[RelZ] FWE - FO3 Wanderers Edition #33

Post » Mon Nov 22, 2010 6:33 am

If I recall correctly I used the FOMOD version and let FOMOD handle everything for me.

I will hit the invalidation button again to make sure it's in the "applied" state.

I did use the autosort in FoMod, but I wouldn't think that would make the graphic look garbled up - or would it?
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Chavala
 
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Post » Mon Nov 22, 2010 12:23 am

Right right, thanks.

Edit: Slow.
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Gracie Dugdale
 
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Post » Sun Nov 21, 2010 6:43 pm

If I recall correctly I used the FOMOD version and let FOMOD handle everything for me.
I will hit the invalidation button again to make sure it's in the "applied" state.
I did use the autosort in FoMod, but I wouldn't think that would make the graphic look garbled up - or would it?

As I know, FWE installation don't handle validation process. UF3P do it automatically
I'm not sure about autosort function. As I understand, it must work fine, if you have good load order. But if you have good load order, then why you will need autosort? :)
I have more trust in import/export Load Order- this is really cool feature, for the stable LO build
@Bhazrak
Right right, thanks.

\fallout 3\Data\menus\prefabs\DUIF3Settings.xml
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Steve Bates
 
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Post » Mon Nov 22, 2010 5:42 am

Yep, just did it. This should be a lot more interesting now.
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Roddy
 
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Post » Mon Nov 22, 2010 7:45 am

Just dropping-in to say Hi! :) I've been AFK a few weeks because I needed a break after working on my mod for a year straight, and I got a new toy (Maxus) and wanted to spend some time shooting a real gun for a change. I dove back into modding over the weekend and got most of the TommyGun WMK almost done (the hard parts are done):

1. I have the models all done and working (with the correct fire/flame coming out of the end of the silencer right).

2. I created a 100-round drum as the Extended Clip upgrade after all (because its a very popular tommy gun feature and I just Had to do it, you can remove it of course if you wish), so there are 4 total upgrades like most of the other guns.

3. There are Silencer, Extended Clip (drum), Laser Sight/Pointer and Scope. Looks pretty wicket all upgraded - I'll post pics tonight for review.

4. I also re-did the texturing on the Stock (because it looked like total garbage) and touched-up the UV mapping on parts of it to make the gun look better. The unique version has a custom Stock that is engraved and looks much cleaner than the standard, dirty versions.

Should have an ESP by the end of the week with the "kit" of upgrade boxes, different guns and one Unique version that I want to make a quest for - we'll see. Expect something from me this weekend for the plug-in, and pictures tonight for comment. :)

Cheers,

Miax
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Sammi Jones
 
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Post » Mon Nov 22, 2010 12:28 am

Just dropping-in to say Hi! :) I've been AFK a few weeks because I needed a break after working on my mod for a year straight, and I got a new toy (Maxus) and wanted to spend some time shooting a real gun for a change. I dove back into modding over the weekend and got most of the TommyGun WMK almost done (the hard parts are done):

1. I have the models all done and working (with the correct fire/flame coming out of the end of the silencer right).

2. I created a 100-round drum as the Extended Clip upgrade after all (because its a very popular tommy gun feature and I just Had to do it, you can remove it of course if you wish), so there are 4 total upgrades like most of the other guns.

3. There are Silencer, Extended Clip (drum), Laser Sight/Pointer and Scope. Looks pretty wicket all upgraded - I'll post pics tonight for review.

4. I also re-did the texturing on the Stock (because it looked like total garbage) and touched-up the UV mapping on parts of it to make the gun look better. The unique version has a custom Stock that is engraved and looks much cleaner than the standard, dirty versions.

Should have an ESP by the end of the week with the "kit" of upgrade boxes, different guns and one Unique version that I want to make a quest for - we'll see. Expect something from me this weekend for the plug-in, and pictures tonight for comment. :)

Cheers,

Miax

Miaximus cool to hear, if you have this done by the end of the week we could also include the weapon already in the next FWE WMK FOIP update(since it's going to be updated in about a week anyways).
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Rachyroo
 
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Post » Mon Nov 22, 2010 8:12 am

Hmm.....FWE has stopped me getting any Karma changes what-so-ever. I mean seriously, I blew up Megaton and NOTHING!!
Although, its good being able to finally not be chased by the regulators, it is kind of annoying that I'm strolling round as constantly neutral
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Mandy Muir
 
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Post » Sun Nov 21, 2010 9:09 pm

Hmm.....FWE has stopped me getting any Karma changes what-so-ever. I mean seriously, I blew up Megaton and NOTHING!!
Although, its good being able to finally not be chased by the regulators, it is kind of annoying that I'm strolling round as constantly neutral

You still get karma changes, you just dont see them, karma messages are disabled. Also it takes much longer to change alignment then before.

