[WIPz] UWWUT - Unique Weapons With Unique Textures

Post » Mon Dec 07, 2009 12:08 am

What don't you like about the uniques? T3T_WT is integrated in FWE, which is why I ask.
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Eileen Collinson
 
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Post » Sun Dec 06, 2009 6:57 pm

What don't you like about the uniques? T3T_WT is integrated in FWE, which is why I ask.


Oh don't get me wrong, it's not that I don't like them. I just prefer these... I guess it just feels like they fit in with the rest of the weapons more.

I sorta made a patch between FWE and this except I accidentally saved it into the main UWWUT.esp instead of making a new esp because I'm dumb. Not sure if it's 100% but enough to suit my purposes. Eventually I'll have to make it into a new esp but... at the moment I don't want to see the GECK anymore.
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Isaiah Burdeau
 
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Post » Mon Dec 07, 2009 6:56 am

Oh don't get me wrong, it's not that I don't like them. I just prefer these... I guess it just feels like they fit in with the rest of the weapons more.

I sorta made a patch between FWE and this except I accidentally saved it into the main UWWUT.esp instead of making a new esp because I'm dumb. Not sure if it's 100% but enough to suit my purposes. Eventually I'll have to make it into a new esp but... at the moment I don't want to see the GECK anymore.


Actually someone is trying to make a patch that integrates the T3T stats for UWWUT while keeping my textures. It's still a WIPz though.
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Katie Samuel
 
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Post » Mon Dec 07, 2009 2:11 am

It's ok anyway, I know right now people are going to have to pick between UWWUT and T3T_WT, but I respect a user's right to use whatever mods he or she wants. I think UWWUT is a great mod and I enjoy the hard work Drag obviously puts in these textures. So no hard feelings.

To keep this thread a bit more on topic;

Hahaha, Poop.

But seriously folks, this Fertilizer Shovel is actually pretty awesome as far as The Vault is Concerned.

-although it does a low amount of damage per hit, this could easily be the most powerful melee weapon in the game because with a time of ten seconds it does either 40 or 80 damage per hit, plus 20 or 40 for the initial hit, adding up to a total of 60 or 120 per hit. Considering that and it has the reach of a Sledgehammer, but the attack speed of a switchblade, this could easily out do the Shishkebab with Pyromaniac terms of damage, seeing as poison damage stacks, as opposed to fire damage.

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Strawberry
 
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Post » Mon Dec 07, 2009 5:14 am

Actually someone is trying to make a patch that integrates the T3T stats for UWWUT while keeping my textures. It's still a WIPz though.


Can't wait for that to come out. Hopefully soon!
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Elizabeth Falvey
 
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Post » Sun Dec 06, 2009 10:53 pm

Well, I'll let the cat out of the bag; I'm working on it. And it was an easier job than I thought. FO3Edit is pretty awesome once you get the hang of it.
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Vicky Keeler
 
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Post » Mon Dec 07, 2009 7:35 am

Well, I'll let the cat out of the bag; I'm working on it. And it was an easier job than I thought. FO3Edit is pretty awesome once you get the hang of it.


Not to... bug you but.. um.. any news of when it would be finished? :)
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Kitana Lucas
 
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Post » Sun Dec 06, 2009 9:31 pm

Not to... bug you but.. um.. any news of when it would be finished? :)


That's completely up to T3T. I'm trying to figure out how I can make the patch work with my WMK addons too! Aaaaah! The work just keeps piling up!
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lexy
 
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Post » Mon Dec 07, 2009 9:49 am

That's completely up to T3T. I'm trying to figure out how I can make the patch work with my WMK addons too! Aaaaah! The work just keeps piling up!


I took a look at what would be required to convert the stats in the WMK addon to T3T/FWE values...

I don't envy you.
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Eddie Howe
 
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Post » Sun Dec 06, 2009 5:56 pm

The Mod doesn't seem to be working with WMK, is it because of me using the hi-res texture packs?


Well actually that can't be it because your unique texture shows up fine without any kits attached, even with the hi-res weapon tex mod.


Basically Xuanlong has it's evil black texture, i put on a WMK, and it goes back to it's normal(hi-res) texture.
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lauraa
 
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Post » Mon Dec 07, 2009 7:43 am

The Mod doesn't seem to be working with WMK, is it because of me using the hi-res texture packs?


Well actually that can't be it because your unique texture shows up fine without any kits attached, even with the hi-res weapon tex mod.


Basically Xuanlong has it's evil black texture, i put on a WMK, and it goes back to it's normal(hi-res) texture.


