[REL] Weapon Mod Kits (Thread 04)

Post » Sat Feb 19, 2011 8:40 am

Version I have here (might be old?) is dirty with regards to including data for Citadel cells which it really shouldn't have. This is causing a conflict with Fellout, which is altering the Citadel fogging, only for WMK to restore the stock fogging.


I think there are WMK items placed in the citadel armoury? Maybe that's it? If it is, your merged patch should take care of it.
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Tina Tupou
 
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Post » Sat Feb 19, 2011 5:10 am

Is there going to be a compatibility patch to make modded weapon stats consistent with weapon stats from the FWE-FOOK merger?


I'm afraid I'm the wrong person to ask about that; I don't use FWE and am not the one who made/makes any WMK-FWE compatibility patches.


Version I have here (might be old?) is dirty with regards to including data for Citadel cells which it really shouldn't have. This is causing a conflict with Fellout, which is altering the Citadel fogging, only for WMK to restore the stock fogging.


I'm not seeing any edits to citadel cells on my end (in WMK or WMK-FOOK2, which are the only ones I'm responsible for). Could you be talking about changes made by a compatibility patch?
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Leonie Connor
 
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Post » Sat Feb 19, 2011 8:40 am

Here's a screenshot of FO3Edit showing the dirty fog records:
http://upload.hattix.co.uk/files/wmkconflict.png
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Zosia Cetnar
 
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Post » Sat Feb 19, 2011 6:08 am

Here's a screenshot of FO3Edit showing the dirty fog records:
http://upload.hattix.co.uk/files/wmkconflict.png


Oh, right; I thought you were talking about exterior cells. Silly me. :facepalm: WMK adds several mod kits to the armory there. This is intentional though, of course, so it's a conflict rather than dirty refs.
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Angel Torres
 
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Post » Sat Feb 19, 2011 9:34 am

If Fellout is loaded after WMK it's a no problem though.
In general I recommend to load Fellout last, or is there some reason this shouldnt be done anymore?
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m Gardner
 
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Post » Sat Feb 19, 2011 5:56 am

Correct, but that's not really an optimal load order. Environment mods really should go fairly high in the order.

An ideal solution would be for WMK to be cleaned of "identical to master" (i.e. dirty) records with FO3Edit.
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Elisha KIng
 
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Post » Sat Feb 19, 2011 7:13 am

Correct, but that's not really an optimal load order. Environment mods really should go fairly high in the order.

An ideal solution would be for WMK to be cleaned of "identical to master" (i.e. dirty) records with FO3Edit.


Besides the weapon entries ripple mentioned (which will be removed in an update once I get the time), there are no 'dirty' records in WMK that I'm aware of. That citadel lab cell for example shows as edited because it has those mod kits added to it: unless I'm mistaken, I can't remove that edit without removing those mod kits too. It's the way the plugin structure works.
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Nicholas C
 
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Post » Sat Feb 19, 2011 12:24 am

Correct, but that's not really an optimal load order. Environment mods really should go fairly high in the order.

An ideal solution would be for WMK to be cleaned of "identical to master" (i.e. dirty) records with FO3Edit.

Could you elaborate that?
Because the records in WMK aren't dirty(except for a handful of weapon entries). The cell records simply add single items to a cell, that cause some cell data to be overwritten. Many mods do that, it's nothing uncommon.

Now by loading an enviroment mod last, instead of first like you suggest, I dont get the problem of cell data being overwritten.
For example Realistic Interior Lighting changes a ton of lighting templates of cells. If I loaded it at the beginning of my LO, many of it's changes would get overwritten. If I load it at the bottom it's changes stay intact, with nothing else lost.
Atleast I know that in my load order(and I know every mod I have in my LO inside and out) it makes far more sense to load mods like Interior Lighting and Fellout at the bottom, rather than at the top.
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Ludivine Dupuy
 
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Post » Fri Feb 18, 2011 9:27 pm

This is interesting to me because with Oblivion (where the logic of environment, weather, and lighting mods loading early came from) this is ideal to have them loaded early.

Is this purely due to the utility of Wrye Bash and being able to import cell changes into a patch at the bottom?