...just read the readme
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MR.BIGG
 
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Post » Mon Nov 22, 2010 8:29 am

I'm still wondering if the glitch with Dogmeat to be fixed? He returns to Vault 101 everytime I tell him to just "wait".
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Jonathan Windmon
 
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Post » Mon Nov 22, 2010 8:18 am

I'm still wondering if the glitch with Dogmeat to be fixed? He returns to Vault 101 everytime I tell him to just "wait".

Yes, is fixed in 5.02
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ezra
 
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Post » Mon Nov 22, 2010 4:29 am

has anyone tried FWE with RTS?

just wondering.
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STEVI INQUE
 
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Post » Sun Nov 21, 2010 8:28 pm

You still get karma changes, you just dont see them, karma messages are disabled. Also it takes much longer to change alignment then before.

...just read the readme

I read about that, although it seemed I got no positive karma at all for diffusing the bomb but for something else I got considerable bad karma. Killing someone, I think. I haven't yet blown the place up to see how much bad karma I get, if any. I'm quite happy being Evil at the moment so no good karma is good this time around :hehe:

One thing I'm wondering, and have noticed since using FWE. http://img694.imageshack.us/img694/1724/15839372.jpg Is there a way to shorten the distance I should be able to select things? While I was in Megaton I stood near the bomb and was able to have the [Talk] thingie come up for Moriarty who was standing way over outside his bar. I've only just noticed it and wonder if it was always there? I don't remember :blink:
The proper question should probably be, did FWE change that or could it be another mod doing it? Not that I can think of what it could be.
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Alex [AK]
 
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Post » Mon Nov 22, 2010 8:44 am

So I've been slowly BAINing my Fallout 3 install with http://www.gamesas.com/bgsforums/index.php?showtopic=1079607 and it is going pretty smoothly. Soon I will have a completely automated install with many many options that I can flip in and out of the install with ease. In fact as I go through and research each package I'm finding updates for all sorts of things and other options for creating combined installs of replacers that I may at some point post about.

For those up to date on Wrye Bash newer components are now allowing for the tagging of mods (for specific records to be merged into the bashed patch even though conflicting records that could also be merged may overwrite them) for new combinations that were not possible previously - such as evidenced http://www.gamesas.com/bgsforums/index.php?showtopic=1070233&view=findpost&p=15745282. And read on a few more posts for how to combine mods that previously we had to wait for patches to load them together and have them functional. I'm certain that more and more components of Bash will be ported and made available to Gary Bash.

It is such with Wrye Bash that many many mods have become outdated as the settings that they adjusted are now options you can choose in bash patch creation. There is no reason to suppose that this is not possible with Bash in F3.

So I was thinking of experimenting with FWE and FOOK (for the sake of experimenting) and then it struck me about FWE.

This is the first Bethesda game (of this engine type) overhaul that is Script Extender enabled (as in FOSE). Even the venerable overhauls of Oblivion (The whole FCOM lot of them ... OOO, FRANS, MMM, Warcry, and TIE) do not use script extender. That is amazing and quite an accomplishment!

I started to think that this is perhaps a reason why Bash utilities may not matter as much with this overhaul, but I wanted to ask a question to make sure. So here goes ... I'll do my best to ask though Admittedly I'm a bit fuzzy on what I'm asking so please bear with me.

When accessing the new menus and making our options - at what point in the load order are these options effecting the game? What I mean is that I see the load order as a giant logical argument with Fallout.esm at the top and each mod as an addition to that initial argument and then the save game is the final mod (argument).

For example if I had FWE loaded and another mod (even a patch) that loads after it that increases weapon damage stats. I'm trying to understand how these menu options affect or are affected by this.

