[REL] Weapon Mod Kits (Thread 02)

Post » Wed Sep 02, 2009 3:35 am

Wow! Can't wait, I have one character who only uses weapons if they're battery powered ;)
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Sammie LM
 
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Post » Tue Sep 01, 2009 8:37 pm

Halp! For reasons I can't quite figure out, I'm missing the 3rd person mesh/texture for the Lever Rifle. I get a big, red square with a white exclamation mark in it instead. Are the following paths & filenames correct?

\data\meshes\weapons\WMKweapons\2handrifle\leverrifle\
wmkleverriflelssc.nif
wmkleverriflelsscsi.nif
wmklincolnriflelssc.nif
wmklincolnriflelsscsi.nif
\data\textures\weapons\WMKweapons\2handrifle\leverrifle\
wmk1stpersonleverrifle.dds
wmk1stpersonleverrifle_n.dds
wmkleverrifle.dds
wmkleverrifle_n.dds

If they are, I'm thoroughly mystified. I've removed & reinstalled WMK, I've tried overwriting the mesh/tex files with those of the original mod (but they're exactly the same files as far as I can tell), and nothing helps. And of course, every other component of WMK I've come across works just fine (there's nothing wrong with the 1st person Lever either, by the way).

Here's a copy of my load order, just in case it matters. But... I've tried with and without everything but FWE and MMMF, and I take it I'm not the only one who run those two alongside your mod. Anyway, load order:

Fallout3.esm
Anchorage.esm
Mart's Mutant Mod.esm
RoadWardens.esm
Selected Containers Respawn.esm
Unofficial Fallout 3 Patch.esp
Mart's Mutant Mod.esp
Classic Fallout Weapons BETA.esp
DarNifiedUIF3.esp
CASM.esp
dD-Less Blood Time, Larger Blood.esp
ReneerInvisibleKarmaMod.esp
Overhead3PCamera.esp
Another Pip-Boy Light.esp
FleshBurningPlasma.esp
GalaxyNewsRadio100[M].esp
CivilDefenseBroadcastSystem.esp
UPP - Original Perks.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Beverage Perks.esp
UPP - Quest Perks.esp
UPP - Experience Perks.esp
FTE.esp
FWE_00_QUEST.esp
FWE_01_COMBAT.esp
FWE_02_COMBAT_II.esp
FWE_03_CHARACTER.esp
FWE_04_CHARACTER_II.esp
FWE_05_ITEMLOOT.esp
FWE_05_ITEMLOOT_II.esp
FWE_05_ITEMLOOT_III.esp
FWE_06_SPAWNS.esp
FWE_06_SPAWNS_II_MMM_full.esp
FWE_07_IMMERSION.esp
FWE_08_FEATURES.esp
FWE_09_OPT_SkillBasedHackingPicking.esp
FWE_09_OPT_ExplosiveExplosives.esp
FWE_09_OPT_lessviewdistance.esp
FWE_09_OPT_PrimaryNeeds_MMM_full.esp
WeaponModKits.esp
FWE_10_COMP_Weapon_Mod_Kits.esp
FWE_10_COMP_ClassicFalloutWeapons.esp
RoadWardens.esp
RoadWardensMMM.esp
Essential Dogmeat.esp
[CLO]BlackWolf Backpack.esp
Treasure Maps_A Fist Full of Caps.esp
Trophies - Megaton.esp
Megaton Tweaks 1.28.esp
DCInteriors_Georgtown.esp
Arefu_Expanded.esp
FolloweresEnterNewCell.esp
Wasteland Whisperer.esp
RobCo Certified.esp
Owned!.esp
EssentialFollowers+Caravans.esp

Total active plugins: 57
Total plugins: 59


I'm sure I'm doing something obviously retarded, but please help anyway if you can.
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Camden Unglesbee
 
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Post » Wed Sep 02, 2009 1:11 am

I thought of a "weapon mod" so to speak. A kit that converts the alien blaster and the fire lance to use batteries (or something). It would reduce the clip size (dramatically), but you would have a near constant supply of ammo for the guns.
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c.o.s.m.o
 
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Post » Tue Sep 01, 2009 5:53 pm

I thought of a "weapon mod" so to speak. A kit that converts the alien blaster and the fire lance to use batteries (or something). It would reduce the clip size (dramatically), but you would have a near constant supply of ammo for the guns.


