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.
As mentioned by Alendrin, FOOK tweaks the stats of the vanilla weapons. The modified weapon variants in WMK are based on the stats of the vanilla weapons, so a compatibility patch would bring the stats of all the modified weapon variants in line with the tweaked stats in FOOK. It would probably also need to merge some leveled lists.
Anistar, aslong as I do not edit any of the weapons your Kits affect a mod I make should in theory be compatible.
Except for the problems of Level list clashes...
However I believe a quick solution to this would be if I opened up your esp and deleted the Weapon Kits from your level list, then added them to my mod with yours as a master file...
I have not done this and do not intend to do it without your permission.
I am just wondering if you think this would work or are there other things that might clash.
I too have not really had much time to play Fallout 3 as I am too busy modding it.
Sorry, what's your mod that you're talking about here? Permission to do that is probably fine (a WMK-dependent esp rather than a replacement for the main WMK esp is the main requirement I have for people making things based on WMK), but I'm curious. Anyway, what you're describing would work (though you wouldn't need to - and shouldn't - alter the WMK esp in any lasting way) to merge leveled lists. You would just have leveled lists in your add-on esp that override those in WMK/vanilla Fallout 3. Other things your mod does may or may not clash with WMK, though.
Hey Antistar!
I have been using Weapon mods and it is great and I like the original models for weapons, do not need more of them.
The only issue I have is with Hunting Rifle. I do not like how it looks, especially the broken butt si ridiculous, as is the complete lack of iron sights.
Is there any remonte possibility that you would create some other model for it, with upgraded variants?
If I would not mind to stop using your amazing kits, I would replace it with other model, but sadly it is not the case:)
Rev
No plans for this, sorry.
As I mentioned in the fook thread, I am 1/2 way though a compatability patch which I am making for myself at the moment. I already have several weapons working but it is boring to update them all.
All you really need to do is update the statistics for the modded weapons to fook standards and add the fook repair lists. Like I said, boring busy work.
Boring busy-work, yes. That's what WMK is like to work on a lot of the time.
Is it just me or do the scope reticle model look weird ? I mean it's completely black and looks like a.... diamond ?
I'm not sure what you're describing here. WMK only uses the scope reticle from vanilla Fallout 3. Are you perhaps using SangRahl's 'WMK-Unique' add-on mod? It adds new scope reticles for unique weapons with scopes.
A small (hopefully) suggestion/question:
I noticed that the laser sight doesn't line up with the reticle (or atleast it doesn't on the Lever Rifle), and how hard would it be to line the reticle up with the laser? Oh, and this is probably not possible, but how hard would it be to make the laser a dot (that shows up on whatever you are aiming) instead of a beam?
The laser sight beams are set to be parallel to the barrel of the weapon they're attached to, for obvious reasons. In first-person in Fallout 3, you'll notice that the gun you have drawn does not always point in the same direction - it especially moves around a lot if you look up and down. So I don't think it would be possible to have the beam always pointing at the HUD reticle. As for having a laser dot appearing in the world, that would be cool, but I don't know of a way to do that. It may not be possible.