[REL] Weapon Mod Kits (Thread 02)

Post » Wed Sep 02, 2009 3:22 am

http://www.gamesas.com/bgsforums/index.php?showtopic=947668

Weapon Mod Kits

Download from FO3Nexus: http://www.fallout3nexus.com/downloads/file.php?id=3388
Download from Planet Fallout: http://planetfallout.gamespy.com/mods/166/Weapon-Mod-Kits


Screenshots
(See the download page/s for more)

http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_car_promo01.jpg
http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_hr_promo01.jpg
http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_10mmp_promo01.jpg
http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_10mmsmg_promo01.jpg
http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_44mr_promo01.jpg
http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_ar_promo01.jpg
http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_cp_promo01.jpg
http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_sr_promo01.jpg
http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_aa12_promo01.jpg
http://i21.photobucket.com/albums/b300/jlollback/fallout3/wmk_aa12_shotgun01.jpg
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
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

Readme file:

Fallout 3:

==================
Weapon Mod Kits

Version: Version 1.1.3
Date: 29-03-2009
Author: Antistar (Joseph Lollback)
E-mail: josephlollback@hotmail.com
==================


1. Description
2. Requirements
3. Installation/Uninstallation
4. Playing the mod
5. Frequently Asked Questions (FAQ)
6. Save games
7. Conflicts/Known Issues
8. Credits
9. Modder's Resource Info
10. Contact and Information
11. Legal Stuff/Disclaimer
12. Version History

===============
1. DESCRIPTION
===============

Weapon Modification Kits - or 'Weapon Mod Kits' - allow you to use standard Workbenches to modify your favourite firearms with a range of handy attachments:

- Auto-Fire Mechanism (AF): Adds full-auto firing capability to most guns that do not have it otherwise (also increases weapon spread by around 50% and reduces weapon to 65% of its default accuracy in VATS).
- Extended Magazine/Clip (EC): Doubles magazine/clip capacity.
- Laser Sight (LS): Increases accuracy (reduces weapon spread by around 33% and increases weapon accuracy in VATS by 25%).
- Scope (SC): Can use scope to sight targets, increases range by 30%.
- Silencer (SI): Makes weapon silent, reduces damage and projectile speed (by around 10% each).

In addition, the loving attention bestowed upon your weapon during modification results in durability improvements. Each successive mod applied to a weapon increases its durability by 25% (of its base durability).

Here is a list of weapons that can be modified; and which Mod Kits can be applied to them. Unique variants of these weapons can be modified in the same fashion as the standard variants:

.32 Pistol
- Silencer

Chinese Pistol
- Auto-Fire Mechanism
- Extended Magazine
- Laser Sight
- Silencer

10mm Pistol
- Auto-Fire Mechanism
- Extended Magazine
- Laser Sight
- Silencer

.44 Magnum Revolver
- Laser Sight
- Scope
- Silencer

10mm Submachine Gun
- Extended Magazine
- Laser Sight
- Scope
- Silencer

Combat Shotgun
- Auto-Fire Mechanism
- Extended Magazine

Assault Rifle
- Extended Magazine
- Laser Sight
- Scope
- Silencer

Chinese Assault Rifle
- Extended Magazine
- Laser Sight
- Scope
- Silencer

Hunting Rifle
- Extended Magazine
- Scope
- Silencer

Lever Rifle
- Laser Sight
- Scope
- Silencer

Sniper Rifle
- Extended Magazine
- Laser Sight
- Silencer

Alien Blaster
- Auto-Fire Mechanism
- Extended Magazine
- Laser Sight
- Scope

Laser Pistol
- Auto-Fire Mechanism (not usable on 'Col. Autumn's Laser Pistol')
- Extended Magazine
- Laser Sight
- Scope

Plasma Pistol
- Auto-Fire Mechanism
- Extended Magazine
- Laser Sight

Laser Rifle
- Auto-Fire Mechanism
- Extended Magazine
- Laser Sight
- Scope

Plasma Rifle
- Auto-Fire Mechanism
- Extended Magazine
- Laser Sight
- Scope

Flamer
- Extended Magazine

Gatling Laser
- Laser Sight

Minigun
- Laser Sight

Missile Launcher
- Extended Magazine
- Laser Sight (not usable on 'Miss Launcher')

To modify a weapon, take it - plus one or more applicable Weapon Mod Kits - to a standard Workbench. Activate the Workbench and select 'Weapon Modification' from the menu. You can then either add modifications to - or remove modifications from - your CURRENTLY EQUIPPED weapon. Successfully adding a modification only requires that you are carrying an appropriate Mod Kit.