So if I choose damage ratio of 1.25 or 2.0 and I then have in my load order a mod that loads later than FWE and would adjust those ratios further would then the final result be:
1. The later loading mod is ignored because FWE menu choices take affect after all the mods and save game are loaded (being accomplished with scripts and that these changes then go away if FWE is unloaded).
2. The later loading mod is ignored because FWE menu choices are stored in the save game. (even if FWE is unloaded the changes remain)
3. The changes are then skewed because the later loading mod either increased or decreased the damage and then the FWE changes took place after that.
4. The changes are then skewed because FWE already adjusted the stats of the damage and then the later loading mod further adjusts them.
5. The changes brought about by the menu are ignored because the later loading mod overwrites the changes due to being loaded last and therefore argument winner.
6. Random chaos that opens a black hole killing the computer and user.

Complicated question and hopefully not annoying. So much good has been done by bash with oblivion and it is still progressing and growing such that these questions and the desire to combine overhauls will loom. With Oblivion those that work on combining overhauls are also those that help maintain the individual overhauls (not necessarily created them), so I'm hoping that an open mind about this is present.

thanks very much for what you have created.
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kat no x
 
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Post » Mon Nov 22, 2010 7:25 am

One thing I'm wondering, and have noticed since using FWE. http://img694.imageshack.us/img694/1724/15839372.jpg Is there a way to shorten the distance I should be able to select things? While I was in Megaton I stood near the bomb and was able to have the [Talk] thingie come up for Moriarty who was standing way over outside his bar. I've only just noticed it and wonder if it was always there? I don't remember :blink:
The proper question should probably be, did FWE change that or could it be another mod doing it? Not that I can think of what it could be.

No, I know exactly gamesetting affects that, but FWE doesn't touch it at all. There are some mods out there that do, like melee lockon for example.

For example if I had FWE loaded and another mod (even a patch) that loads after it that increases weapon damage stats. I'm trying to understand how these menu options affect or are affected by this.

So if I choose damage ratio of 1.25 or 2.0 and I then have in my load order a mod that loads later than FWE and would adjust those ratios further would then the final result be:

[...]

Complicated question and hopefully not annoying. So much good has been done by bash with oblivion and it is still progressing and growing such that these questions and the desire to combine overhauls will loom. With Oblivion those that work on combining overhauls are also those that help maintain the individual overhauls (not necessarily created them), so I'm hoping that an open mind about this is present.


1. The later loading mod is ignored because FWE menu choices take affect after all the mods and save game are loaded (being accomplished with scripts and that these changes then go away if FWE is unloaded).

Option number 1. FWE adjusts it's gamesetting via scripts and thus it doesn't matter if another mods adjusts the gamesettings after FWE, it will be overwritten as soon as the save is loaded with FWE.
But as soon as you deactivate FWE, the gamesettings of the last loaded mod will win again.
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suniti
 
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Post » Mon Nov 22, 2010 12:17 am

Ok thanks for the clear answer - kind of what I suspected.
That definitely undermines the need for a bashed patch and how it is used in Oblivion with regard to weapon stats.
And maybe also the utility of bash with regard to just using FWE.

So then if I may ask another question ... Concerning the 'other' overhaul FOOK2 ... or really any mod that adds weapons like 20th century weapons. Are the menu choices of FWE going to then effect these weapons?

Or said differently - does the weapon stat changes only change because the overall damage formula is adjusted and not the individual weapon stat entries of each weapon?

If so then the new added weapons would also get the boost - correct?

If that is the case then really the main issue would be about leveled lists and things like weapon modifications - is that correct? I understand that WMK is a real pain to make patches for but it is very much within the domain of Bash to merge leveled lists (even though there can be difficulties with those too).

So probably craft and Calibr would be an issue too.

... hmm I should go sign up over at Fookunity to ask them these questions too. I don't even know if it uses FOSE.
thanks again.
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Penny Courture
 
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Post » Mon Nov 22, 2010 3:33 am

Ok thanks for the clear answer - kind of what I suspected.
That definitely undermines the need for a bashed patch and how it is used in Oblivion with regard to weapon stats.
And maybe also the utility of bash with regard to just using FWE.

So then if I may ask another question ... Concerning the 'other' overhaul FOOK2 ... or really any mod that adds weapons like 20th century weapons. Are the menu choices of FWE going to then effect these weapons?

Or said differently - does the weapon stat changes only change because the overall damage formula is adjusted and not the individual weapon stat entries of each weapon?