Can I see your load order please? It's probably due to that.
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Chantelle Walker
 
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Post » Mon Dec 07, 2009 12:40 am

It should be ready in a few days, maybe less.
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Kill Bill
 
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Post » Sun Dec 06, 2009 9:11 pm

It should be ready in a few days, maybe less.


Man I can't wait... :)
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Jason Wolf
 
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Post » Sun Dec 06, 2009 8:50 pm

I'd also like to bring up that if anyone knows of any guns or weapons that are unusually shiny/glossy to be please let me know so I can fix them.
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oliver klosoff
 
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Post » Mon Dec 07, 2009 7:22 am

Can I see your load order please? It's probably due to that.



Fallout3.esm
Pointlookout.esm
Brokensteel.esm
Anchorage.esm
ThePitt.esm
FakePatch_v1.5.0.22c.ESM
Unofficial Fallout 3 Patch.esp
UF3P -The Pitt.esp
UF3P -Anchorage.esp
MMM.esm
Shishkebabwithoutglove.esp
UWWUT.esp
UWWUT - The Pitt Addon.esp
UWWUT - Broken Steel Addon.esp
UWWUT - WMK Addon.esp
UWWUT - UF3P Addon.esp
Pitt Ammo Press Fix.esp
Point Lookout Water.esp
RemapWaterType.esp
Slower Degradation(-80%).esp
BsteelRepair.esp
PittRepair.esp
AnchoRepair.esp
CrossRepairArmor.esp
CrossRepairWeapons.esp
BetterCustomWeaponRepair.esp
gender perks unlocked.esp
VendorCapsIncreased5x.esp
MrSlackPants-DecentPipBoyLight.esp
More Hotkeys.esp
Fellout-full.esp
fellout-pointlookout.esp
Fellout-BrokenSteel.esp
WeaponModKits.esp
Auto Aim fix 1.1.esp
WaterBetterScriptFix - BS.esp
NoTracers.esp
VATS Normal Weapon Degradation.esp
MMM.esp
MMM-Tougher Traders.esp
MMM- No wanamingos.esp
MMM - Anchorage
MMM - The Pitt
MMM - BS
MMM - PL
DarNifiedUIF3.esp
DUIF3extras.esp
VATS - MCE.esp
VatsLongerDistance.esp
BoS_FOOKedition_Armor.esp
Gasmask.esp
OutFits.esp
OutcastDX.esp
Tribal_DX.esp
GaussCompleteBeta.esp
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OTTO
 
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Post » Sun Dec 06, 2009 6:58 pm

Not sure about your other mods, but I'm pretty sure WMK.esp should be put earlier than UWWUT.esp
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Jessie Butterfield
 
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Post » Mon Dec 07, 2009 12:45 am

Not sure about your other mods, but I'm pretty sure WMK.esp should be put earlier than UWWUT.esp


Yeah, also, I posted in a thread of yours with a correct load order already lol.

UWWUT.esp
UWWUT - The Pitt Addon.esp
UWWUT - Broken Steel Addon.esp
UWWUT - UF3P Addon.esp
UWWUT - WMK Addon.esp
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Justin Hankins
 
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Post » Mon Dec 07, 2009 7:33 am

Yeah, also, I posted in a thread of yours with a correct load order already lol.

UWWUT.esp
UWWUT - The Pitt Addon.esp
UWWUT - Broken Steel Addon.esp
UWWUT - UF3P Addon.esp
UWWUT - WMK Addon.esp

Strange, did he check the load order you gave or not. Seems to me the load order is still kinda mess up

@TheBob
A question for you, did you type your load order one by one. There is an easier way to get your load order :)
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sharon
 
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Post » Mon Dec 07, 2009 6:29 am

The biggest problem with your load order is the fact that WMK has to be loaded before UWWUT. In fact, there is plenty wrong with this order. It should be something like:

Fallout3.esm
FakePatch_v1.5.0.22c.ESM
Anchorage.esm
ThePitt.esm
Brokensteel.esm
Pointlookout.esm

MMM.esm
Unofficial Fallout 3 Patch.esp
UF3P -The Pitt.esp
UF3P -Anchorage.esp

WeaponModKits.esp
MMM.esp
MMM-Tougher Traders.esp
MMM- No wanamingos.esp
MMM - Anchorage
MMM - The Pitt
MMM - BS
MMM - PL

