[RelZ] Fallout Interoperability Program

Post » Fri May 27, 2011 11:20 pm

Nah, nevermind. I just packed the Texture\Mesh\Sound files into a BSA and everythin' works fine
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Blackdrak
 
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Post » Fri May 27, 2011 7:43 pm

I'm running Classic Fallout Weapons Beta and Weapon Mod Kits, among other things. I've got the compatibility patches (replacement "Classic Fallout Weapons BETA.esp" and "Weapon Mod Kits - CFW.esp") but I cannot modify any CFW weapons. When I select "Weapon Modification" at a workbench, my only option is "Cancel." I can still modify vanilla weapons.

Is there a problem with my load order?
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
CALIBR.esm
Unofficial Fallout 3 Patch.esp
Unofficial Fallout 3 Patch - The Pitt.esp
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Project Beauty.esp
Fellout-Full.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
GalaxyNewsRadio40[M].esp
CALIBRxMerchant.esp
Classic Fallout Weapons BETA.esp
WeaponModKits.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - CFW.esp
UWWUT.esp
UWWUT - Broken Steel Addon.esp
UWWUT - The Pitt Addon.esp
UWWUT - WMK Addon.esp

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Steven Hardman
 
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Post » Fri May 27, 2011 7:03 pm

I'm running Classic Fallout Weapons Beta and Weapon Mod Kits, among other things. I've got the compatibility patches (replacement "Classic Fallout Weapons BETA.esp" and "Weapon Mod Kits - CFW.esp") but I cannot modify any CFW weapons. When I select "Weapon Modification" at a workbench, my only option is "Cancel." I can still modify vanilla weapons.


Only the WMK-FOOK patch allows the modification of mod-added weapons at the moment. Oh, no - actually, I believe there's progress being made with FWE as well in that regard - and as I understand it, the relevant weapons in FWE are from CFW. You might want to have a look at that on the FOIP Nexus page.
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DAVId MArtInez
 
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Post » Sat May 28, 2011 3:05 am

Yes, if you download the FWE Master Release - WMK patch it will allow you to mod some of the new FWE weapons that are part of CFW (classic fallout weapons). This includes the Wattz laser weapons, desert eagle, FN FAL, P90c, and a new unique mini-gun.

Also . . . for Antistar . . .

What do you think would be a logical approach to patching the DLC WMK weapons to be consistent with FWE? It would be kind of rediculous to have an additional 4-5 FOIP patches for FWE -> WMK support just for the DLC, but I suppose there isn't anyway around that one.

also . . . for Antistar . . .

"if" you felt up to it at some point, it would be sweet to expand WMK support to a few of the other CFW/FWE weapons. In particular the 14mm pistol, .223 pistol, G11/G11e, M60, XL07e, LSW, and maybe the tommygun (which needs a new model all together actually). That would be the order of importance in my mind as well.

I'd be happy to do all of the GECK-side work (formlists, setting up the weapon records, etc...) I just don't have any experience or knowledge modeling, and would need help on that end.

14mm Pistol ::::::: EC, AF, SC, LS
.223 Pistol ::::::::: SC, LS, SI
G11/G11e ::::::::: LS, SI (gun has an integrated scope already)
M60 :::::::::::::::: LS, SC
XLO7e ::::::::::::: EC, LS, SI, SC (already has a scope, would need to be removable)
LSW :::::::::::::::: EC, LS, SI, SC (same, already has a scope which should be removable)
Tommy Gun ::::::: EC (drum vs clip fed), LS

Anyway, I know I asked a while ago, and I'm not sure what you're sense is on this now. I may try and rope someone else with modeling skillz into helping out if this isn't your thing.

cheers!
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rolanda h
 
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Post » Sat May 28, 2011 12:32 am

What do you think would be a logical approach to patching the DLC WMK weapons to be consistent with FWE? It would be kind of rediculous to have an additional 4-5 FOIP patches for FWE -> WMK support just for the DLC, but I suppose there isn't anyway around that one.

Is it possible to have the references in the FOIP patch without having the DLCs as a master? In that case you could just have one patch that works for any combination of DLCs.
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Kelsey Anna Farley
 
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Post » Sat May 28, 2011 9:48 am

Is it possible to have the references in the FOIP patch without having the DLCs as a master? In that case you could just have one patch that works for any combination of DLCs.