As my mod list grows I'm finding F3 far far less table than Oblivion. I'm still shocked at the number of mods are released dirty (not saying this is).
As well it seems I keep finding mods that edit things that are not in the scope of its practice so to speak.

I will move my Fellout and Lighting mods back down - see how that goes.
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Becky Palmer
 
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Post » Sat Feb 19, 2011 2:01 am

As my mod list grows I'm finding F3 far far less table than Oblivion. I'm still shocked at the number of mods are released dirty (not saying this is).
As well it seems I keep finding mods that edit things that are not in the scope of its practice so to speak.


This also in part due to the absence of equivalent meta-mods/utilities like Wrye Bash (Bashed Patch, savegame bloat cleaning, etc.) and Windem's Oblivion Crash Prevention System. I am running 200+ mods in Oblivion, including FCOM and other overhauls and rarely experience a CTD. I don't even bother using a save manager because corrupt savegames is not an isssue I've experienced much in Oblivion. On the other hand, I am running 100 or so mods in Fallout and it is far less stable. These experiences are -after- I've gone through most of my mods to check for/clean the "dirty" entries (I am somewhat obsessive compulsive when it comes to maintaing my mods/load order).

Regarding the "conflict" between WMK and Fellout. I use both and experience no issue. I load Fellout quite early in my load order (also a habit from Oblivion with respect to weather/lighting mods). In the specific instance you posted, you can simply drag the Fellout interior cell edits into the ocnflicting WMK plugin, or create a compatibility patch/new plugin that overwrites/restores the Fellout interior cell numbers.

On a sidenote, someone (possibly Wrye) floated the idea of working on a Fallout equivalent of Wrye Bash in this forum a few months ago. The responses, surprisingly, was lukewarm (and in some cases, even passive hostility). One argument was that FOIP patches and good load order maintainence was sufficient--which I totally disagree with.
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Sophie Payne
 
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Post » Sat Feb 19, 2011 9:26 am

So people know, I just released WMK v1.1.9; only a minor bugfix update (this is for the dirty refs ripple mentioned):

Version 1.1.9 (20-02-10)
- Removed several dirty refs accidentally added in Version 1.1.8. This is the only change, so compatibility patches for WMK v1.1.8 are also compatible with WMK v1.1.9.



The WMK-Zeta compatibility patch has also just been updated to v1.0.1:

Version 1.0.1 (20-02-09)
- Reverted animation type, hand grip, etc for Alien Disintegrator to default values, so that aliens will again be able to use the weapon properly.

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FABIAN RUIZ
 
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Post » Sat Feb 19, 2011 6:38 am

I've just released WMK-FOOK2 v1.0.3, which achieves compatibility between WMK v1.1.9 and FOOK2 v1.1. Grab it from the http://www.fallout3nexus.com/downloads/file.php?id=4968.

I gave it a quick test, but as it's quite an extensive update, with thousands of edits across hundreds of weapon variants, it is possible I missed something; so if anyone encounters any problems, please let me know.
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lauraa
 
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Post » Sat Feb 19, 2011 5:39 am

I've just released WMK-FOOK2 v1.0.3, which achieves compatibility between WMK v1.1.9 and FOOK2 v1.1. Grab it from the http://www.fallout3nexus.com/downloads/file.php?id=4968.

I gave it a quick test, but as it's quite an extensive update, with thousands of edits across hundreds of weapon variants, it is possible I missed something; so if anyone encounters any problems, please let me know.


I have already added all the WMK stuff from the prior version of the FOIP WMK_FOOK2 into my personal use mod. Before i get FOOK2 v1.1 and your CP, is there any new weapons or is it just a tweaking of stats for weapons already in the v1 CP? Thanks!
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Shannon Marie Jones
 
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Post » Sat Feb 19, 2011 10:05 am

That's great news Antistar! Mark, the chances are that there will be some new weapons added, even if only for FOOK2 uniques, as there were a number of model changes between 1.0 and 1.1. I couldn't tell you for sure though, as I haven't looked at the plugin yet...
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mike
 
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Post » Fri Feb 18, 2011 10:37 pm

Great!
Thanks allot, can't wait to get it...fired up^^.
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Joey Bel
 
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Post » Sat Feb 19, 2011 8:12 am

I'm having an issue with the WMK - FOOK MP5SD5 model...

i come across a dead raider with one, and the model looks fine.

i pick it up and in 3rd person, the clip is missing
i drop it, clip is there again

the WEAP entry doesnt use a World Model, so that's not it.

