should also crash on load due to the missing file, So it was not tested. Which begs the question why do you want it so bad for 1? And why are you willing to ruin the (assumed functional) master file in order to get it working for 2?

The proper way would be to change the master spelling in the mod, Not the master itself. I would also do some serious testing if you decide to get it working. There could be many other things broken from changing that master's name.
Last edited by bLaCkShAd0w; Nov 27, 2018 @ 8:42pm
Uncle64 Nov 27, 2018 @ 10:42pm 
I should not use one mod that have master files spelled wrong.
Fully agree whit Blackshadow.

There could also be one other reason, that the mod he is trying is old and the master plugin the mod is trying to find is antique and not used anymore and replaced by one new mod whit one different name, that happens.
Often when one modder wants to clearly show that the mod have gone to one new level and have more things in it.
And are not compatible anymore whit older mods.
Last edited by Uncle64; Nov 27, 2018 @ 10:42pm
Yegr Nov 28, 2018 @ 3:07pm 
Originally posted by bLaCkShAd0w:
Originally posted by The Traveler:
the plug in works perfectly fine, the modder just spelled the master wrong. I just want to edit the master to the correct plug in.

I wouldn't.

What file is the master?

If the mod has a misspelled master, Than the error is in the mod.

Which should also crash on load due to the missing file, So it was not tested. Which begs the question why do you want it so bad for 1? And why are you willing to ruin the (assumed functional) master file in order to get it working for 2?

The proper way would be to change the master spelling in the mod, Not the master itself. I would also do some serious testing if you decide to get it working. There could be many other things broken from changing that master's name.
It's a patch for vivid weathers that says it needs "LightngDuringStorm.esp", which is supposed to be some other mod that adds new lightning. Everything works fine I just don't like that it always says that the vivid weathers patch is missing a master.
Yegr Nov 28, 2018 @ 3:09pm 
Originally posted by Uncle64SwE:
I should not use one mod that have master files spelled wrong.
Fully agree whit Blackshadow.

There could also be one other reason, that the mod he is trying is old and the master plugin the mod is trying to find is antique and not used anymore and replaced by one new mod whit one different name, that happens.
Often when one modder wants to clearly show that the mod have gone to one new level and have more things in it.
And are not compatible anymore whit older mods.
The name of the master it's looking for is "LightngDuringStorm.esp" I have the mod, but it's not named that. All I want is to know how to edit the master requirement and either remove or change what mod it is looking for. The game works fine and the mods all work perfect.
bLaCkShAd0w Nov 28, 2018 @ 6:10pm 
https://www.nexusmods.com/skyrimspecialedition/mods/8778?tab=files

Read the description on that download file, Have you replaced lightingduringstorm.esp with the updated version?

Looks like the author at some point renamed the plugin, Which broke compatability for patches that were already made. Then reverted the change.
Last edited by bLaCkShAd0w; Nov 28, 2018 @ 6:12pm
Uncle64 Nov 28, 2018 @ 9:15pm 
And was updated the other day.
Yegr Nov 30, 2018 @ 2:12pm 
Originally posted by bLaCkShAd0w:
https://www.nexusmods.com/skyrimspecialedition/mods/8778?tab=files

Read the description on that download file, Have you replaced lightingduringstorm.esp with the updated version?

Looks like the author at some point renamed the plugin, Which broke compatability for patches that were already made. Then reverted the change.
I downloaded all my mods like three or four days ago so I probably have the newest version
tulle040657 Jan 18, 2022 @ 7:06am 
Originally posted by Rulon:
lol... The guy was asking a simple question and never received an answer... only more questions. Now I have the same problem with a different mod 3 years later, and require the same simple answer. If someone could JUST tell us how to change a dependency in vortex without accounting for every possible deviation... that would be great.
It's not something Vortex can change. You would have to use xEdit
tulle040657 Jan 18, 2022 @ 9:11am 
Originally posted by Rulon:
Originally posted by tulle040657:
It's not something Vortex can change. You would have to use xEdit

Thankyou for the timely reply.

I'm actually looking for a way to do it with xEdit right now.
I tried "Apply Script" > "Report Masters".
I also tried right-clicking the esp and selecting "Add Masters..."

However, it hasn't led to anything else, and I'm not sure where to take it from here.

The master list is in the header of the esm/esp/esl file you need to change it there.

edit: Just so everyone knows the game itself will not load any plugins with missing masters
Last edited by tulle040657; Jan 18, 2022 @ 9:12am
HazakTheMad Jan 19, 2022 @ 5:30pm 
Five years is a long time ago y'all know?
bLaCkShAd0w Jan 19, 2022 @ 6:00pm 
Im still here though.

You cannot just rename or delete master files and expect it to fix anything.

Its looking for records to overwrite which you do not have installed.

Naming a blank plugin won't fix it, deleting stuff in the header in xEdit will not either.
Vlad 254 Jan 19, 2022 @ 6:14pm 
Originally posted by bLaCkShAd0w:
Im still here though.

You cannot just rename or delete master files and expect it to fix anything.

Its looking for records to overwrite which you do not have installed.

Naming a blank plugin won't fix it, deleting stuff in the header in xEdit will not either.
:steamthis:
smr1957 Jan 19, 2022 @ 6:33pm 
And the newest versions of xEdit will not allow you to change or edit master files in the header - just another reason why you should not be looking at a 3 1/2 year old thread - the information is often outdated and no longer valid.
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Date Posted: Nov 27, 2018 @ 8:01pm
Posts: 28