I don't think it will work. It doesn't have to have the DLC as a master as the WMK'd weapons are all new weapons, but I'm assuming the WMK DLC patches add the modded DLC weapons per patch, and that would need to be referenced as a master to actually override the record. An alternative would be to include the DLC WMK variants in the main WMK file, since they are new records. However, some of the texture references and other things are going to want to point towards the DLC esm's, so i don't know if that will work either. Hmm . . . I'll keep thinking.
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Cheryl Rice
 
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Post » Fri May 27, 2011 6:57 pm

I don't think it will work. It doesn't have to have the DLC as a master as the WMK'd weapons are all new weapons, but I'm assuming the WMK DLC patches add the modded DLC weapons per patch, and that would need to be referenced as a master to actually override the record. An alternative would be to include the DLC WMK variants in the main WMK file, since they are new records. However, some of the texture references and other things are going to want to point towards the DLC esm's, so i don't know if that will work either. Hmm . . . I'll keep thinking.

Well the weapons would never show up if the person doesn't have the DLC, since they couldn't modify weapons not in game. And the textures referenced would be in the BSA not the esm, right? So that won't cause any issues in the GECK and would only cause issues if the player used the console to add the weapon.
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Katie Samuel
 
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Post » Fri May 27, 2011 7:02 pm

No matter what you do you're going to have to reference the DLC ESM's at some point, even if it's just for the upgrade scripts.
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Darrell Fawcett
 
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Post » Sat May 28, 2011 7:28 am

Also . . . for Antistar . . .

What do you think would be a logical approach to patching the DLC WMK weapons to be consistent with FWE? It would be kind of rediculous to have an additional 4-5 FOIP patches for FWE -> WMK support just for the DLC, but I suppose there isn't anyway around that one.


What I did for the FOOK versions of the WMK-OA and WMK-ThePitt patches was to - well, have FOOK versions of them, rather than extra patches that patched the original WMK-OA and WMK-ThePitt patches. If that makes sense. The player just uses the FOOK versions of the esps instead of the original ones (though they still need the meshes from the original WMK-OA and WMK-ThePitt downloads). Maybe you could do that?


also . . . for Antistar . . .

"if" you felt up to it at some point, it would be sweet to expand WMK support to a few of the other CFW/FWE weapons. In particular the 14mm pistol, .223 pistol, G11/G11e, M60, XL07e, LSW, and maybe the tommygun (which needs a new model all together actually). That would be the order of importance in my mind as well.

I'd be happy to do all of the GECK-side work (formlists, setting up the weapon records, etc...) I just don't have any experience or knowledge modeling, and would need help on that end.

14mm Pistol ::::::: EC, AF, SC, LS
.223 Pistol ::::::::: SC, LS, SI
G11/G11e ::::::::: LS, SI (gun has an integrated scope already)
M60 :::::::::::::::: LS, SC
XLO7e ::::::::::::: EC, LS, SI, SC (already has a scope, would need to be removable)
LSW :::::::::::::::: EC, LS, SI, SC (same, already has a scope which should be removable)
Tommy Gun ::::::: EC (drum vs clip fed), LS

Anyway, I know I asked a while ago, and I'm not sure what you're sense is on this now. I may try and rope someone else with modeling skillz into helping out if this isn't your thing.

cheers!


I don't mind chucking together some 'WMK-ified' nif files for those. Compared to the GECK/FO3Edit side of things, that's actually by far the fastest part of the process (barring any fiddling with meshes in 3dsmax). Keeping that in mind though, I don't feel like diving into 3dsmax for this stuff at the moment, so the XLO7e and LSW will have to have integrated scopes for now. I might not bother with the Tommy Gun at this stage, either...

Also, I'll be using the meshes that came with FOOK as a base (because that's what I have to hand), and the directory structure will be the same as in the WMK FOIP package (for consistency and in case I add them to WMK-FOOK later). They'll be pointing at the FOOK texture locations, so you might need to assign alternate textures in the weapon entries, if they're in a different place in CFW/FWE.

Another thing, while I think of it (can't remember if I've mentioned this before): make sure you add the weapon entries to the bottom of the formlists, not the top (as the GECK does by default). Otherwise the automatic merged patch process will fail.
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Alexx Peace
 
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Post » Sat May 28, 2011 4:37 am

What I did for the FOOK versions of the WMK-OA and WMK-ThePitt patches was to - well, have FOOK versions of them, rather than extra patches that patched the original WMK-OA and WMK-ThePitt patches. If that makes sense. The player just uses the FOOK versions of the esps instead of the original ones (though they still need the meshes from the original WMK-OA and WMK-ThePitt downloads). Maybe you could do that?

