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.
I do plan to write a tutorial on this once I've more or less 'finished' WMK - or possibly sooner. Describing everything that needs to be known to make content for WMK - assuming no prior knowledge - will probably be somewhat epic though, so I'll just briefly give the main points here:
- Weapon nif files are worked on in Nifskope, adding all the different attachments for a weapon to the one nif file as separate objects. An exception would be the silenced variants, which require a second nif file since the projectilenode needs to be in a different place to the non-silenced version of the weapon.
- Being able to do the above point might require some Blender/3dsmax knowledge to cut and paste parts of weapons that might not be separate objects in the nif file by default. This will also require Blender/3dsmax nif scripts to do the importing and exporting. (http://niftools.sourceforge.net/wiki/NifTools)
- In the GECK (or FO3Edit/whatever I guess), weapon entries are created for every modified variant of the weapon possible. A weapon that can have four mod kits applied to it requires sixteen variants, for example - including the original unmodified weapon. There is a naming convention for the ObjectIDs: prefix of 'WMK' (though this could be something else if you want - a prefix is highly recommended though), followed by the ID of the original weapon, followed by a suffix made up of abbreviations of all the mod kits applied to that variant - in alphabetical order. For example: 'WMKweap10mmpistolAFECLSSI' for a fully modified 10mm pistol.
- For each weapon variant, modify the stats to be appropriate to the mod kit/s applied to it. The readme describes the effects of the mod kits - and you can look at the existing weapon entries in WMK to see how I did it.
- For each weapon variant, point the (3rd person) model at the appropriate nif file, and while doing so, assign the 'NullTexture' texture set to each of the objects (as laid out in the nif file) that shouldn't be visible on that variant.
- Each weapon variant will also need a 1st person static mesh object. Doing this is similar to the above point, in that 'NullTexture' will again need to be assigned to objects that need to be invisible on that variant - but you'll also need to assign the 1stperson (higher res) texture sets to the appropriate objects here. After creating the 1st person static mesh object, assign it to the corresponding weapon.
- To make the weapon modifiable with kits by the player: There are paired sets of formlists for each mod kit type. For example 'aaaLSguns' is a list of all weapon variants that can have a laser sight attached, and 'aaaLSguns2' is the corresponding list of the weapon variants the player gets when attaching that laser sight. The index number in the first list of the weapon variant that goes in must match the index number in the second list of the weapon variant to come out. Add your new weapon variants to the appropriate lists. This will need to be done via a script (rather than directly) if the add-on esp is to be compatible with other add-ons to WMK (I haven't experimented with this yet).
- Barring other stuff like getting the original weapon in the player's hands, that should be it.
Also, just so you know, I'm planning to give the 'WMK treatment' to a few custom weapons - probably as an add-on that requires both WMK and FOOK - but I'm not sure about the FOOK requirement yet. The Dragunov might be one of them, anyway.
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?
MadCat221 is right - and this information is the FAQ in WMK's readme too, for reference. Also: no, if you run the mod without FOSE it will not work correctly.
This might have been stated earlier, and i dunno if it's intentional, but when adding a mod to a default silenced pistol, the silencer then becomes removable. Now.. i'm not complaining about this as i've only come across one silencer so far, and that was a nice little way of getting hold of the additional 2 i wanted.. But, if it is gonna be removable anyways, why not make it removable from the start? As it is now i have to say apply an extended mag to the silenced pistol, then remove both the silencer and mag.
Also, my silenced chinese assault rifle doesn't seem to have a silenced sound.. dunno if thats just some bug with my game or the mod itself. (don't run any other mods that change weapons though.. i think.)
EDIT: Great mod btw, but i already said that on nexus
Silencers
are removable from Silenced 10mm Pistols by default in WMK - plus I just checked to make sure, and all silenced Chinese Assault Rifles
do have 'silenced' gunshot sounds. Are you perhaps using an add-on esp that adds compatibility between WMK and another mod? Potential bugs in such esps (and/or the esp not being up-to-date with the latest WMK version) could result in the problems you're getting. Or if you're not getting any sound at all when firing a silenced Chinese Assault Rifle, that might indicate that WMK wasn't installed correctly.