There is a chance when removing a modification, however, that recovering the Mod Kit will fail and the Mod Kit will be destroyed. The higher your Repair skill, the more likely you are to successfully recover Mod Kits. (This is a percentage chance equal to 25 plus three-quarters of your Repair skill).

Your Pip-Boy will keep track of the modifications added to a weapon by appending its display name with the appropriate initials for each Mod Kit (as described above). For example, a 10mm Pistol with a laser sight and silencer attached will be listed as '10mm Pistol (LS, SI)'.

===============
2. Requirements
===============

- Fallout 3
- Fallout 3 Script Extender (FOSE) version 1 or above. Get it from here: http://fose.silverlock.org
- Different versions of FOSE have different official Fallout 3 patch requirements. Check the FOSE documentation for details.

========================
3. INSTALLATION/UNINSTALLATION
========================

Installation:

- If you have not done so already, you will need to install Fallout 3 Script Extender (FOSE) version 1 or above. Get it from here: http://fose.silverlock.org
- Using 7-Zip (http://www.7-zip.org), extract the contents (everything - ALL files and folders) of the WeaponModKits.7z archive file to your Fallout 3\Data\ directory. If asked if you want to overwrite files and folders, click 'Yes to all'.
- In the Data Files section of the Fallout 3 Launcher - or using a tool like Fallout 3 Mod Manager - place a tick in the box next to WeaponModKits.esp.
- If you have not done this already (this is needed for a wide range of mods), go to your My Documents\My Games\Fallout3\ directory, make a backup of the Fallout3.ini file there, and then:
- Open the Fallout3.ini file and change the line "bInvalidateOlderFiles=0" to "bInvalidateOlderFiles=1". Save changes. (Alternatively, you can use the 'ArchiveInvalidation Invalidated' tool: http://www.fallout3nexus.com/downloads/file.php?id=944)


Upgrading from version 1.0:

- If you have not done so already, you will need to install Fallout 3 Script Extender (FOSE) version 1 or above. Get it from here: http://fose.silverlock.org
- (optional) If you wish to save a small bit of hard drive space, you can delete the mesh and texture files you installed when installing WMK v1.0, since some of those files will no longer be needed. Specifically, delete the Fallout 3\Data\meshes\weapons\WMKweapons\ folder and contents, and the Fallout 3\Data\Textures\weapons\WMKweapons\ folder and contents.
- Using 7-Zip (http://www.7-zip.org), extract the contents (everything - ALL files and folders) of the WeaponModKits.7z archive file to your Fallout 3\Data\ directory. If asked if you want to overwrite files and folders, click 'Yes to all'.
- Load a previous save-game (or start a new game) and continue playing; no other actions are needed.


Upgrading from an earlier version (generally):

- Simply follow the installation instructions above, overwriting the files from the earlier version.
- Load your save-game and continue playing - no other action is needed, and you won't lose anything.


Uninstallation:

- If you wish to keep any weapons with modifications applied to them, you will need to remove all modifications from those weapons.

- Access the in-game console (to access/hide the console, hit the ` button on your keyboard - usually located above the Tab button). In the console, enter:

startquest WMKUninstall (if you have FOSE running) or:

startquest XX029FE0 (if you don't have FOSE running, where XX is the position of WeaponModKits.esp in your load order - use Fallout 3 Mod Manager to find this number)

After entering this command and exiting the console you will receive a message confirming that WMK is now ready to be safely uninstalled. (Once this command has been entered, aspects of WMK will not function correctly until you either save your game again with WMK uninstalled, and then reinstall it - or you enter the following commands into the console: 'startquest WMKAddHiddenPerksOnStartQuest' and 'startquest WMKAddHiddenPerksOnStart2Quest')

- Save your game and exit Fallout 3.
- In the Data Files section of the Fallout 3 Launcher - or using a tool like Fallout 3 Mod Manager - clear the tick in the box next to WeaponModKits.esp.
- If desired, delete all files copied to your Fallout 3\Data\ directory during installation (check the WeaponModKits.7z archive file to identify these files).
- Load your save-game, and continue playing.

=====================
4. PLAYING THE MOD
=====================

Weapon Mod Kits can be found in the Wasteland - particularly amongst military supplies - but be prepared for an intensive search: they are not common. Some Raiders, Talon Company Mercenaries and Regulators are also known to carry Mod Kits - but again, they are rare and highly prized. Moira Brown, Flak and Shrapnel, and Lucky Harith carry (and periodically restock) some Mod Kits, but they are not cheap.

There is a chance that high-level Brotherhood of Steel members (normal and Outcast), Enclave Troops, Raiders, Talon Company Mercenaries and Regulators may be encountered carrying a modified weapon.

