FWE/WMK Problem

Post » Mon Jul 12, 2010 2:11 pm

So heres my problem:
I use WMk and FWE side by side (both are incredible!!!).
But when I want to modify a weapon with WMK that is brought in with FWE (such as the 14mm pistol for example) I go to the workingbench but then...it says that this weapon cant be modified....
FWE, WMK and FOIP are all up to date and heres my load order:
[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] DCInteriors_ComboEdition.esm
[X] CRAFT - Activation Perk.esp
[X] DarNifiedUIF3.esp
[X] FO3 Wanderers Edition - Main File.esp
[X] FO3 Wanderers Edition - DLC Anchorage.esp
[X] FO3 Wanderers Edition - Main File.esm
[X] FO3 Wanderers Edition - DLC The Pitt.esp
[X] FO3 Wanderers Edition - DLC Broken Steel.esp
[X] FO3 Wanderers Edition - DLC Point Lookout.esp
[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp
[X] WeaponModKits.esp
[X] WeaponModKits - FWE Master Release.esp
[X] WeaponModKits - OperationAnchorage.esp
[X] WeaponModKits - ThePitt.esp
[X] WeaponModKits - BrokenSteel.esp
[X] WeaponModKits - PointLookout.esp
[X] WeaponModKits - Zeta.esp
[X] UndergroundHideout.esp
[X] MiniHideout.esp
[X] Simple Hideout.esp
[X] SShop.esp
[X] MontisPredatorKnife.esp
[X] Dragonskin Tactical Outfit.esp
[X] DragonskinBonusPack.esp
[X] dD-Larger Blood.esp
[X] Fellout-Full.esp
[X] Fellout-BrokenSteel.esp
[X] Fellout-PointLookout.esp
[X] Fellout-Zeta.esp
[ ] WeaponModKits - FWE Optional Worn Weapons.esp


PLEASE HELP ME GUYS!
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Mrs shelly Sugarplum
 
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Joined: Thu Jun 15, 2006 2:16 am

Post » Mon Jul 12, 2010 3:08 am

some weapons may not be modable, it may not be able to take the mod you want to put on it.

The leaver action and hunting rifles can not take auto fire for example, the Leaver rifle can't have a silencer.

are I am not sure what if anything can be done to the 14mm.
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D LOpez
 
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Post » Mon Jul 12, 2010 8:35 am

There are attachments for the 14mm pistol (and the 223 aswell). Laser pointer for instance. I got LS and EC attached (when having FWE 4.3 or so...) but now I cant even detach the stuff from the weapon. Once I could do everything just fine...but now I cant even open the modification menu....
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Peetay
 
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Post » Mon Jul 12, 2010 2:56 am

I'm pretty sure you need Mez's Merged Patch to enable WMK in FWE. It's an optional file when you download FWE from FalloutNexus. Please correct me if I'm wrong ;)
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Jack Walker
 
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Post » Mon Jul 12, 2010 12:15 am

Its a merged patch and as far as I know not needed when you have the DLC packages (as I do^^).
Moreover Mezs Merged patch is for MMM, FWE and WMK and this does not work as far as I know...:)
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Antony Holdsworth
 
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Post » Mon Jul 12, 2010 6:16 am

Seems you are right. You need MMM in that load order to make it perfect? FWE and WMK without MMM? That's like a cake without the icing, or the other way around ;)
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Soku Nyorah
 
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Post » Mon Jul 12, 2010 1:42 am

are I am not sure what if anything can be done to the 14mm.