I don't mind chucking together some 'WMK-ified' nif files for those. Compared to the GECK/FO3Edit side of things, that's actually by far the fastest part of the process (barring any fiddling with meshes in 3dsmax). Keeping that in mind though, I don't feel like diving into 3dsmax for this stuff at the moment, so the XLO7e and LSW will have to have integrated scopes for now. I might not bother with the Tommy Gun at this stage, either...

Also, I'll be using the meshes that came with FOOK as a base (because that's what I have to hand), and the directory structure will be the same as in the WMK FOIP package (for consistency and in case I add them to WMK-FOOK later). They'll be pointing at the FOOK texture locations, so you might need to assign alternate textures in the weapon entries, if they're in a different place in CFW/FWE.

Another thing, while I think of it (can't remember if I've mentioned this before): make sure you add the weapon entries to the bottom of the formlists, not the top (as the GECK does by default). Otherwise the automatic merged patch process will fail.


Sounds great, thanks Antistar!

Having replacement .esps makes a lot of sense, so you'd have:

WeaponModKits - Operation Anchorage FWE.esp
WeaponModKits - The Pitt FWE.esp
etc....

So you'd just use those instead of the the non-FWE versions. Makes sense to me.

Regarding the new models, don't worry at all about removing the scopes from the XLO7e, G11, or the LSW . . . anything you want to pull together is great by me =) let me know if/when you get something cooked up. Would it help if I at generated the new weapon forms and gave you the .esp to plug the model info into? Let me know what's easiest for you.


EDIT: I've also had strange problems trying to use the GECK to edit / make Formlists. Seems to crash all the time, maybe I'm missing something. I've just been using FO3Edit for Formlist work.
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Samantha Mitchell
 
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Post » Sat May 28, 2011 12:34 am

Hi,

I'm trying to modify the G36C's (LS)(SI)(SC)'s accuracy in GECK to be similar to the Xuanlong's (which for some very weird unbeknown reason is the only Assault Rifle with almost perfect accuracy - no spread). Got bored of the Xuanlong's looks so want to switch to another WMK compatible weapon, but need to lower the spread of one.

So I'm loading Fallout3.esm, FOOK.esm, FOOK.esp, WeaponModKits.eps and WeaponModKits - FOOK.esp into GECK.

When setting FOOK.esm, FOOK.esp, WMK.esp or no file at all as active (making a new one), and modifying the weapons spread (that means file Weapon/Weapons/WMKWeapons/FOOK/2handautomatic/g36c/WMKWeapARxG36CLSSCSI) nothing happens ingame.

When setting WMK - FOOK.esp as active file, the weapon looses its fire effect (doesn't fire at all actually, but consumes ammo when shooting).

I'm using the following mod order which works pretty well without modifying anything (few CTD):

Fallout3.esm
FOOK.esm
Fallout3 Addons.esm's
CALIBR.esm
CRAFT.esm
Unofficial FO3 Patch.esp + DLC compatibility .esp's
FOOK Optional esp's
FWE.esm
MMM.esm
FWE.esp + optional esp's
FWE-FOOK support.esp
WMK.esp
WMK-FWE.esp
WMK-DLC compatibility .esp's
WMK-FOOK.esp
MMM.esp
MMM optional .esp's
Rest of mods (Fellout, Enhanced Weather, Type3, A Good Hairday, UPP etc), none of them should have any effect as they have nothing to do with weapons.
Merged monster file.esp (from FO3Edit)

What I've observed:
- the weapon looses its sound, its hit effect, fire effect, fire sound, still makes -1 ammo, still has sound from bullet dropping
- when reopening the files with GECK, the modified file is identical to earlier, BUT a duplicate of the file appears, a bit renamed, which has the edited spread
- the ingame weapon can't be modified anymore, I suspect this is related to the duplicate file mentioned above

Any help on this would be appreciated :)
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Emily Martell
 
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Post » Sat May 28, 2011 1:03 am

I'd suggest downloading FO3 edit and changing the spread using that program rather than the GECK. Remeber you'll need to make your changes in whatever file load "last" . . . in this case the WMK-FOOK.esp would be where you want to apply your changes.

Load of FO3edit, browse down to the WMK - FOOK.esp, expand the weapons data, scroll down to the find the G36 entries, then about 1/2 way down the weapon form you'll see "min spread" and "spread". Min spread is the important one to set to zero.

With using the GECK, it sounds like it's loosing the file you're making is loosing it's references to the master files for some reason. I dunno, I prefer using FO3Edit for most things as it's more reliable than the geck =)
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El Khatiri
 
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Post » Sat May 28, 2011 3:27 am

Thanks, works great :)

Is it just me or do weapons seem to have their scoped aim a bit off, the bullet appears to hit a bit to the left bottom of the crosshair?