Lever Rifles are non-unique, less powerful versions of Lincoln's Repeater. Some Raiders carry them, and they can be found in some gun cabinets. Flak, Shrapnel and Lucky Harith also sell them.

44 Magnum Revolvers are no longer scoped by default - they need to be modified with a Scope Mod Kit like any other weapon that can have a scope attached.

The 'missing' unique weapons Law Dog and Wanda can be modified like other weapons - but you will need another mod that adds these weapons to the game world if you wish to be able to find and use them. Note that WMK does not *require* a mod like this for it to function correctly, however.

===============
5. FREQUENTLY ASKED QUESTIONS (FAQ)
===============

Q) Can I criticise you for implementing something in WMK in an 'unrealistic' way?
A) Well I can't stop you, but I might save you from wasting your time by telling you now that I won't care. This mod does not attempt to be perfectly 'realistic' - it is intended to make gameplay additions to Fallout 3; no more or less.

Q) But you can't silence revolvers! Why have you included silenced revolvers?
A) While it requires more than (say) just attaching a screw-on silencer to a 44 Magnum to achieve it, there does exist such a thing as a silenced revolver (see for example the Nagant M1895 revolver) - and that was close enough for me. (See above Q&A point). There's more in those Silencer Mod Kit boxes than just a screw-on silencer, you see... ;-)

Q) Will you include weapons from any of the official DLC?
A) I don't have any of the DLC, and have no plans to get it in the near future, so unfortunately I can't implement those weapons in WMK.

Q) Why can't Miniguns and Gatling Lasers be modified with Extended Magazine Mod Kits?
A) This was a planned feature, but the GECK does not allow a clip size larger than 255 rounds, and both Miniguns and Gatling Lasers have a default clip capacity of 240 rounds.

Q) Why are there some (listed) exceptions to which Mod Kits can be applied to some unique weapons?
A) 'Col. Autumn's Laser Pistol' is fully automatic by default, and so cannot receive an Auto-Fire Mechanism Mod Kit. 'Miss Launcher' projectiles are fired on a limited arc (a bit like a grenade launcher), so a Laser Sight Mod Kit wouldn't be very useful on it.

Q) Can I make suggestions for inclusions in WMK?
A) I do appreciate hearing suggestions - and am even likely to agree with you that 'it' (whatever 'it' may be) would be cool - but understand that I can't promise anything, and am more likely to say no than anything else. As I mentioned above, this mod takes a huge amount of work to put together - and in addition, most parts of the mod were very deliberately designed to not surpass certain limitations.

Q) Is WMK compatible with [insert name of mod here]?
A) It's unlikely I'll be able to give you a direct answer to this question. I simply don't have the time or the inclination to investigate compatibility between WMK and the hundreds or thousands of other mods out there that may - or may not - conflict with it in various ways and to varying degrees. I have, however, listed the base objects edited by this mod in the 'Conflicts/Known Issues' section below, to help users and modders determine for themselves whether a mod will directly conflict with WMK or not. That said, I strongly recommend checking the Fallout Interoperability Program (FOIP) page for compatibility patches that allow WMK to work more smoothly alongside other popular mods: http://www.fallout3nexus.com/downloads/file.php?id=4968

Q) Is WMK compatible with other mods that alter the standard Workbench?
A) WMK does not directly edit the workbench activator or its script, so it should be compatible with all mods that change or add to the workbench (unless the mod in question changes the workbench EditorID or physically replaces them in the game world with another object). WMK is compatible with (but does not require) CRAFT, to give a specific example.

Q) What about mods that change the appearance or stats of the vanilla weapons in Fallout 3? Are they compatible with WMK?
A) I can't give much more info than in the above Q&A point, but some general guidelines: When it comes to appearance-altering mods, WMK should work fine alongside those - but you'll likely notice that the modified weapons will look like the vanilla Fallout 3 weapons (only with the relevant attachments/modifications, of course). Mods that retexture the existing weapons should work just fine though, for the most part. As for mods that change weapon stats; if they do this by directly editing the base weapon objects then it should work fine alongside WMK (as long as they don't change the ObjectIDs), but again the modified weapons will not mirror those changes.

Q) Will you make WMK compatible with [insert name of mod here]?
A) Unfortunately I can't start making changes to WMK to make it compatible with other mods that were developed (and may continue to be developed) independently of WMK. Once I started doing that, when would I stop? There are just too many mods - and too many combinations of different mods - for this to be possible. This doesn't mean that I won't *ever* do this for a mod, but it is very unlikely.

Q) Will you make a version of WMK that doesn't require FOSE?
A) No; FOSE is now an integral requirement for WMK. Version 1.0 of the mod (which doesn't require FOSE) is still available - but it lacks many of the fixes and features of the up-to-date versions of WMK.

