I'm a long time WMK fan and FOOK user, so thanks a lot for the FOOK2-WMK CP.
However, I'm having problems getting it to work. Specifically, I can mod vanilla weapons (missile launcher, Chinese AR/Norinco type 57, etc,) along with the Anchorage gauss rifle, but when I try to mod any of the new FOOK2 weapons, even ones specially mentioned in the readme as complete (G36C, Desert Eagle/Desert Dragon, etc), the game doesn't let me - I go to mod it but there's no "modify my active weapon" option at the work bench, only "cancel."
My LO is thus:
Fallout3.esm
CALIBR.esm
ThePitt.esm
Anchorage.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Mart's Mutant Mod.esm
FOOK2 - Main.esm
FOOK2 - [[censored]] World And Neighbourhood Kit.esm
FOOK2 - [DIK] DLC Improvement Kit.esm
CASM.esp
DarNifiedUIF3.esp
DUIF3Extras.esp
FOOK2 - Main.esp
FOOK2 - Mothership Zeta.esp
FOOK2 - [censored] Map Markers.esp
FOOK2 - [DIK] DLC Improvement Kit.esp
FOOK2 - [EVE] Energy Visuals Enhanced.esp
WeaponModKits.esp
WeaponModKits - ThePitt.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - FOOK.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - FOOK2.esp
Mart's Mutant Mod - FOOK2 - DIK.esp
MergedPatch.esp
I've tried placing WMK - FOOK.esp both before and after the two WMK - DLC.esps, but that doesn't seem to change anything. I am using the versions of the WMK-DLC.esps that came with the FOIP pack and have the relevant FOOK2.esms as masters.
I'm using FO3edit's merged patch function as suggested in the readme, but it doesn't seem to matter whether it's ticked or not, since I have the same problem whether it's on or off.
Any idea what the problem is? Have I failed epically and missed something really obvious in the readme?
Edit: Also, in the wasteland, I'll find weapons that come premodded with scopes, extended mags, or silencers, but if I try to remove said mods from the weapon, it doesn't let me. Gives me the same lack of option that modding a non-vanilla weapon does.
Edit2: However, if the weapon is modded in vanilla, like the silenced 10mm pistol, the silencer
can be removed. Also, the Pitt CP doesn't seem to work at all, since I can't mod the Metal Blaster or Infiltrator/Perforator.