Also, how difficult would it be to implement WMK for a custom weapon by myself? There are certain exceptionally well modeled and textured weapons out there that are not in either FOOK or FWE so have no chance of being implemented by FOIP.
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Logan Greenwood
 
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Post » Fri May 27, 2011 8:50 pm

Sounds great, thanks Antistar!

Having replacement .esps makes a lot of sense, so you'd have:

WeaponModKits - Operation Anchorage FWE.esp
WeaponModKits - The Pitt FWE.esp
etc....

So you'd just use those instead of the the non-FWE versions. Makes sense to me.

Regarding the new models, don't worry at all about removing the scopes from the XLO7e, G11, or the LSW . . . anything you want to pull together is great by me =) let me know if/when you get something cooked up. Would it help if I at generated the new weapon forms and gave you the .esp to plug the model info into? Let me know what's easiest for you.


EDIT: I've also had strange problems trying to use the GECK to edit / make Formlists. Seems to crash all the time, maybe I'm missing something. I've just been using FO3Edit for Formlist work.


Yes, except leaving the esp filenames the same would be best. Trust me, if you have the filenames with FWE on the end like that people will use both the FWE versions and the originals at the same time. I've noticed a lot of people doing that with WMKAA12Shotgun.esp and WMKAA12Shotgun - FOOK.esp, even though the WMK FOIP readme says to use WMKAA12Shotgun - FOOK.esp instead of WMKAA12Shotgun.esp. I should have left the filename the same.

I've done a few of the models already. Only two or three left. For now I was just planning to send a copy of the models to you...

I use FO3Edit almost exclusively when working on add-ons. :)


Thanks, works great :)

Is it just me or do weapons seem to have their scoped aim a bit off, the bullet appears to hit a bit to the left bottom of the crosshair?

Also, how difficult would it be to implement WMK for a custom weapon by myself? There are certain exceptionally well modeled and textured weapons out there that are not in either FOOK or FWE so have no chance of being implemented by FOIP.


Check out this post http://www.gamesas.com/bgsforums/index.php?showtopic=973045&st=80&p=14256076&#entry14256076. Sometime I should probably write a proper guide...


Edit: Okay, that's done, Mez. You should have a PM... :)
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Dean Brown
 
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Post » Fri May 27, 2011 7:15 pm

Is it just me or do weapons seem to have their scoped aim a bit off, the bullet appears to hit a bit to the left bottom of the crosshair?

I noticed that with the last version of FWE, but I haven't sniped anything with my current character. My last one was a sneaky sniper though, and Ol'Painless always hit right at the bullseye, the sniper rifle did not work nearly as well.
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Monique Cameron
 
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Post » Sat May 28, 2011 4:28 am

I'm having a problem with the WeaponModKits-FOOK+FWE.esp. One of the masters for this file is "FWE_05_ITEMLOOT_II.esp", and I have no idea what this .esp is. I had to disable it so Fallout wouldn't crash on the start up.

Anyway, it sounds like it'll be great otherwise, so good job! :goodjob:
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aisha jamil
 
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Post » Sat May 28, 2011 5:10 am

I'm having a problem with the WeaponModKits-FOOK+FWE.esp. One of the masters for this file is "FWE_05_ITEMLOOT_II.esp", and I have no idea what this .esp is. I had to disable it so Fallout wouldn't crash on the start up.

Anyway, it sounds like it'll be great otherwise, so good job! :goodjob:
I am having this exact same issue and had to disable it as well...
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Mariana
 
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Post » Sat May 28, 2011 3:06 am

I am having this exact same issue and had to disable it as well...


That file is for the OLD version of FWE (non-master release). Download the other FOIP package that is for FWE + WMK from the FOIP page. If using FOOK and FWE, just load the FOOK one from the main WMK package along with the FWE one from the FWE-WMK package. We'll straigten it out at somepoint, sorry for the confusion.
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Siobhan Wallis-McRobert
 
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Post » Fri May 27, 2011 7:40 pm

I have a question regarding compatibility patches...

As I understand it, the patches work by combining information between certain mods to help eliminate conflicts.

For example:
Mod A modifies the weight of a widget, but leaves the damage it causes vanilla.
Mod B modifies the damage the widget causes but leaves it's weight vanilla.

Using both mods, in either order, causes one of the vanilla stats to be the prominent one, thereby making the first mod useless.

Then the CP comes along and changes the widget so that the weight is as Mod A has it and the damage is as Mod B has it.

Am I understanding this correctly?