If so then the new added weapons would also get the boost - correct?

If that is the case then really the main issue would be about leveled lists and things like weapon modifications - is that correct? I understand that WMK is a real pain to make patches for but it is very much within the domain of Bash to merge leveled lists (even though there can be difficulties with those too).

So probably craft and Calibr would be an issue too.

... hmm I should go sign up over at Fookunity to ask them these questions too. I don't even know if it uses FOSE.
thanks again.

No, weapon stats (or item stats in general)are nothing we adjust through scripts, this only counts for gamesettings. If another mod overwrites a weapon, it's values are used. Also weapons from other mods don't get any damage boost or anything, they'll still have their regular old stats and probably feel weaker compared to FWE weapons. The only thing that would apply to them is the global damage modifier, but most weapons in FWE also have an increased base damage.

Merging Leveled Lists is the least problem, since FO3Edit does that too. The trouble with WMK patches is adjusting all the hundreds of weapon entries manually, that's nothing Bash could do either.
And I don't understand what you mean with "Craft and Calibr could be an issue"?
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Danielle Brown
 
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Post » Mon Nov 22, 2010 8:21 am

Sorry for being vague - a little over my head what I'm asking. Craft and Calibr - I'm not sure how a mod like FOOK2 or even 20th century uses them so - yeah that was a stab in the dark. I guess I thought that craft was working with lists.

So the menu options do not adjust the damage formula? Then what does it adjust? Sorry if this is annoying or noobish questions ... since it is script powered it is hard to look that kind of thing up in FO3edit.

Also then is it that the weapons that were affected by FWE from previous versions (up to 4.11) as in increased damage stats that 5.01+ still has those changes? If so then when I choose menu option for 2.0 damage does that mean 2.0 from vanilla or 2.0 from the baseline of FWE?

As for the utility of bash - it is already tried and tested and very much used in Morrowind and Oblivion. There is much that can be done if the willingness is there. Much of how it is used in Oblivion depends upon the mods are constructed (with bash in mind) ... so I can totally understand how it is that thinking of Bash in this late hour is perhaps annoying - you all have worked around it. And your not the first. I know of a modder for Oblivion ... Duke Patrick/SpookyFX who also uses scripts to adjust weapon stats in his latest http://www.gamesas.com/bgsforums/index.php?showtopic=1074534 but his does affect even mod added weapons and does not have (any more) weapon stats pre-adjusted that then get further adjusted by scripts.

But there are other uses of Bashed patch which still have much validity even with FWE users. In Oblivion there is a mod called Item Interchange that can pull out unique items from mods and add them to the containers of other mods that are also unique. It can handle race records (importing faces and such without affecting other race records). It can import combat AI, animations, and other scripting and http://www.gamesas.com/bgsforums/index.php?showtopic=1079336 - with the main point I take it as it can extract the things from a mod that are desired and leave out what is not desired. That is very useful. Not to mention that by using bash I save mod slots (20 so far) and for a power mod user like myself that is very helpful!

As for merged patch versus bashed patch - I made a bashed patch in 2 minutes that, as far as I can tell is identical to Mez's merged patch (except for 2 records) for FWE. How long did it take to make the FWE merged patch? With pre-planning such things can become automated and if a person wanted to use only parts of the regular formula (such as FWE+MMM and not WMK) or maybe even in the future more mods (FWE+MMM+WMK+FOOK2) then by creating the patches for bashing ahead of time, as I understand it - that could all be automated for the user.

The mod in Oblivion most like FWE is Oscuro's Ovehual and because that mod (I think much like this one) set the standard many many mods came along afterward that were made compatible with it and this was greatly facilitated by Wrye Bash where OOO/FCOM and many other germane overhauls were designed or tweaked in such a way that additions to these overhauls could be done via Wrye bash. After that initial work was implemented by the overhaul caretakers of those Oblivion overhauls many mods were made to be compatible with them instead of it being constant questions about how to make those overhauls compatible to every wayward mod that added something.

But this may all by moot with this overhaul being FOSE powered.

In any case I'm just trying to increase my understanding and hope that I don't sound like a broken record.

Thanks again - I'll try and not ask anymore questions for a while.
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Emilie Joseph
 
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Post » Sun Nov 21, 2010 9:29 pm

So the menu options do not adjust the damage formula? Then what does it adjust? Sorry if this is annoying or noobish questions ... since it is script powered it is hard to look that kind of thing up in FO3edit.