Q) What do I do with the file I downloaded? It's an unknown file type/I don't know what to do with 7z files.
A) You need a program like 7-zip (http://www.7-zip.org) or WinRAR (http://www.rarlab.com) to open the file you downloaded. After you have that, follow the installation instructions above.

Q) I have just installed FOSE, and now when I run Fallout 3, all my save-games are gone! How do I get them back?
A) Move or copy your save-game files from My Documents\My Games\Fallout3\Saves\[profilename]\ to My Documents\My Games\Fallout3\Saves\

Q) I have just installed FOSE, and now when I run Fallout 3, the official DLC (such as Operation Anchorage) doesn't work. How can I fix this?
A) You need to copy the .esm and .bsa files installed for the DLC from wherever they were installed to your Fallout 3\Data\ directory. This article has more detailed information: http://extralives.wordpress.com/2009/01/31/so-operation-anchorage-wont-run-on-your-pc/

Q) Why am I seeing 3D exclamation points and/or missing texture notifications instead of items from the WMK mod?
A) This happens when the game can't find the meshes and textures it's looking for; in this case that means that WMK wasn't installed correctly. Along with the WeaponModKits.esp file, you also need to place the [meshes], [textures] and [sound] directories from the WeaponModKits.7z archive file into your Fallout 3\Data\ directory. Click on 'Yes To All' if a window pops up asking you if you want to replace files and folders (you won't lose anything).

Q) Why is nothing happening when I try to modify a weapon?
A) Ensure you have FOSE installed and that you are running it correctly (read the FOSE documentation carefully). Also ensure that the weapon you want to modify is the one you have currently equipped - and that it is supported by WMK, of course.

Q) Why are the textures for objects included in the mod not displaying properly or at all?
A) Please follow the 'bInvalidateOlderFiles' part of the installation instructions above. This is required for a wide range of Fallout 3 mods, and only needs to be performed once.

Q) Will you tell me how to cheat to get the Mod Kits so I don't have to go looking for them?
A) There are console commands to give your character any items you want; and with a bit of research I'm sure you'll work it out. I'm not going to actively help people to cheat at my mod though: it goes against my intended design. ;-)

Q) Why does my save-game crash when I try to load it, after uninstalling WMK?
A) This happens if WMK's in-game uninstall script was not run prior to uninstalling the mod. Be sure to follow the uninstallation instructions above closely.


===============
6. SAVE GAMES
===============

- Activating or de-activating this mod should not have any negative effects on your existing save game/s (provided the instructions in this readme are followed) - but as always, it is good practice to keep backups.
- Follow the Uninstallation instructions above if you wish to de-activate this mod.

============================
7. CONFLICTS / KNOWN ISSUES
============================

I strongly recommend checking the Fallout Interoperability Program (FOIP) page for compatibility patches that allow WMK to work more smoothly alongside other popular mods: http://www.fallout3nexus.com/downloads/file.php?id=4968


- This mod will likely conflict with - or make redundant - mods that remove or add things like scopes and silencers in special case scenarios (such as removing the scope from the 44 Magnum, or adding a silencer to a unique version of a weapon).

- Due to the way Fallout 3 calculates the *display* in the Pip-Boy of damage dealt by a weapon, some modified weapons may appear to do drastically more damage than their unmodified counterparts. The actual damage done by weapons was only changed for silenced weapons (it was slightly reduced for these weapons). Don't be concerned if you see very high damage numbers in the Pip-Boy (particularly for weapons modified with auto-fire mechanisms) - it is only a visual bug.

- There is a bug in the GECK that prevents the selection of the correct reload animation for the Combat Shotgun if it has been altered to fire in full-auto. Due to this issue there is a purely visual bug when reloading Combat Shotguns that have been modified with an Auto-Fire Mechanism Mod Kit. The optional 'WMK AA-12 Combat Shotgun replacer' download largely resolves this problem, and is highly recommended.

- For similar reasons to the above point, there is also a visual anomaly with the reload animation for Laser Rifles that have been modified with an Auto-Fire Mechanism Mod Kit and/or a Laser Sight Mod Kit.

- The laser sights on weapons do not create a laser dot in the world that you can aim with, and the laser beam effect does not point at the crosshair. This cannot really be helped: the beam is set to be parallel to the barrel of the weapon it is attached to, but the animations used in first person prevent the beam from pointing at the crosshair. If I ever discover a way to create a laser dot in the world where the player is aiming, I will do it - but at the moment, it is not known how to do something like this in Fallout 3.

