[REL] Weapon Mod Kits (Thread 02)

Post » Wed Sep 02, 2009 6:18 am

The main reason you might not wanna use FOOK with WMK atm, if you are not one of those few who can't seem to use them together, is the fact that it makes the game harder due to most people having as strong or stronger weapons then you do (more weapon types to go around equals more chance for everyone to get something nasty to use against you instead of a crappy vanilla .32) sometimes so you die much more easily. A spray of full auto and a random bullet or two is usually enough to put me down level (Pre level 9 at least) when before I would be fine after (or at least not almost dead) after taking a spray from a chaingun.

@EVH: I doubt he has any plans to do any mod added weapons until at least after he finishes with all of the vanilla ones, maybe not even then. He says this is a bunch of work so its not a quick thing and takes time, I can't know since I've never done anything like this. A WMK'ed .223 pistol would be awesome, imo. That's probably because it's one of my two all time favorite Fallout guns though, besides the Gauss rifle.

Without knowing his policy on help you'd probably have better luck having someone do the modded weapons and sending them to him for inclusion.
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Hayley Bristow
 
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Post » Wed Sep 02, 2009 6:58 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.



Nope...
FOOK is a crazy idea that edits every single aspect of the game...

Its a compatability NIGHTmare.

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. :P
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Stat Wrecker
 
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Post » Tue Sep 01, 2009 11:55 pm

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
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Robyn Lena
 
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Post » Wed Sep 02, 2009 3:23 am

Thanks everyone. :)

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.


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.
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Queen Bitch
 
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Post » Tue Sep 01, 2009 5:55 pm

@EVH: I doubt he has any plans to do any mod added weapons until at least after he finishes with all of the vanilla ones, maybe not even then. He says this is a bunch of work so its not a quick thing and takes time, I can't know since I've never done anything like this. A WMK'ed .223 pistol would be awesome, imo. That's probably because it's one of my two all time favorite Fallout guns though, besides the Gauss rifle.

Without knowing his policy on help you'd probably have better luck having someone do the modded weapons and sending them to him for inclusion.


Yeah, getting ahead of myself. Unless we find a way to make the guns without simply making a model for EVERY combination I doubt it, unless WMK evolves to get a full team. :shrug: Still,it is a possibility eventually.
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Daniel Brown
 
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Post » Wed Sep 02, 2009 6:26 am

Nope...
FOOK is a crazy idea that edits every single aspect of the game...

Its a compatability NIGHTmare.

Actually it's really not, the only mod that didn't work for me right away was WMK, and that was only because I wasn't aware that I had to be holding the weapon I wanted to mod in the new version. And FOOK may be crazy, but it's the right sort of crazy, between it, MMMF3, and WMK Fallout 3 is like a brand new game that's way more fun than the vanilla game.
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Dona BlackHeart
 
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Post » Wed Sep 02, 2009 12:49 am

Is it just me or do the scope reticle model look weird ? I mean it's completely black and looks like a.... diamond ?
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Blackdrak
 
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Post » Tue Sep 01, 2009 7:18 pm

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?
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Charlie Sarson
 
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Post » Tue Sep 01, 2009 11:46 pm

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. :P


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.
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Luna Lovegood
 
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Post » Tue Sep 01, 2009 11:08 pm

Fook and WMK (at least the newest version) are compatible. I use them.

You should load WMK first, then you have two conflicts

1. Modified weapons have lower damage because fook increases damage.
2. Modified weapons use vanilla repair list rather than fook repair list
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Marquis T
 
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Post » Wed Sep 02, 2009 3:18 am

Alrighty, version 1.1.2 is now available! :)

Version 1.1.2 (15-03-09)
- Implemented Big Guns.
- Added chance that high level Enclave Troops will carry a modified weapon.


Screenshots:

http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_ml_promo01.jpg
http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_gl_promo01.jpg
http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_fl_promo01.jpg
http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_mg_promo01.jpg
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Spencey!
 