I ask because while checking compatibility in FO3Edit, after adding some mods to my load order, I noticed some conflicts I didn't expect to see. Also, I wish to offer my services to help create or modify CPs, and/or hunt down conflicts in CPs. (currently in between jobs and have a lot of time on my hands. lol) I love the work you all are doing here and would be very happy to contribute :)
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Sheeva
 
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Post » Sat May 28, 2011 5:16 am

You are more or less correct, but I think it's more complicated than just A+B. :)
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jessica Villacis
 
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Post » Fri May 27, 2011 7:57 pm

You are more or less correct, but I think it's more complicated than just A+B. :)

I'm sure it is. That was just a basic example. hehe :D
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Chase McAbee
 
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Post » Sat May 28, 2011 6:47 am

The scenario you described is accurate for a majority of the conflicts between the mods. The other big 'obvious' conflict is with loot lists (or formlists, etc.). I.E., mod A adds weapon X to the enclave, mod B adds weapon Y to the enclave. Which ever loads last is going to spawn, the other one never will. Hence the need to manually merge the leveled lists, or use some automated merger (like the one in FO3edit).

Then there is a whole range of more insideous conflicts. For example, FWE has been using the followers hire by charisma mod which uses your charisma to determine how many followers you can have. Well, this mod edits the followers scripts. Say you wanted to use the followers regular gear mod, which also edits follower scripts so that they use chems and drugs. Creating a merged patch requires splicing the two scripts together. In this case, FWE integrated both these mods, so merging the scripts was easy enough, but it isn't always the case.

Another factor to consider is cross-functionality between mods. For example, Primary Needs (in FWE or standalone) adds new effects to food items to govern the primary needs script and effects. Mart's Mutant Mod adds new food items into the game. The primary needs effects need to added to the new food items in the CP so that they work consistently with Primary Needs.

Lastly, there are a number of balance decions to make when creating a merged patch. Is the mod you're making a CP for going to be unbalanced relative to the other mod? The CP is an opportunity to correct any inbalances.

In anycase, if you want to get involved, I'd appreciate the help =)

You might begin by looking around at other popular mods and checking out potential conflicts with the existing FOIP mods and looking into how CP's might be developed. For example, the new "EVE" mod (energy visual effects) looks sweet, but I'm guessing that it would override many of the weapon/projectile stats that FWE changes. Likewise, WMK modded weapons wouldn't be likely to benefit from these changes, so a CP could be developed for that (maybe used alongside FWE's?) to extend that mod's features to the WMK weapons. Alternatively, you could look at some of the other big weapon packs (i.e. 20th Century Weapons) and create a rebalance and leveled list CP for FWE/MMM/WMK etc...

Cheers!
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{Richies Mommy}
 
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Post » Sat May 28, 2011 1:49 am

Be happy to look into it and see what I can do :)
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Catherine Harte
 
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Post » Sat May 28, 2011 3:28 am

Also, I'll be using the meshes that came with FOOK as a base (because that's what I have to hand), and the directory structure will be the same as in the WMK FOIP package (for consistency and in case I add them to WMK-FOOK later). They'll be pointing at the FOOK texture locations, so you might need to assign alternate textures in the weapon entries, if they're in a different place in CFW/FWE..



I can only suggest that you shouldn't spent any time atm on a compatibility patch for v1.6, thats seriously a waste of time and I'd hate to see you do a lot of work which then is totaly useless with FOOK2. There will be pretty much _nothing_ that hasn't changed in FOOK2 so you will prolly have to recreate a FOOK2 compatibility patch from scratch.

Regarding the meshes... we have a lot of new stuff with much better meshes / textures. I'll sent you a PM with a link to our current beta which is pretty much complete in regards to weapons and their meshes/textures.

This is ofc also true for any other compatibility patches made for FOOK v1.6 (except MMM which doesn't require much adjustments) so everyone who works on one should really not base his work on FOOK v1.6 and instead get in contact with me and he will get our current beta files.
Besides that there is soon gonna be a public beta and I'm sure a lot of requests for compatibility for it will pop up.
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Franko AlVarado
 
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Post » Sat May 28, 2011 9:07 am

Looks like the FOOK2 public beta is out. Just got it up and running.

I disabled FWE MR 2-0, WMK, and CRAFT to get a clear picture of the changes and improvements in FOOK2 (also, to prevent random crashes and incompatibilities). I'm still running MMM, Fellout, EVE (included in FOOK2 installer), Project Beauty, Street Lights, Darnified UI, and Enhanced Weather. So far, no hiccups.

In case anyone hasn't asked about it already, I'd love to see a round of FOIP patches for FOOK2 + FWE MR 2-0 + WMK. :)
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Luna Lovegood
 
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