- The laser sight on Missile Launchers and Lever Rifles/Lincoln's Repeater currently doesn't switch off when the weapon is holstered. This is being investigated.

- Modified weapons cannot be sacrificed to repair other weapons (except perhaps for another weapon that has been modified the exact same way). This is partially to avoid conflicts with other mods, and partially to avoid the player accidentally destroying a precious modified weapon to partially fix another weapon.


- Efforts were made to make this mod as conflict-free as possible, but it *may* conflict with mods that also alter these base objects:

- 10mmBulletSilencedProjectile
- BrotherhoodOfSteelWeaponEnergy (Leveled Item)
- ClutterMilitaryValue (Leveled Item)
- EnclaveWeaponBigGun (Leveled Item)
- ExplodesGasTrapsOnTouch (FormList)
- ExplodesGasTrapsOnHit (FormList)
- Flak (NPC)
- LootGunRiflesAll (Leveled Item)
- LootGunRiflesGunpowder (Leveled Item)
- MS10SetHaroldOnFireWeaponsList (FormList)
- OutcastWeaponEnergy (Leveled Item)
- PerkPyromaniacWeapons (FormList)
- Raider3WeaponGun (Leveled Item)
- RaiderLoot (Leveled Item)
- RaiderWeaponRifle (Leveled Item)
- RaiderWeaponSpecial (Leveled Item)
- Talon2WeaponGun (Leveled Item)
- Talon3WeaponGun (Leveled Item)
- TalonLoot (Leveled Item)
- Shrapnel (NPC)
- SniperRifleBulletProjectile
- Weap10mmPistolSilenced
- Weap44MagnumScoped
- WeapUniqueBlackhawk

- If you do not want to *potentially* miss out on the changes made by another mod to the above Leveled Items, load that mod later in your plugin load order than WeaponModKits.esp. It may make it more difficult to find Weapon Mod Kits if you do this, but the Mod Kits will still be available from merchants and can still be found lying around in certain pre-defined locations.

================================
8. CREDITS
================================

- Huge thanks and credit goes to digicjm for contributing a more efficient back-end to the mod.
- Credit goes to banjo for his Classic Lever Rifle.
- Credit goes to Bethesda Softworks for the assorted weapon models I chopped and changed for this mod.
- Credit goes to Honnou for some sounds from his/her Realistic Gunshot Sounds resource.
- Credit goes to joefoxx for his Scoped Hunting Rifle.
- Credit goes to Madcat221 for his/her tweaked ('Awesomefied') Plasma Rifle model.
- Credit goes to Nopheros for his/her Laser Pointer beam effect.
- Credit goes to Zealotlee for his/her SVD Dragunov scope.
- Thanks go to Bek and Luchaire for their invaluable suggestions and help beta-testing the mod.
- Thanks go to ElminsterEU for pointing out how to 'use' the standard Workbenches without directly editing them.
- Thanks go to Madcat221 for pointing out how to improve the behaviour of the Laser Sight beam effect, providing mesh and material fixes for the Scoped Hunting Rifle, pointing out the mesh fixes for the Laser Pistol and Laser Rifle in the Unofficial FO3 patch, and for some technical advice on exporting models (and other topics).
- Thanks go to Veliv for the Custom Reload Animation tutorial at http://www.project-valhalla.org.


==========================
9. MODDER'S RESOURCE INFO
==========================

- With the exception of the assets made by the specific authors noted in the Credits section above (see them and/or their mod readme files for permissions in those cases), the weapon models used in this mod are based on Bethesda-made models - and are free to use in other Fallout 3 mods without asking my permission.

- Please ask my permission before releasing mods that alter or are based on the Weapon Mod Kits mod.

==========================
10. CONTACT AND INFORMATION
==========================

My e-mail address is josephlollback@hotmail.com

I often hang out at CanadianIce & Howndog's Morrowind/Oblivion forum, under the alias 'Antistar': http://canadianice.ufrealms.net/forum2/index.php

=========================
11. LEGAL STUFF/ DISCLAIMER
=========================

By downloading and using this modification, you agree that the author of the modification cannot be held responsible for any damage to software or hardware directly or indirectly caused by the aforementioned modification. Use at your own risk, basically.