Just checked in my game and the 14 mm can be modified with Extended Magazine and Laser Sight. Well, those are the only kits I have currently so not sure about others. Anyway, so FWE weapons work with WMK. Here's my load order if it helps - also the latest releases of the major ones at least:


Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmHairday.esmCRAFT.esmCALIBR.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmStreetLights.esmDCInteriors_ComboEdition.esmDarNifiedUIF3.espStreetLights - Wasteland.espCASM.espGalaxyNewsRadio100[M].espBusworldV1.05d.espTrophies - Megaton.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espZumbs'_Overhauled_Real_Time_Security.espTailor Maid.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espkikaiEquipment.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - FWE Master Release.espdD-No Screen Blood.espMark and recall.espMez's Merged Patch 5-0 - DLC-FWE-WMK-MMM.esp


EDIT: BTW, how can your FO3 Wanderers Edition - Main File.esm be so low - and loading after the esp? I thought it was impossible to load esm's after esp's - but it might be that master update thingy I haven't checked out yet. Seems weird, though.
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Darren Chandler
 
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Post » Mon Jul 12, 2010 8:57 am

But as I said, you only need a merged patch when you do not have the dlcs. So I don't need (nor want ;) ) MMM to be honest :D
is there anyone out with the same problem?!? And where is the FWE/FOIP Team? :(
heres my exact problem once again: I cannot enter the weapon customization/modification window at the workbench, when having .223/14mm pistol or any other FWE weapon equipped. I can mod the usual weapons (hunting rifle, assault rifle....) but not the custom ones. FWE, WMK and FOIP are up to date. I had this problem before but it was solved (load order stuff). So I was able to mod these weaps before. But not now. I just get the message that this weapon cannot ve modified at all( Even when a WMK is attached!).
Please help me!!!
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Mackenzie
 
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Post » Mon Jul 12, 2010 8:45 am

Please help me!!!


Well, I tried. :rolleyes:
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Donatus Uwasomba
 
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Post » Mon Jul 12, 2010 6:49 am

I didnt mean to be unpolite or sth. ;)
I?m just frusttrated like hell :D
The load order thing: Yea that was wrong, indeed, but it didnt help :(
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Aaron Clark
 
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Post » Mon Jul 12, 2010 12:34 am

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] DCInteriors_ComboEdition.esm
[X] CRAFT - Activation Perk.esp
[X] FO3 Wanderers Edition - Main File.esm
[X] DarNifiedUIF3.esp
[X] UndergroundHideout.esp
[X] MiniHideout.esp
[X] Simple Hideout.esp
[X] SShop.esp
[X] MontisPredatorKnife.esp
[X] Dragonskin Tactical Outfit.esp
[X] DragonskinBonusPack.esp
[X] dD-Larger Blood.esp
[X] Fellout-Full.esp
[X] Fellout-BrokenSteel.esp
[X] Fellout-PointLookout.esp
[X] Fellout-Zeta.esp
[X] FO3 Wanderers Edition - Main File.esp
[X] FO3 Wanderers Edition - DLC Anchorage.esp
[X] FO3 Wanderers Edition - DLC The Pitt.esp
[X] FO3 Wanderers Edition - DLC Broken Steel.esp
[X] FO3 Wanderers Edition - DLC Point Lookout.esp
[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp
[X] WeaponModKits.esp
[X] WeaponModKits - FWE Master Release.esp
[X] WeaponModKits - FWE Optional Worn Weapons.esp
[X] WeaponModKits - OperationAnchorage.esp
[X] WeaponModKits - ThePitt.esp
[X] WeaponModKits - BrokenSteel.esp
[X] WeaponModKits - PointLookout.esp
[X] WeaponModKits - Zeta.esp
Insert Merged Patch here (use FO3Edit)


Fixed your load order.
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Joie Perez
 
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Post » Mon Jul 12, 2010 12:23 pm

With jaymo147's fixed load order, move the FO3 Wanderers Edition - Main File.esm up to under the [X] CALIBR.esm place.
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Sian Ennis
 
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Post » Mon Jul 12, 2010 6:19 am

Wow guys, you made my day!
Thank yo so much! It actually works...awesome!
Thanks man! Thanks!
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jenny goodwin
 
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Post » Mon Jul 12, 2010 4:46 am

Its a merged patch and as far as I know not needed when you have the DLC packages (as I do^^).

I know that your problem is solved, but just to point out here, that is completely wrong.
As soon as you have the DLC packages you NEED a merged patch. WITHOUT the DLC packages it is not required.
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Solina971
 
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Post » Mon Jul 12, 2010 5:07 am

Ah OK!!!
Sry for brining wron infos here!
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Siobhan Wallis-McRobert
 
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