Any reason why the model would be missing the clip. This isnt an Extended Clip version, just the normal one.
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adame
 
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Post » Sat Feb 19, 2011 12:49 am

I'm having an issue with the WMK - FOOK MP5SD5 model...

i come across a dead raider with one, and the model looks fine.

i pick it up and in 3rd person, the clip is missing
i drop it, clip is there again

the WEAP entry doesnt use a World Model, so that's not it.

Any reason why the model would be missing the clip. This isnt an Extended Clip version, just the normal one.


I responded to a PM about this the other day; I guess that was probably you. Sorry, I don't check this thread every day. Anyway, as mentioned in the PM, this is covered in the Known Issues section of the WMK-FOOK2 readme. I'll just quote it here too:

- After equipping, the HK MP5SD5's magazine is positioned incorrectly until the first time the weapon is reloaded.



It's an odd issue; the magazine appears in the correct position in Nifskope, too. Since it's a relatively minor issue (only in third-person(?), and only until the weapon is reloaded), I didn't feel like potentially rebuilding the entire nif to try to fix it. That could change if I update WMK-FOOK2 again for whatever reason, though.
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Adrian Powers
 
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Post » Fri Feb 18, 2011 8:48 pm

I responded to a PM about this the other day; I guess that was probably you. Sorry, I don't check this thread every day. Anyway, as mentioned in the PM, this is covered in the Known Issues section of the WMK-FOOK2 readme. I'll just quote it here too:




It's an odd issue; the magazine appears in the correct position in Nifskope, too. Since it's a relatively minor issue (only in third-person(?), and only until the weapon is reloaded), I didn't feel like potentially rebuilding the entire nif to try to fix it. That could change if I update WMK-FOOK2 again for whatever reason, though.


yeah, got the PM. Thanks!
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Natasha Biss
 
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Post » Sat Feb 19, 2011 8:07 am

In case anyone's interested, I just uploaded an illustrated (pdf) tutorial that covers how to create your own WMK add-on that allows weapons from other mods to be modified with mod kits.

It's on http://www.fallout3nexus.com/downloads/file.php?id=3388.
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OnlyDumazzapplyhere
 
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Post » Sat Feb 19, 2011 5:04 am

i'm having a little trouble here, here is the situation

i am using T3T weapon tweaks + T3T WMK patch and a custom ESP that alters global damage

the esp changes

fDamageSkillBase 0.5 to 0.75
and
fDamageSkillMult 0.5 to 0.75

When i equip a Mod Kit my damage decreases

http://img9.yfrog.com/img9/4733/screenshot24rp.png

http://img522.imageshack.us/img522/5699/screenshot25o.png


What i want is to be able to equip a mod kit, let say a scope, without the damage decreasing :D