=================
12. VERSION HISTORY
=================

Version 1.1.3 (29-03-09)
- Weapons can now be modified at standard workbenches (the player is given the choice to modify weapons or use the workbench normally). This was done without directly editing the workbench activator or its script, so it should be compatible with all mods that change or add to the workbench (unless the mod in question changes the workbench EditorID or physically replaces them in the game world with another object).
- The custom WMK workbenches were removed, as they are no longer needed.
- Removed all changes made to cells to facilitate the custom WMK workbenches.
- Moved hand-placed Mod Kits that were found on custom WMK workbenches to somewhere very near where they were found previously. Did not remove any of them.
- Mesh fixes for the Laser Pistol and Laser Rifle.
- Modified versions of weapons that do fire damage are now affected by the Pyromaniac perk.
- The relevant modified weapons should now ignite gas traps as their unmodified versions do.
- Modified versions of weapons that do fire damage can now be used in the... 'fire-based solution' to a particular side-quest.
- Updated note summarising the mod to reflect change from using WMK workbenches to standard workbenches.

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

Version 1.1.1 (08-03-09)
- Removed testing containers that weren't intended to be included in v1.1 release.
- Added chance that high level Brotherhood of Steel members (normal and Outcast) will carry a modified weapon.

Version 1.1 (07-03-09)
- Implemented Energy Weapons.
- Projectiles fired from silenced weapons now travel 10% slower than projectiles fired from a non-silenced weapon.
- Added in-game 'uninstall' script to make preparing the mod for uninstallation easier.

Version 1.0.3 (25-02-09)
- Lever Rifles/Lincoln's Repeater can now accept scopes.
- Reload animation on auto-fire combat shotgun improved (but still a bit of a nasty hack).
- Added dedicated silenced gunshot sounds for rifles and automatic rifles respectively (they no longer use the silenced 10mm sound).
- Reduced chance of finding a Mod Kit in 'military' loot containers.
- Weapons with laser sights are now more accurate in VATS, and weapons with auto-fire mechanisms added are now less accurate in VATS.
- Material fix for lens on scoped Assault Rifles and Chinese Assault Rifles.
- Modified 10mm SMGs are now wielded in two hands (unmodified 10mm SMG remains unchanged).
- Disabled part of WMK that allowed unmodified weapons to be repaired with modified weapons (didn't seem to work anyway, and is probably more user-friendly this way).
- Items are now correctly added to merchants' inventories again (was broken going from v1.0 to v.1.0.1).

Version 1.0.2 (11-02-09)
- Scopes can now be applied to the unique 10mm SMG again (accidentally left out of v1.0.1).

Version 1.0.1 (10-02-09)
- WMK now requires FOSE v1 or above.
- WMK workbench menu simplified: it now modifies the player's currently equipped weapon.
- Laser sights now switch off when weapon is holstered (except for the Lever Rifle/Lincoln's Repeater).
- 'Missing' unique weapons Assault Rifle (Wanda) and .32 Pistol (Law Dog) can now be modified. (WMK does not add these weapons to the game world though - another mod is needed for that; but not otherwise required for WMK to function.)
- Mesh and material fixes for scoped variants of Hunting Rifles, Assault Rifles and Chinese Assault Rifles.
- Modified weapons can now be used to repair other modified or unmodified weapons.
- Weapon condition is no longer affected by the character's Repair skill when modifying weapons.
- Changed Mod Kit recovery chance formula to percentage chance equal to 25 + (repair skill * 0.75). Changed from 50 + (repair skill / 2).

Version 1.0 (27-01-09)
- Initial public release.
- More Weapon Mod Workbench menu refinements.

Beta 03 (25-01-09)
- Added chance that high level Raiders, Talon Mercs and Regulators will carry a modified weapon.
- Further refined Weapon Mod Workbench menu.
- Changed Mod Kit recovery chance formula to be less brutal.

Beta 02 (24-01-09)
- Reduced chance that Mod Kits will be carried by Raiders, Talon Mercs and Regulators.
- There is now a chance (based on PC's Repair skill) that recovering Mod Kits from modified weapons will fail and the Mod Kit will be destroyed.
- Auto-Fire modified weapons now have increased weapon spread.
- Refined Weapon Mod Workbench menu slightly.

Beta 01 (23-01-09)
- Initial implementation of features.



Edit (29-03-09): Updated readme file quote to v1.1.3.
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Cedric Pearson
 
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Post » Tue Sep 01, 2009 10:04 pm

Will you add energy weapons, like the lazer pistol and rifle to this? I think they would benefit from scopes and lazer sight.
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adame
 
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Post » Tue Sep 01, 2009 10:05 pm

Read the FAQ, and it's spelled laser, not lazer.
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Epul Kedah
 
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Post » Tue Sep 01, 2009 8:37 pm

I have a question now. For the Combat Shotgun, I've recently modded it with the Auto-fire mechanism only... well, since then it's been using a different reload animation that 1.) Makes the hand no longer lined up with the ammo. and 2.) Removes the clip being changed. I just wanted to make sure: is this intentional or an accident?
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Katie Pollard
 
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Post » Tue Sep 01, 2009 7:17 pm

I have a question now. For the Combat Shotgun, I've recently modded it with the Auto-fire mechanism only... well, since then it's been using a different reload animation that 1.) Makes the hand no longer lined up with the ammo. and 2.) Removes the clip being changed. I just wanted to make sure: is this intentional or an accident?


