[RelZ] Fallout Interoperability Program

Post » Fri May 27, 2011 11:56 pm

Antistar,

Very cool!

If it's okay with you, for the next FWE release + FOIP update I'd like to adjust the FWE compatiblity so the soon to be integrated classic fallout weapons mod can use the new WMK mod's to the extent possible. This includes the FN FAL, Desert Eagle, P90, L1A1, Wattz 2000 Laser Rifle, and the Wattz 1000 Laser Pistol.

Incedentially, if you felt like continuing this beautiful trend, you might consider making WMK mods for the G11, M60, .223 pistol, tommygun, and the LMG from classic fallout weapons. =) I'm not sure if those are included in FOOK or not.
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Janeth Valenzuela Castelo
 
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Post » Sat May 28, 2011 2:16 am

Antistar,

Very cool!

If it's okay with you, for the next FWE release + FOIP update I'd like to adjust the FWE compatiblity so the soon to be integrated classic fallout weapons mod can use the new WMK mod's to the extent possible. This includes the FN FAL, Desert Eagle, P90, L1A1, Wattz 2000 Laser Rifle, and the Wattz 1000 Laser Pistol.

Incedentially, if you felt like continuing this beautiful trend, you might consider making WMK mods for the G11, M60, .223 pistol, tommygun, and the LMG from classic fallout weapons. =) I'm not sure if those are included in FOOK or not.



they are but atm i can't recommend any other modder to do any compatibility work for FOOK cause v2.0 changes so much that most of it would be just wasted work.
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Rhi Edwards
 
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Post » Fri May 27, 2011 6:33 pm

I've just updated the WMK FOIP package with the WMK-FOOK v1.1 update:

Exelent news! But what about FOOK+FWE?
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Zach Hunter
 
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Post » Sat May 28, 2011 7:30 am

Antistar,

Very cool!

If it's okay with you, for the next FWE release + FOIP update I'd like to adjust the FWE compatiblity so the soon to be integrated classic fallout weapons mod can use the new WMK mod's to the extent possible. This includes the FN FAL, Desert Eagle, P90, L1A1, Wattz 2000 Laser Rifle, and the Wattz 1000 Laser Pistol.

Incedentially, if you felt like continuing this beautiful trend, you might consider making WMK mods for the G11, M60, .223 pistol, tommygun, and the LMG from classic fallout weapons. =) I'm not sure if those are included in FOOK or not.


Yep - that's fine: go ahead. This is one of the reasons I thought it'd make sense to include the required meshes in the WMK FOIP package itself; so that different patches could use them. :)

I'm not planning to do anything with those other weapons mentioned (right now I'm very much in a "geez that took a long time; don't wanna do that again!" sort of mindset), and if I did add any more weapons, it wouldn't be until after FOOK v2.0 is released - for the reasons LinkesAuge says.


Exelent news! But what about FOOK+FWE?


I answered this in the comments section on the FOIP Nexus page, but I'll say it here too, since it might help a number of people:

Mezmorki was actually the one who made the WMK-FOOK+FWE patch, rather than me; but I did just have a *quick* look at it. From what I can see (feel free to jump in here, Mezmorki), using the WMK-FOOK patch with WMK, FOOK and FWE installed would work just fine. WMK-FOOK and WMK-FOOK+FWE look to be very similar (barring the new additions to WMK-FOOK, of course).

Some things would be tweaked or 'balanced' more like in FOOK and WMK (projectile speed, for example), but I don't think it would feel too different from using the WMK-FOOK+FWE patch (this is just for vanilla weapons, of course). The most noticeable difference I can see is that the ability to modify unique weapons would be restored.

Note that I haven't actually tested this in-game: I don't use FWE, myself.
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Amy Masters
 
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Post » Fri May 27, 2011 8:50 pm

Help. I crash on launch, that's pretty much ALL I can say.

My load order:

load order removed - problem fixed


I got FO3 today, patched it to 1.0.0.15, applied fake patch etc.

Also, I based my load order on the template featured on the Nexus page, and I'm using the latest FOSE release (the 1.6 beta I believe, for compat. with fake patch).

What am I doing wrong guys? Halp.

Edit: It's NOT the ffd bug.

Edit?: Found out what's causing the crash. The FWE Bypass Module caused the crash.
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le GraiN
 
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Post » Sat May 28, 2011 9:59 am

i was woundering if someone could help me with my load order, fallout starts but it crashes after about 5 sec of playing...

problem fixed

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D IV
 
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Post » Sat May 28, 2011 2:39 am

i was woundering if someone could help me with my load order, fallout starts but it crashes after about 5 min of playing...