It does- partially.
For example you have hunting rifle for FWE with damage 25 and modification of vanilla hunting rifle from another mod with damage 15. FWE set global damage modifier to x2
In this case FWE hunting rifle will have damage 25*2=50
usual hunting rifle from another mod- 15*2=30

Also then is it that the weapons that were affected by FWE from previous versions (up to 4.11) as in increased damage stats that 5.01+ still has those changes? If so then when I choose menu option for 2.0 damage does that mean 2.0 from vanilla or 2.0 from the baseline of FWE?

2.0 from baseline of FWE and another user-created mods. Not vanilla. But FWE itself have vanilla baseline in it's settings, so this is not issue

But this may all by moot with this overhaul being FOSE powered.

I don't think so. FOSE- this is usual engine with extended possibilities. But if you have hope about bash utility as of universal solution in all questions- this is probably incorrect.
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Ally Chimienti
 
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Post » Sun Nov 21, 2010 7:26 pm

Sorry for being vague - a little over my head what I'm asking. Craft and Calibr - I'm not sure how a mod like FOOK2 or even 20th century uses them so - yeah that was a stab in the dark. I guess I thought that craft was working with lists.

CRAFT and CALIBR are modder ressources. Other mods just depend on them as masters, they aren't modified by other mods..

Also then is it that the weapons that were affected by FWE from previous versions (up to 4.11) as in increased damage stats that 5.01+ still has those changes? If so then when I choose menu option for 2.0 damage does that mean 2.0 from vanilla or 2.0 from the baseline of FWE?

If you select x2 it doubles the damage of whatever base damage the weapon has in the GECK/FO3Edit

As for the utility of bash - it is already tried and tested and very much used in Morrowind and Oblivion. There is much that can be done if the willingness is there. Much of how it is used in Oblivion depends upon the mods are constructed (with bash in mind) ... so I can totally understand how it is that thinking of Bash in this late hour is perhaps annoying - you all have worked around it. And your not the first. I know of a modder for Oblivion ... Duke Patrick/SpookyFX who also uses scripts to adjust weapon stats in his latest http://www.gamesas.com/bgsforums/index.php?showtopic=1074534 but his does affect even mod added weapons and does not have (any more) weapon stats pre-adjusted that then get further adjusted by scripts.

FOSE lacks several functions from OBSE to allow full control over weapon stats via scripts.

As for merged patch versus bashed patch - I made a bashed patch in 2 minutes that, as far as I can tell is identical to Mez's merged patch (except for 2 records) for FWE. How long did it take to make the FWE merged patch? With pre-planning such things can become automated and if a person wanted to use only parts of the regular formula (such as FWE+MMM and not WMK) or maybe even in the future more mods (FWE+MMM+WMK+FOOK2) then by creating the patches for bashing ahead of time, as I understand it - that could all be automated for the user.

Creating the merged patch took about 20 seconds. Load up mods in FO3Edit, hit Create Merged patch, done.

The mod in Oblivion most like FWE is Oscuro's Ovehual and because that mod (I think much like this one) set the standard many many mods came along afterward that were made compatible with it and this was greatly facilitated by Wrye Bash where OOO/FCOM and many other germane overhauls were designed or tweaked in such a way that additions to these overhauls could be done via Wrye bash. After that initial work was implemented by the overhaul caretakers of those Oblivion overhauls many mods were made to be compatible with them instead of it being constant questions about how to make those overhauls compatible to every wayward mod that added something.

But this may all by moot with this overhaul being FOSE powered.

In any case I'm just trying to increase my understanding and hope that I don't sound like a broken record.

Thanks again - I'll try and not ask anymore questions for a while.

Well the only FOIP patch that could be made obsolete by a Bash patch are the Project Beauty patches. All other FOIP patches would still be required(similar to how the FCOM files are required for running OOO, Fran's, MMM, etc together).
I still think GaryBash has appeared a bit too late in the FO3 lifecycle to make any big impact. Since New Vegas is around the corner, the Fallout modding community will change quite a bit within a few months, with many modders shifting their focus to the new game. That's where GaryBash has the chance to make an impact, since it could be introduced very early in New Vegas' lifecycle.
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Anthony Santillan
 
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Post » Mon Nov 22, 2010 1:42 am

I still think GaryBash has appeared a bit too late in the FO3 lifecycle to make any big impact. Since New Vegas is around the corner, the Fallout modding community will change quite a bit within a few months, with many modders shifting their focus to the new game. That's where GaryBash has the chance to make an impact, since it could be introduced very early in New Vegas' lifecycle.

