using WMK with FWE and FOOK2

Post » Sun Oct 17, 2010 8:27 am

i was wondering, how would i go about installing the FOIP patches for WMK with both FOOK2 and FWE? since both of them modif the same esps.
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tiffany Royal
 
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Post » Sun Oct 17, 2010 4:12 am

You can not play FOOK2 and FWE at the same time. Both mods are overhaul mods, this means they both change lots and lots of things in the game...put them together, and you will enjoy a nice game of crash :ahhh:
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Kate Norris
 
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Post » Sun Oct 17, 2010 2:18 am

You can not play FOOK2 and FWE at the same time. Both mods are overhaul mods, this means they both change lots and lots of things in the game...put them together, and you will enjoy a nice game of crash :ahhh:



actually ive been playing them together very nicely. i just only noticed that the WMK FOIP patches are both chnaged by fook2 and fwe. so the qestion still remains
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(G-yen)
 
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Post » Sat Oct 16, 2010 9:59 pm

You can not play FOOK2 and FWE at the same time. Both mods are overhaul mods, this means they both change lots and lots of things in the game...put them together, and you will enjoy a nice game of crash :ahhh:

Actually, you can. I am. But, it requires quite a bit of tweaking in FO3Edit. And, since it isn't a simple process, I'm not going to get in to the details of how it's done. http://www.gamesas.com/index.php?/topic/1096880-fwe-and-fook-2-patch, but I'm not getting in to the mess of trying to help someone do it again.

As for the OP, the FOIPs for WMK is an either-or deal. You can either have mod kits for the FOOK2 weapons, or for the FWE weapons. Not both.
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El Goose
 
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Post » Sun Oct 17, 2010 11:36 am

Just a quick question which weapons are affected by WMK in FWE?
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Agnieszka Bak
 
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Post » Sun Oct 17, 2010 5:08 am

Just a quick question which weapons are affected by WMK in FWE?

Quick answer: Open up "WeaponModKits - FWE Master Release.esp" in FO3Edit and see. :shrug:

Honestly, I don't know. I use WMK for FOOK2.
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Olga Xx
 
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Post » Sat Oct 16, 2010 10:55 pm

So how is FOOK 2 plus FWE? What is missing?
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Jack Walker
 
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Post » Sun Oct 17, 2010 4:56 am

So how is FOOK 2 plus FWE? What is missing?

I've only noticed one feature that doesn't work in my game. That is the integration of Fellout in FOOK2. I have to keep the Fellout plug-ins active in my load order in order to see any changes in my game.

Other than that, everything appears to work as described in the readmes.
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Adam Porter
 
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Post » Sun Oct 17, 2010 10:06 am

Basically the weapns have no problems? like different values and the like
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Solène We
 
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Post » Sun Oct 17, 2010 9:46 am

thanks for the reply ssenkrad. that's what i figured pretty much anyway. I dont usually use most of the weapons since i always end up using weapons added by other mods, so i guess whatever it affects isnt too much of a big deal anyway.


as for your method of getting FOOK2 and FWE to work together, that seems a bit unnecessary. With the latest FOOK/FWE FOIP patch the game seems to be working smoothly.
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Emily Jeffs
 
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Post » Sun Oct 17, 2010 7:38 am

[snip] With the latest FOOK/FWE FOIP patch the game seems to be working smoothly.


Care to show us where you found this patch? It isn't on the FOIP page.

Once upon a time there was a patch to run FOOK and FWE together, but since then, both mods have made rather big updates and would take a huge amount of work to do this again. It really wouldn't be worth anyone's time to make one right now cause FWE will be coming out with even more features.

@ Ssenkrad - Most people don't even read the readme's. You can tell them this whole long thing of how to get FWE and FOOK to run smoothly together but all they are going to see is "You can" and not the "here is how".
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Shelby McDonald
 
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Post » Sat Oct 16, 2010 10:56 pm

I have to agree with you
the copy paste mentality
is so sad
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Emmanuel Morales
 
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Post » Sun Oct 17, 2010 4:02 am

oh it was FOIP for FOOK2 beta 1.1 and MMM... well it still stands that i can run both without any problems so the point remains.
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Monique Cameron
 
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Post » Sun Oct 17, 2010 1:34 am

[...] without any problems [...]

I VERY much doubt that.
Maybe no CTDs but probably half of the stats will be somewhere off, in the worst case making a radroach tougher than a supermutant ;)
Don't let me start on scripts...
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Sammygirl500
 
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Post » Sun Oct 17, 2010 11:49 am

It would be cool to have Fallout 3 equivalent of the FCOM mod collection of Oblivion, but i suppose that ain't happening. Still FWE-MMM-WMK-EVE-PB is pretty nice collection already :nod:
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Amysaurusrex
 
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Post » Sun Oct 17, 2010 1:27 pm

I VERY much doubt that.
Maybe no CTDs but probably half of the stats will be somewhere off, in the worst case making a radroach tougher than a supermutant ;)
Don't let me start on scripts...


actually nothing that i've noticed. Maybe if a script is supposed to be in play for an NPC then maybe, but like i said i haven't noticed it yet. Some names are revert back to vanilla for some ites/weapons, but that's minor.and it doesnt CTD any more than it used to with just FOOK installed.
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Tina Tupou
 
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