Here is my Load Order

Spoiler
[X] HairPack.esm
[X] Mart's Mutant Mod.esm
[X] SS Master File.esm
[X] StreetLights.esm
[X] DCInteriors_ComboEdition.esm
[X] Arwen_Reduced_QuestXPR.esp
[X] Merged Tweaks.esp
[X] Fast_But_Dramatic_VATS_0.9.esp
[X] DarNifiedUIF3.esp
[X] StreetLights - Wasteland.esp
[X] MrSlackPants-DecentPipBoyLight.esp
[X] CASM.esp
[X] Refurbishes [ALL].esp
[X] KHWeaponscanner.esp
[X] SniperZooming.esp
[X] Mannequin.esp
[X] WeaponModKits.esp
[X] WeaponModKits - OperationAnchorage.esp
[X] WeaponModKits - ThePitt.esp
[X] WeaponModKits - BrokenSteel.esp
[X] WeaponModKits - PointLookout.esp
[X] WeaponModKits - Zeta.esp
[X] KarmaRevampExtreme1010.esp
[X] Wasteland Whisperer.esp
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - DLC Anchorage.esp
[X] Mart's Mutant Mod - DLC The Pitt.esp
[X] Mart's Mutant Mod - DLC Broken Steel.esp
[X] Mart's Mutant Mod - DLC Point Lookout.esp
[X] Mart's Mutant Mod - DLC Zeta.esp
[X] Mart's Mutant Mod - No Geckos.esp
[X] Mart's Mutant Mod - No Wanamingos.esp
[X] Mart's Mutant Mod - Hunting & Looting.esp
[X] Mart's Mutant Mod - Increased Spawns.esp
[X] Mart's Mutant Mod - Natural Selection.esp
[X] Mart's Mutant Mod - Reduced Wasteland Spawns.esp
[X] Mart's Mutant Mod - Tougher Traders.esp
[X] Mart's Mutant Mod - Zones Respawn.esp
[X] MrSlackPants-Radiation.esp
[X] XFO_Perk_Rebalance.esp
[X] XFO_Sneak_Rebalance_Mild.esp
[X] XFO_SP_Fix_(SP10_TAG25_INTxHalf).esp
[X] XFO_Stat_Changes.esp
[X] T3T_WeaponTweaks.esp
[X] T3T_WT_AnchorageCompanion.esp
[X] T3T_WT_ThePittCompanion.esp
[X] T3T_WT_BrokenSteelCompanion.esp
[X] T3T_WT_PointLookoutCompanion.esp
[X] T3T_WT_ZetaCompanion.esp
[X] T3T_WeaponSettingsCompanion.esp
[X] T3T_WT_WMK.esp
[X] Increase Weapon Damage - Mild.esp
[X] Arwen_XPR_Extreme.esp
[X] Fellout-Full.esp
[X] Fellout-BrokenSteel.esp
[X] Fellout-PointLookout.esp
[X] Fellout-Zeta.esp
[X] megalight.esp
[X] ZW_Merged Patch.esp


Can anyone help me? i'll give cookies :cookie: !
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renee Duhamel
 
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Post » Fri Feb 18, 2011 11:38 pm

i'm having a little trouble here, here is the situation

i am using T3T weapon tweaks + T3T WMK patch and a custom ESP that alters global damage

...

What i want is to be able to equip a mod kit, let say a scope, without the damage decreasing :D



It's almost certainly an incompatibility issue. Depending on how it's made, it could be that that damage-increasing mod is only affecting vanilla weapons and not modified variants from WMK. Or it could be something else. You may need to experiment with disabling mods until you find the culprit.
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Alexander Lee
 
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Post » Fri Feb 18, 2011 7:29 pm

In case anyone's interested, I just uploaded an illustrated (pdf) tutorial that covers how to create your own WMK add-on that allows weapons from other mods to be modified with mod kits.

It's on http://www.fallout3nexus.com/downloads/file.php?id=3388.


THANK YOU!!!
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Nikki Hype
 
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Post » Sat Feb 19, 2011 4:35 am

Sorry if I'm repeating ideas that have already been suggested, or if you're not really looking for any new ideas on this, but I have a few I'd like to blurt out here. :whistling:

Trigger pack upgrade: A WMK that would replace a weapon's worn-out, rusty, crusty trigger with a new, smooth one with a lighter trigger pull. Maybe for semi-auto weapons only, would increase accuracy a little.

Holographic/red dot sight: An intermediate step between standard weapon and scoped. You wouldn't get the scope aiming reticle when you had this equipped, but it would "zoom" a little farther in aiming mode and increase accuracy by a degree somewhere between standard and scoped weapons.

Stock: The only weapon I can think of offhand that I would apply this to is the 10mm SMG. I like the two-hand version of this weapon when mod kids are added to it, a full stock upgrade to add accuracy at the expense of a little additional weight would be a nice addition.
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Roberta Obrien
 
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Post » Fri Feb 18, 2011 9:15 pm

the culprit was T3T Tweaks, i dont see how it is incompatible, T3T provided a patch if using WMK
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JLG
 
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Post » Sat Feb 19, 2011 2:06 am

Tzimisce: There's some information relevant to this in the WMK FAQ.
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Chantel Hopkin
 
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