It's alien technology. How would the user even have a remote clue on how to do such a modification? And how will it be explained that E-cells look like alien power cells due to the reload animation? The whole point of the alien blaster ammo being rarefied was to balance out its absurdly huge damage rating. It rivals the killing power of the Fat Man (might even surpass it), and only weighs 3 units.
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Lisa Robb
 
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Post » Tue Sep 01, 2009 4:55 pm

Halp! For reasons I can't quite figure out, I'm missing the 3rd person mesh/texture for the Lever Rifle. I get a big, red square with a white exclamation mark in it instead. Are the following paths & filenames correct?


As far as I can see, they are - and the fact that the Lever Rifle looks right in 1st person would support that. That they look right in 1st person but not 3rd person is... bizarre. I can't imagine what would cause that. Unless... you said you hadn't tried it without the FWE compatibility patch? Give it a try without it. I only suggest that because I use WMK along with MMMF3 (without any problems), but I don't use FWE.
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luke trodden
 
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Post » Tue Sep 01, 2009 3:32 pm

As far as I can see, they are - and the fact that the Lever Rifle looks right in 1st person would support that. That they look right in 1st person but not 3rd person is... bizarre. I can't imagine what would cause that. Unless... you said you hadn't tried it without the FWE compatibility patch? Give it a try without it. I only suggest that because I use WMK along with MMMF3 (without any problems), but I don't use FWE.
I just did and it would seem you're right. How odd..

Alas, I can't very well play without it, so I guess I'll just have to beg the good Mezmorelda to do something about it. Thanks for troubleshooting it though :)
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Melis Hristina
 
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Post » Tue Sep 01, 2009 3:18 pm

I released WMK v1.1 earlier tonight: the main change being the implementation of Energy Weapons. :) Available at the same download pages - check the first post.

Screenshots:

http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_lr_promo01.jpg
http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_ab_promo01.jpg
http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_lp_promo01.jpg
http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_pp_promo01.jpg
http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_pr_promo01.jpg


I just did and it would seem you're right. How odd..

Alas, I can't very well play without it, so I guess I'll just have to beg the good Mezmorelda to do something about it. Thanks for troubleshooting it though :)


Good to know what was causing it, then.
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Portions
 
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Post » Wed Sep 02, 2009 2:06 am

I released WMK v1.1 earlier tonight: the main change being the implementation of Energy Weapons. :) Available at the same download pages - check the first post.

Screenshots:

http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_lr_promo01.jpg
http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_ab_promo01.jpg
http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_lp_promo01.jpg
http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_pp_promo01.jpg
http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_pr_promo01.jpg




Good to know what was causing it, then.

Hellz yeah! I always loved energy weapons...you sir have just made my day!

TheDamned

EDIT: Also, look forward to see how you solve the workbench incompatibility.
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Louise Dennis
 
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Post » Tue Sep 01, 2009 4:09 pm

Any chance we'll see a compatibility mod to get the mod kits to work with FOOK? Even the weapons that should work with the mod kits don't when FOOK is running.
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brandon frier
 
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Post » Wed Sep 02, 2009 4:42 am

I started another game using FWE (Fallout 3 Wanderers Edition) which is supposed to be compatible with your mod. I can modify all the weapons as before but I can no longer modify The Terrible Shotgun or The Victory Rifle. There might be some other uniques that I can not modify either.

Was something done to the weapons mod kits that prevents the modification of uniques or does it have something to do with FWE?

Thanks.
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pinar
 
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Post » Tue Sep 01, 2009 3:19 pm

FWE's compatibility patch prevents Uniques from being modded.
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Bellismydesi
 
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Post » Tue Sep 01, 2009 7:12 pm

FWE's compatibility patch prevents Uniques from being modded.


That really bites - nothing better than the Terrible Shotgun on full auto with the extended clip.

Thanks though.

I am going to continue this one with the FWE. I went through a couple of times with XFO and the weapons mod kit and loved it but thought I would try something new.
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Gracie Dugdale
 
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Post » Wed Sep 02, 2009 1:16 am

Damn, now I have to choose between this and JoeFoxx's laser weapon redesigns. Why must I have to choose between two great mods! Why!
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Poetic Vice
 
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Post » Wed Sep 02, 2009 2:45 am

I released WMK v1.1 earlier tonight: the main change being the implementation of Energy Weapons. :) Available at the same download pages - check the first post.

Screenshots:

http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_lr_promo01.jpg
http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_ab_promo01.jpg
http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_lp_promo01.jpg
http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_pp_promo01.jpg
http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_pr_promo01.jpg




Good to know what was causing it, then.