Shishkebabwithoutglove.esp
Pitt Ammo Press Fix.esp
Point Lookout Water.esp
RemapWaterType.esp
Slower Degradation(-80%).esp
BsteelRepair.esp
PittRepair.esp
AnchoRepair.esp
CrossRepairArmor.esp
CrossRepairWeapons.esp
BetterCustomWeaponRepair.esp
gender perks unlocked.esp
VendorCapsIncreased5x.esp
MrSlackPants-DecentPipBoyLight.esp
More Hotkeys.esp
Fellout-full.esp
fellout-pointlookout.esp
Fellout-BrokenSteel.esp
Auto Aim fix 1.1.esp
WaterBetterScriptFix - BS.esp
NoTracers.esp
VATS Normal Weapon Degradation.esp
DarNifiedUIF3.esp
DUIF3extras.esp
VATS - MCE.esp
VatsLongerDistance.esp
BoS_FOOKedition_Armor.esp
Gasmask.esp
OutFits.esp
OutcastDX.esp
Tribal_DX.esp
GaussCompleteBeta.esp
UWWUT.esp
UWWUT - The Pitt Addon.esp
UWWUT - Broken Steel Addon.esp
UWWUT - WMK Addon.esp
UWWUT - UF3P Addon.esp

There. UWWUT is loaded last because of all of the compatibility things--Weapon Mod Kits needs to be loaded before it in order to ovverride it and then the patch with be applied for the unique textures. It also works best loaded last. I also noticed you put the UF3P before MMM.esm, which is a no-no--esm's always go before esps, so they should be moved below the esms but still the first esps after. Then, MMM should be loaded, and I also recommend looking up FOIP for any other compatibility issues. Lastly, Weapons Mod Kits should be loaded above Marts Mutant Mod to ovveride any mod underneath it and then allow patches to it, like UWWUT.

Moving the DLC around was more of an anol thing for me, but for some reason my computer runs smoother when they are arranged in order of release.

I also recommend getting FO3 edit in order to create a merged patch and smooth more things out.

I'll re edit this post about Fake Patch, but doesn't it have to be loaded directly under Fallout3.esm? I'm actually not sure. Its probably in the right area though.

EDIT: Looks like my suspicions were correct. According to the Fake Patch BGS forum thread,

Extract contents of Fake Patch to Fallout\Data and activate via *FOMM making sure that it loads directly after Fallout3.ESM and before DLC's.

So it should be directly after. I'll put that in the load order, too.
Hope this helped.
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Kirsty Wood
 
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Post » Sun Dec 06, 2009 9:05 pm

Oh, thanks guys, I'm an idiot when it comes to load order and stuff, much happi now :).


Now let me see if it VORKS!


P.S, yuss I'm (painstakingly) typing the load order out manually.


EDit: http://i476.photobucket.com/albums/rr129/moogood/1236195742253.png
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Anna S
 
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Post » Mon Dec 07, 2009 3:47 am

Oh, thanks guys, I'm an idiot when it comes to load order and stuff, much happi now :).


Now let me see if it VORKS!


P.S, yuss I'm (painstakingly) typing the load order out manually.


EDit: http://i476.photobucket.com/albums/rr129/moogood/1236195742253.png


Do you use FOMM? If you right click on the load order you can choose copy load order to clipboard and do it that way.
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kennedy
 
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Post » Mon Dec 07, 2009 9:25 am

Do you use FOMM? If you right click on the load order you can choose copy load order to clipboard and do it that way.


Yeah, now I can easily do it, ty.
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Alkira rose Nankivell
 
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Post » Mon Dec 07, 2009 5:06 am

Yeah, now I can easily do it, ty.


NP :P
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Amy Siebenhaar
 
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Post » Mon Dec 07, 2009 7:01 am

Alright, so I completed the Main, TP, and BS .esp files that give T3T-Like Tweaks to UWWUT Weapons. It is not dependent on any files besides the addons being dependent on their respective .esm files.

As soon as I see DT on MSNM, I'll give him the files to upload where he sees fit.

I currently have no plans to do the WMK addon.
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Austin Suggs
 
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Post » Mon Dec 07, 2009 6:18 am

Hello everyones,
I've downloaded this mod for the retex of the unique weapons but...
When I'm trying to launch the WMK.esp my game simply crash by refusing to launch.

Here is my Mod's load order:

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
UWWUT.esp
UWWUT - The Pitt Addon.esp
UWWUT - Broken Steel Addon.esp
UWWUT - UF3P Addon.esp
UWWUT - WMK Addon.esp
Mannequin.esp
eyes_hairpack_en.esp
3EFdrgplate.esp

Total active plugins: 13
Total plugins: 13

So if anyone can help me to find wath is wrong... thank you ^^
(Is the Point Lookout mod already disponible? :))
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R.I.P
 
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