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Post » Tue Sep 01, 2009 9:07 pm

:o :clap:
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Eddie Howe
 
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Post » Wed Sep 02, 2009 7:12 am

:bowdown: :fallout:

A necessity!
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Elisabete Gaspar
 
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Post » Wed Sep 02, 2009 1:44 am

You have to be kidding me...
I was just done editing like 2300 WMK/Unique + descriptions names in FO3edit and now this ??

and it's probably not compatible with http://www.fallout3nexus.com/downloads/file.php?id=2073 either.. :(

God I hate this world

:lol: :banghead:
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Susan
 
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Post » Wed Sep 02, 2009 7:20 am

Big Guns look sweet, was never a fan of them but I never minded picking them up and using what ammo I had.

There seems to be a bug with the reloading animation for a Laser rifle with laser sight.
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Laura-Jayne Lee
 
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Post » Tue Sep 01, 2009 4:10 pm

My favorite mod gets better! Thanks for the update. :)
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David Chambers
 
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Post » Tue Sep 01, 2009 11:31 pm

Alrighty, version 1.1.2 is now available! :)



Screenshots:

http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_ml_promo01.jpg
http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_gl_promo01.jpg
http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_fl_promo01.jpg
http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_mg_promo01.jpg

Warning, Antistar has reached critical mass.

But you can't upgrade the big guns for more ammo(the Minigun and Gatling laser I mean)? That's sort of lame, I figured you would be able to.

Now you just have to make addons for the big guns alone, and the energy weapons alone(just one each, as you can't silence them, but you can on lots of small guns), like a frequency modulator for energy weapons, that causes the shots to do more damage, but also be much louder(one step up on the loudness thing), and for the big guns, maybe a dual system, that allows you to shoot twice as much stuff, but at the same rate(causes ammo use to be doubled, but also doubles ammo and damage).
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W E I R D
 
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Post » Tue Sep 01, 2009 9:34 pm

the energy weapons alone(just one each, as you can't silence them, but you can on lots of small guns),



I don't understand why you can't silence energy weapons. Too much Star Wars in our culture I assume. Light doesn't make a sound at all when traveling through air.
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Rebecca Clare Smith
 
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Post » Tue Sep 01, 2009 8:15 pm

Hello,

I left a comment on Fallout Nexus, but just in case it gets lost, I'll repeat myself :)

Found a bug in V 1.1.1 (and v1.1.2 mentions no fix, so I assume the bug is still present):
If I try to attach LaserSight to a Chinese Assault rifle I some how end up with Chinese pistol with 3 upgrades: LS, SC and one more, which i cant remember.

I'm using latest MMM and FWE (and corresponding compatibility patches), if that is important to you.
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Roanne Bardsley
 
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Post » Tue Sep 01, 2009 9:07 pm

Hello,

I left a comment on Fallout Nexus, but just in case it gets lost, I'll repeat myself :)

Found a bug in V 1.1.1 (and v1.1.2 mentions no fix, so I assume the bug is still present):
If I try to attach LaserSight to a Chinese Assault rifle I some how end up with Chinese pistol with 3 upgrades: LS, SC and one more, which i cant remember.

I'm using latest MMM and FWE (and corresponding compatibility patches), if that is important to you.


Well, I just tested myself, but without MMM and FWE. I ended up with the correct Chinese Assault Riffle with laser sight. I even did more combination with Chinese Assault Rifle and all are good in the end.
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SHAWNNA-KAY
 
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Post » Tue Sep 01, 2009 5:23 pm

Well, I just tested myself, but without MMM and FWE. I ended up with the correct Chinese Assault Riffle with laser sight. I even did more combination with Chinese Assault Rifle and all are good in the end.


Hey anistar if your having troubles thinking of ideas you could always try something like this:

Me and TheDamned have been working on some new fun "Double Function Weapon ideas".

Here is one that is currently being attempted.

A second function for the flamer allowing it to be more like the powerful military ones.
Me and TheDamned have been working on some new fun "Double Function Weapon ideas".

Here is one that is currently being attempted.