Ok, your mod is now officially awesome+1 :D
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Melissa De Thomasis
 
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Post » Wed Sep 02, 2009 1:13 am

Hey Antistar,

Not sure if this was mentioned before in this thread (I posted a comment about this on FO3Nexus, but I dunno which place you check more often, here or there), but WMK is incompatible with Pelinor's Sniper Overhaul. I think it's because both mods alter 10mmBulletProjectile and SniperRifleBulletProjectile, but WMK will always override SO's changes because WMK is an .esp, whereas SO is an .esm.

-- Griffinhart
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Oyuki Manson Lavey
 
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Post » Wed Sep 02, 2009 6:33 am

I posted a note in the FWE thread but wanted to also bring it up here - Is there currently a compatibility issue with the latest WMK with the energy weapon mods and FWE?
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Lance Vannortwick
 
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Post » Wed Sep 02, 2009 3:37 am

I somehow missed the energy weapons release :violin:

Thanks for the update :)
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james kite
 
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Post » Wed Sep 02, 2009 2:22 am

Damn, now I have to choose between this and JoeFoxx's laser weapon redesigns. Why must I have to choose between two great mods! Why!


Same here :(
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Rob Davidson
 
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Post » Wed Sep 02, 2009 4:21 am

Is this compatible with F.O.O.K?
Or is it better off to not use this with F.O.O.K?
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Megan Stabler
 
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Post » Wed Sep 02, 2009 2:46 am

Is this compatible with F.O.O.K?
Or is it better off to not use this with F.O.O.K?

Doesn't work with FOOK for me. It's basically a toss up, customizable vanilla weapons, or a ridiculous amount of new weapons. I really wish that the two were compatible...
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LuBiE LoU
 
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Post » Tue Sep 01, 2009 11:12 pm

Doesn't work with FOOK for me. It's basically a toss up, customizable vanilla weapons, or a ridiculous amount of new weapons. I really wish that the two were compatible...


Personally, I go with the Mod Kits... I don't really feel a hole in my heart for not having 17 different assault rifle models :P
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Jah Allen
 
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Post » Wed Sep 02, 2009 3:33 am

Well here's hoping Anistar will work with the FOOK guys to get some level of compatibility working. I like having tons of different weapons, it makes encounters really unique when you're fighting off a bunch of raiders with a wide arsenal.
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Cathrine Jack
 
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Post » Wed Sep 02, 2009 12:43 am

Thanks everyone. :)

Hey Antistar,

Not sure if this was mentioned before in this thread (I posted a comment about this on FO3Nexus, but I dunno which place you check more often, here or there), but WMK is incompatible with Pelinor's Sniper Overhaul. I think it's because both mods alter 10mmBulletProjectile and SniperRifleBulletProjectile, but WMK will always override SO's changes because WMK is an .esp, whereas SO is an .esm.

-- Griffinhart


I replied to your comment over at FO3Nexus.


I posted a note in the FWE thread but wanted to also bring it up here - Is there currently a compatibility issue with the latest WMK with the energy weapon mods and FWE?


I don't use FWE myself, so I'm afraid I can't tell you.


On FOOK compatibility: I'm planning to try FOOK out (haven't had time so far), and if I like it I'll look into making a compatibility patch.
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carrie roche
 
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Post » Wed Sep 02, 2009 12:33 am

I'm far from an expert at this, but why would FOOK and WMK be incompatible? I thought FOOK only added new weapons, instead of editing old ones.
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Cheville Thompson
 
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Post » Wed Sep 02, 2009 4:41 am

FOOK is pretty fun but it's still rough I tried it but had to drop it. The animations don't really WORK, they play but the clip and such doesn't disappear. Real immersion killer for me(which is a big part of RPG's to me). Also for some reason ,and I checked this in the GECK and couldn't figure it out, when using a modded SMG the animations will change to the m16/m4 reload animations, but if you remove the mods it plays the normal SMG animations. I checked and all the 10mm SMG's use the same reloadG animation, even opening them up at the same time confirms this, real brain teaser. But it's your mod if you want a compatibility patch I'd gladly pick FOOK back up. It's pretty fun to play but I missed my laser sight/extended clip SMG. Hey maybe you could do a version made specifically for FOOK that lets you mod some of their weapons, like they did with the lock bash mod for OOO in oblivion.
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Chloe :)
 
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