This is listed as a known issue in the readme. I'm working right now on a fix that makes the magazine move during the reload animation, but it's still a nasty hack and doesn't look the best.

Incidentally, other things I'm planning to include in the next update:

- Lever Rifles and Lincoln's Repeater can now use scopes.
- Lever Rifles and Lincoln's Repeater can now be repaired with scrap metal.
- Reduced chance of finding Mod Kits in military loot.
- Possibly unique icons for each weapon variant (I was contacted by a modder who has started making them and wants to contribute them).
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Eileen Müller
 
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Post » Wed Sep 02, 2009 3:55 am

Might I suggest improving the VATS accuracy of weapons with the Laser Sight mod?
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Miss K
 
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Post » Tue Sep 01, 2009 2:47 pm

I just wanted to drop by and say this is my absolute favorite mod and it's awesome.
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Georgine Lee
 
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Post » Tue Sep 01, 2009 11:06 pm

Thanks ShadowPIE. :)

Might I suggest improving the VATS accuracy of weapons with the Laser Sight mod?


I always intended laser sights to affect VATS accuracy. When I was first making the mod I was looking for a field somewhere on the weapon entries that lets you change VATS accuracy - but I couldn't find one. I assumed it was affected by the min and max spread stats - but admittedly I didn't do any empirical tests on that. Have I missed something? Or are you perhaps thinking of an approach that would use a hidden perk that checks whether or not you're using a weapon with a laser sight - or something like that?
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Erich Lendermon
 
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Post » Tue Sep 01, 2009 9:06 pm

Hi..

first of all... fantastic mod! A very nice addition to fallout gameplay!

After playing a while with the modified weapons I noticed a bug on the "Auto-fire combat shotgun". I don't know if this was already mentioned, but the reload animation does'nt seem to fit. Looks like it uses the animation of the chinese assault rifle!

Greeting,
flekks
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Greg Swan
 
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Post » Tue Sep 01, 2009 6:40 pm

Thanks ShadowPIE. :)



I always intended laser sights to affect VATS accuracy. When I was first making the mod I was looking for a field somewhere on the weapon entries that lets you change VATS accuracy - but I couldn't find one. I assumed it was affected by the min and max spread stats - but admittedly I didn't do any empirical tests on that. Have I missed something? Or are you perhaps thinking of an approach that would use a hidden perk that checks whether or not you're using a weapon with a laser sight - or something like that?

FOSE has SetWeaponBaseVATSChance, and a hidden perk would totally work as well
The spread stats only (as far as I know) affect your precision outside VATS
Kinda a moot point at the moment though, since VATS got broken by the last patch, and none of the VATS accuracy effects (eg commando as well) do anything at all right now :(
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Dina Boudreau
 
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Post » Tue Sep 01, 2009 5:24 pm

Hi..

first of all... fantastic mod! A very nice addition to fallout gameplay!

After playing a while with the modified weapons I noticed a bug on the "Auto-fire combat shotgun". I don't know if this was already mentioned, but the reload animation does'nt seem to fit. Looks like it uses the animation of the chinese assault rifle!

Greeting,
flekks


Note to self: read the thread - post! :embarrass:
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Angela
 
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Post » Wed Sep 02, 2009 3:08 am

What exactly does Auto-Fire Mechanism do?
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Jacob Phillips
 
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Post » Tue Sep 01, 2009 4:09 pm

What exactly does Auto-Fire Mechanism do?

Makes your gun a automatic weapon. So, a pistol will become a SMG, but it makes your spread go way up(and most likely your VATS Base hit chance down).
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noa zarfati
 
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Post » Wed Sep 02, 2009 3:39 am

Ah. hadn't noticed that in the readme. My apologies. In any case, doesn't bother me much - I saw the results of the automatic combat shotgun recently. My love for it won't be hindered by a messed-up loading animation :P

A thought comes to mind too. Railway Rifle modifitcations would be interesting. Just think... have a mod that increases the damage of the spikes and adds a scope and...well, you have a makeshift version of the Half-Life 2 crossbow.
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Ian White
 
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Post » Wed Sep 02, 2009 5:53 am

Thanks ShadowPIE. :)



I always intended laser sights to affect VATS accuracy. When I was first making the mod I was looking for a field somewhere on the weapon entries that lets you change VATS accuracy - but I couldn't find one. I assumed it was affected by the min and max spread stats - but admittedly I didn't do any empirical tests on that. Have I missed something? Or are you perhaps thinking of an approach that would use a hidden perk that checks whether or not you're using a weapon with a laser sight - or something like that?