A second function for the flamer allowing it to be more like the powerful military ones.

http://img24.imageshack.us/img24/4606/flamethrower3.jpg
http://img23.imageshack.us/img23/8000/flamethrower2.jpg
http://img11.imageshack.us/img11/438/flamethrower4.jpg


We are planning on doing it as a second function for the flamer but it might be cool as an upgrade too...
Would drink flamer fuel though like an elephant at a waterhole. :o
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Michelle Chau
 
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Post » Wed Sep 02, 2009 3:18 am

Well, I just tested myself, but without MMM and FWE. I ended up with the correct Chinese Assault Riffle with laser sight. I even did more combination with Chinese Assault Rifle and all are good in the end.


Ok, then it is probably FWE doing this. Thanks for quick response :)
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Arnold Wet
 
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Post » Wed Sep 02, 2009 3:24 am

Thanks everyone. :)

You have to be kidding me...
I was just done editing like 2300 WMK/Unique + descriptions names in FO3edit and now this ??

and it's probably not compatible with http://www.fallout3nexus.com/downloads/file.php?id=2073 either.. :(

God I hate this world

:lol: :banghead:


There were no changes to any of the Small Guns and Energy Weapons in WMK v1.1.2, so you shouldn't need to redo those ones, I wouldn't think.


Big Guns look sweet, was never a fan of them but I never minded picking them up and using what ammo I had.

There seems to be a bug with the reloading animation for a Laser rifle with laser sight.


This (and the reason for it) is described in the known issues section of the readme.


Warning, Antistar has reached critical mass.

But you can't upgrade the big guns for more ammo(the Minigun and Gatling laser I mean)? That's sort of lame, I figured you would be able to.

Now you just have to make addons for the big guns alone, and the energy weapons alone(just one each, as you can't silence them, but you can on lots of small guns), like a frequency modulator for energy weapons, that causes the shots to do more damage, but also be much louder(one step up on the loudness thing), and for the big guns, maybe a dual system, that allows you to shoot twice as much stuff, but at the same rate(causes ammo use to be doubled, but also doubles ammo and damage).


See the FAQ in the readme for the reason why you can't use an Extended Magazine Mod Kit on Miniguns or Gatling Lasers (a GECK limitation, in short).


I don't understand why you can't silence energy weapons. Too much Star Wars in our culture I assume. Light doesn't make a sound at all when traveling through air.


There are no silenced Energy Weapons because of the four-applicable-mods-per-weapon limit I have in WMK. This is because for each successive mod kit that can be applied to a weapon, the number of weapon variants required increases exponentially.


Hello,

I left a comment on Fallout Nexus, but just in case it gets lost, I'll repeat myself :)

Found a bug in V 1.1.1 (and v1.1.2 mentions no fix, so I assume the bug is still present):
If I try to attach LaserSight to a Chinese Assault rifle I some how end up with Chinese pistol with 3 upgrades: LS, SC and one more, which i cant remember.

I'm using latest MMM and FWE (and corresponding compatibility patches), if that is important to you.


I replied to your comment at FO3Nexus, but I see the same answer has already been given here.


Hey anistar if your having troubles thinking of ideas you could always try something like this:

We are planning on doing it as a second function for the flamer but it might be cool as an upgrade too...
Would drink flamer fuel though like an elephant at a waterhole. :o


No problems here with coming up with ideas for other Mod Kit types - I'm just keeping the Mod Kit types consistent across WMK. I'm also sticking to Mod Kits that have a visible result when applied to a weapon (except for auto-fire, of course - but firing something in full-auto that is normally semi-auto is fairly noticeable in and of itself ;)).
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Lil'.KiiDD
 
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Post » Tue Sep 01, 2009 7:17 pm

Antistar,

Could you tell me how to mod your WMK, for sure I will not modify the WeaponModKits.esp itself but add another esp that has dependancy to your file. I am thinking to mod Dragunov Sniper Rifles by Krigos as it has already two variants. I am a scripter layman at the moment and by reading your script made me headache. If it's not too tome consuming, would you please give me some step-by-step tutorial how to mod the WMK. Thanks.
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Lily Something
 
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Post » Wed Sep 02, 2009 5:30 am

hi, if this mod req fose and live dont work with fose, how do i load a game up cuz w/o live i have no save games. well i assume we can run w/othe fose launcher then and the mod still works?
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Makenna Nomad
 
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