[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] Unofficial Fallout 3 Patch.esp[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp[X] Unofficial Fallout 3 Patch - The Pitt.esp[X] CALIBR.esm[X] FOOK.esm[X] Mart's Mutant Mod.esm[X] HairPack.esm[X] FOOK.esp[X] FOOK - Anchorage.esp[X] FOOK - Anchorage hotfix.esp[X] FOOK - The Pitt.esp[X] FOOK Additional Power Armor Training.esp[X] CUSTOM RACES.esp[X] AtarixQuestPlugin.esp[X] AtarixQuestFixedFF.esp[X] AtarixQuestChapter1.esp[X] kamikaze_armor01.esp[X] hair_add_npc.esp[X] A6WastelandBosses1.esp[X] TeslaTopazGatlingMarkIII.esp[X] Weapon - Some Katanas.esp[X] WinterizedT51bDX.esp[X] GatlingLaserDX.esp[X] Outcast DX.esp[X] 3EFfaceplate.esp[X] 3EFdrgplate.esp[X] Fallout 3 Girls Redone.esp[X] BoS_FOOKedition_Armor.esp[X] RealFragGrenade.esp[X] fo3 fast start.esp[X] CRBSOR.esp[X] Mihoshi's Armor Revitalize 2.01a No Penalites.esp[X] ValhallaSMG.esp[X] DIM CUSTOM RACES V2.esp[X] Project Beauty.esp[X] Mart's Mutant Mod - FOOK.esp[X] Mart's Mutant Mod - Broken Steel.esp[ ] Mart's Mutant Mod.esp[ ] sixyLeatherArmor.esp[ ] eyes_hairpack_en.esp[ ] GreenWorld.espTotal active plugins: 41Total plugins: 45


You don't seem to have the MMM esp enabled?
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Emma Copeland
 
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Post » Sat May 28, 2011 5:34 am

but i have the mart's mutant mod - fook.esp running.. isnt it sort of a replacement for the MMM esp?
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Dean Brown
 
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Post » Sat May 28, 2011 7:48 am

but i have the mart's mutant mod - fook.esp running.. isnt it sort of a replacement for the MMM esp?



No, that's a compatability patch.

Kinda like a bridge between MMM and FOOK.

You NEED to have the esp enabled.
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Louise Lowe
 
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Post » Sat May 28, 2011 6:45 am

ah thx that fixed it :D

game still crashes after about 5 min though >.>
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Sophh
 
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Post » Sat May 28, 2011 8:08 am

ah thx that fixed it :D

game still crashes after about 5 min though >.>


Then you might have problems with a different mod in your list.

Try eliminating some of the heavier ones.
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Taylah Illies
 
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Post » Sat May 28, 2011 9:22 am

Hey guys,
I am having issues with WMK and CFW, whenever i load the FOIP for WMK-CFW esp my game crashes as soon as I load, I mean I don't even get to the menu for a crash... i don't suppose anyone else has had this issue? Any ideas as to a fix, or is it time for an uninstall/reinstall?
As for my load order, i have done as per FOIP instruction, and even went so far as to disabling all my other mods to jsut test and determine that the WMK - FOIP CFW .esp is mah issue :(
Any help would be greatly appreciated,

Cheers
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Avril Churchill
 
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Post » Fri May 27, 2011 11:29 pm

Edit?: Found out what's causing the crash. The FWE Bypass Module caused the crash.


I "think" the bypass module references the optional SkillBasedLockpickingHacking as a master file . . . so if you're not running that module, you can't also use the bypass module. That's a little sloppy on my part . . . see if enabling the skillbased optional mod let's you use the bypass module.

.
.
.

Yes, I'm hoping to get the next release of FWE out the door soon, and I was planning on holding off on any FOOK compatiblity until after 2.0 is released, at which time I'll prolly do the FOIP patches from scratch given all the projected changes. It will also likely require using the to-be-released merged version of FWE, which will be a single .esm file most likely.
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Javaun Thompson
 
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Post » Sat May 28, 2011 9:15 am

Hey guys,
I am having issues with WMK and CFW, whenever i load the FOIP for WMK-CFW esp my game crashes as soon as I load, I mean I don't even get to the menu for a crash... i don't suppose anyone else has had this issue? Any ideas as to a fix, or is it time for an uninstall/reinstall?
As for my load order, i have done as per FOIP instruction, and even went so far as to disabling all my other mods to jsut test and determine that the WMK - FOIP CFW .esp is mah issue :(
Any help would be greatly appreciated,

Cheers


Fallout 3 (and Oblivion and Morrowind) will crash before the main menu if there's an active plugin that can't find an esm/esp it's dependent on - so that could be your issue. A quick look at WeaponModKits - CFW.esp shows that it's dependent on these:

Fallout3.esm
Classic Fallout Weapons BETA.esp
WeaponModKits.esp
CALIBR.esm

So check to make sure you've got all those (and that the filenames are spelled exactly like that). If that doesn't do it, I think Mezmorki made that patch - he might have some ideas.
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Trevi
 
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Post » Fri May 27, 2011 6:22 pm

@Antistar
Do you plan to release CP for FWE master release?
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Hope Greenhaw
 
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Post » Sat May 28, 2011 2:14 am

@Antistar
Do you plan to release CP for FWE master release?