It's the field "Base VATS To-Hit Chance".
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Chris Jones
 
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Post » Tue Sep 01, 2009 4:04 pm

Makes your gun a automatic weapon. So, a pistol will become a SMG, but it makes your spread go way up(and most likely your VATS Base hit chance down).


So your chance to hit accurately goes down and it uses ammo faster?
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Johanna Van Drunick
 
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Post » Tue Sep 01, 2009 9:06 pm

Yes but it fires automatically (you keep left click pressed instead of clicking for every shot) and faster. So you can see that a Combat Shotgun modified in such a way is extremely deadly.

Incidentally, other things I'm planning to include in the next update:

- Lever Rifles and Lincoln's Repeater can now use scopes.
- Lever Rifles and Lincoln's Repeater can now be repaired with scrap metal.
- Reduced chance of finding Mod Kits in military loot.
- Possibly unique icons for each weapon variant (I was contacted by a modder who has started making them and wants to contribute them).


Why would you make them repairable with Scrap Metal while none of the other weapons are and changing repair lists goes beyond the scope of weapon modifications?
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Hayley O'Gara
 
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Post » Tue Sep 01, 2009 9:32 pm

Just wanted to say this mod is awesome! definately one of the best out there. (though I'm still using an old version cause I don't want FOSE :P)
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tiffany Royal
 
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Post » Tue Sep 01, 2009 6:56 pm

Just wanted to say this mod is awesome! definately one of the best out there. (though I'm still using an old version cause I don't want FOSE :P)



Too bad, your missing out on some of the best mods.
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Elea Rossi
 
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Post » Tue Sep 01, 2009 11:14 pm

Too bad, your missing out on some of the best mods.


Yup will install it eventually because of it's sheer awesomeness (swear by OBSE) it's all microsofts's fault! I needs me "better than my friends/brother" points! Sad I know but these little rivalries can be entertaining!
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Matt Terry
 
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Post » Tue Sep 01, 2009 7:16 pm

This mod is absolutely amazing. It should have been included in the game in the first place :P
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SEXY QUEEN
 
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Post » Tue Sep 01, 2009 4:58 pm

It's the field "Base VATS To-Hit Chance".


Actually, what that attribute does is determine the base chance to HIT the weapon when you shoot at it in VATS. I.e., the base chance I have to shoot the hunting rifle out of a super mutants hand. It is NOT the base chance to hit your target with that weapon. Kind of the opposite.
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Robyn Lena
 
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Post » Tue Sep 01, 2009 5:54 pm

@vats chance: thats not true... compare for example the vats to hit chance of the sniper rifle with that of an ak and compare ingame... the sniperrifle with a vats base to hit chance of 18 nearly never hits an enemy in vats whereas the ak does most of the time with its 42...
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Sheeva
 
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Post » Tue Sep 01, 2009 3:17 pm

@vats chance: thats not true... compare for example the vats to hit chance of the sniper rifle with that of an ak and compare ingame... the sniperrifle with a vats base to hit chance of 18 nearly never hits an enemy in vats whereas the ak does most of the time with its 42...


thats because beth messed up.

chinese pistol base to hit in vats 18
10mm sub machine gun 8
hunting rifle 42
10 mm pistol 15
sniper rifle 16... ???
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Solène We
 
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Post » Wed Sep 02, 2009 3:21 am

Gonna do a test right now. I recently started off a new character. I'm gonna set the 10mm pistol to have a huge to-hit base, and then see what my chances to hit a target in the torso at range is. Then, I'll try again without the modification.

My previous knowledge on the definition of "to-hit" from my experience in tabletop gaming and also the field's proximity to the critical chance multiplier field lead me to believe that its function is what my initial understanding of it was.

Just wanted to say this mod is awesome! definately one of the best out there. (though I'm still using an old version cause I don't want FOSE :P)


Why don't you want FOSE? The only legitimate reason not to use it is if you have the D2D version. Anything else is based on fear-based ignorance.

EDIT: Test complete. To hit the stationary Brahmin next to Doc Church's place from about 1/3 the way up the entry path in Megaton, it has a 94% chance to hit ( ;) ) the brahmin's body with a mod that jacks the 10mm pistol's to-hit up to 100. Without the mod, at default values, it is 33%. Therefore, "VATS To-Hit chance base" controls the probability of your weapon firing on the target, not the chance to hit that weapon in someone else's hands.
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priscillaaa
 
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