But it may also be useful for the game, even now. I think it would be easy to introduce the possibility of converting some values for the selected fields in accordance with certain formula. In this case, it will be a savior for those who use a lot of mods with different base lines.
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Mélida Brunet
 
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Post » Mon Nov 22, 2010 7:24 am

Yeah with just FWE in mind bash is not that big a thing - but with combining mods it is still as essential as ever.

While I agree with the late appearance being kind of tragic - keep in mind that the morrowind forum is still active 7 years later. Wrye Mash still essential.
The Oblivion forums are not as active as say 2 years ago, but what is happening generally tends to be actualized (less vapor).
There could be people playing what you created 5-10 years from now.

With Bash able to and developing more ability to import scripts and perhaps even give script priority this is a new vista for the bash tool and script extender.

I know I'm being optimistic, but you never know the future. OOO is not tended anymore by Oscuro. Marts Monster Mod is not tended by Martigen ... your creation may indeed mutate more as time goes on even if you feel done and want to pass it on to other's care. Plus what about others who want to combine and work with Bash and are willing to do the work?

Just a point to think upon.
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john palmer
 
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Post » Sun Nov 21, 2010 7:22 pm

But it may also be useful for the game, even now. I think it would be easy to introduce the possibility of converting some values for the selected fields in accordance with certain formula. In this case, it will be a savior for those who use a lot of mods with different base lines.

yes if there are base change formula's from vanilla used it would be easy to create a patcher that does for example (not using FO3 personally so this may sound bit Oblivionesque possibly):
if range < 10:
if damage < 20 ; all close range have high damage for example.
damage = damage * 1.65
etc.
I'm personally of the opinion better late than never and that it will gain a fair bit of acceptance.
Pacific Morrowind
(and he heads a back to Oblivion, and also doing some porting of new fun things from Wrye Bash to both Wrye Mash and Gary Bash )
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Kathryn Medows
 
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Post » Mon Nov 22, 2010 6:43 am

:swear:
Miaximus cool to hear, if you have this done by the end of the week we could also include the weapon already in the next FWE WMK FOIP update(since it's going to be updated in about a week anyways).

Kai Hohiro,

I'll do my best to get it done by the end of this weekend. I had hoped for Friday, but I'm running into two issues (one regarding un-desired Shadows around the edge of the 100-round drum - I spent much of the night trying to resolve), and have reached out to Artisten for help. The other issue (and I didn't discover this until this morning when preparing the screenshots to show you) is that the default animations for the 2handautomatic rifles show the front-hand gripping the barrel and not the front-handle. :swear: I can solve this in a couple of ways, one is to convert to the WWII version of the Tommy where the Forearm is a solid block of wood (I like that version of the tommy more anyway honestly), and two I can try to adjust the animation to hold the gun-handle right (lol - good luck Miax), but I'll solve it one way or the other. Anyway I wanted to post a few screenshots of the "dirty" version of the completed gun:

http://71.114.110.202/TommyHeld.jpg
http://71.114.110.202/TommyFiring.jpg
http://71.114.110.202/TommyGeck.jpg

Please bash it to death, now is the time to make changes when I start back work on it tonight. :) If it completely svcks, I'll just toss it out and work on the Maxus - I fully understand it has to be up to the FWE standard, and I really don't know if this would be or not...

Cheers,

Miax
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Lindsay Dunn
 
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Post » Mon Nov 22, 2010 7:39 am

Creating the merged patch took about 20 seconds. Load up mods in FO3Edit, hit Create Merged patch, done.


I thought Mez did some tweaks to it as well. Does this mean I could do this myself without any worries? I've used Mez's Patch because I thought I would have issues if I created my own.
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barbara belmonte
 
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Post » Mon Nov 22, 2010 5:56 am

I thought Mez did some tweaks to it as well. Does this mean I could do this myself without any worries? I've used Mez's Patch because I thought I would have issues if I created my own.

Just small stuff. The Leveled Creature lists were removed from the merged patch, I think that was about it.
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Phoenix Draven
 
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