I've already done this . . . at the moment CP's for WMK and MMM are in the FWE-MR main files download. I'll add them to the FOIP page later.

Note, that there is a fixed WMK patch on the FWE page. I'll need to get that replaced in the main file as well, so grab that until then.
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carrie roche
 
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Post » Sat May 28, 2011 5:15 am

I just updated the WMK FOIP package with v1.1.1 of the WMK-FOOK patch. Here's the changelist:

Version 1.1.1 (10-06-09)
- Corrected critical hit damage stat for A3-21's Ion Rifle (AF, EC, LS, SC).
- Fixed texture paths in Skorpion vz. 61 nif files.

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Kelvin Diaz
 
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Post » Sat May 28, 2011 12:48 am

I am working on a patch for FWE and the Unofficial Patch. With the switch to an ESM format for FWE the UOP loads after and overrides a lot of changes it makes. Attempts to convert the UOP to an ESM failed so I'm just gonna use FO3Edit to make a patch. Should be done in about an hour. :)

EDIT: Finished, how should I send it to you so that it can be included in the FWE package?
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K J S
 
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Post » Fri May 27, 2011 6:39 pm

I am working on a patch for FWE and the Unofficial Patch. With the switch to an ESM format for FWE the UOP loads after and overrides a lot of changes it makes. Attempts to convert the UOP to an ESM failed so I'm just gonna use FO3Edit to make a patch. Should be done in about an hour. :)

EDIT: Finished, how should I send it to you so that it can be included in the FWE package?

do you have the latest verion as mez made an addon for this however it does still need a little work doing to it - which i reported a while ago- in the fwe thread
so im sure hed be grateful for you work
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Maeva
 
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Post » Sat May 28, 2011 12:49 am

do you have the latest verion as mez made an addon for this however it does still need a little work doing to it - which i reported a while ago- in the fwe thread
so im sure hed be grateful for you work

Yeah, I have the latest version. I guess I didn't see that file while looking around. I knew that Mez would notice something like that. The computer that I built it on is defragging right now, but when it's done I'll compare our patches. :)
EDIT: Well it's not mentioned in the readme, so I at least have an excuse. :P
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Hilm Music
 
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Post » Sat May 28, 2011 8:24 am

ye it was part of the patch for the new master release along with a few other things that i and others reported
but ye its not complete and it doesnt include unofficial patches for the DLCs
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Trish
 
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Post » Fri May 27, 2011 10:06 pm

ye it was part of the patch for the new master release along with a few other things that i and others reported
but ye its not complete and it doesnt include unofficial patches for the DLCs

Not including the DLCs doesn't matter since you can load those FWE plugins after the UOP. :)

Something weird happened overnight while I was sleeping. My patch worked last night, but now it doesn't. However, since Mez already made one that I just didn't notice, well then my patch is useless anyways. :D

EDIT: Figured out why I didn't notice it. Mez called it UFP. I'm used to UOP being UOP or UOFP rather than UFP. lol
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Lauren Graves
 
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Post » Sat May 28, 2011 9:00 am

not useless id imagine though youd need to ask mez how far along the patch is so yours still may be of some use
and what id meant to say was that mez's dlc addons return changes, made by the unofficial patches, back to the dlcs
therefore instead of a patch i think it would be best to just incorporate those changes where applicable into FWE
saving the need for a patch altogether
however that is not possible in regards to the main unofficial patch- fwe patch --- if youre still with me?
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Bad News Rogers
 
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Post » Sat May 28, 2011 5:08 am

not useless id imagine though youd need to ask mez how far along the patch is so yours still may be of some use
and what id meant to say was that mez's dlc addons return changes, made by the unofficial patches, back to the dlcs
therefore instead of a patch i think it would be best to just incorporate those changes where applicable into FWE
saving the need for a patch altogether
however that is not possible in regards to the main unofficial patch- fwe patch --- if youre still with me?

Yeah , I know what you mean. :)

Well mines useless right now because my game won't even load it. :biglaugh:
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Kristian Perez
 
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Post » Sat May 28, 2011 8:56 am

is that simply due to the patch you made?
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Princess Johnson
 
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