[REL] Weapon Mod Kits (Thread 04)

Post » Sat Feb 19, 2011 9:09 am

I found more animation KFs for controlling the laser visibility. There seems to be a type called "Holster", which seems to control the state when it's on the back.

Also, there are versions for sneak, power armor, and power armor sneak (Sneak seems to be missing a holster version...)
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Tom Flanagan
 
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Post » Sat Feb 19, 2011 4:09 am

Antistar, nice mod all around. My only suggestions are the ones I left on the nexus. The ability to bore barrels to increase overall damage of a weapon, recoil upgrades to increase criticals/stability and to be able to silence shotguns( very unpractical but cool nonetheless). A few other suggestions would be the ability to name your weapon, similar to oblivion after enchanting. Modded ammo would be cool, like hollow points, incendiary rounds armor piercing bullets etc, etc.

Again your mod is awesome and I have no idea how far you plan to take it, so I'm just throwing out ideas that you may be able to incorporate:). Keep up the good work.
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Sara Lee
 
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Post » Fri Feb 18, 2011 10:52 pm

Nice that this works (partially) with with FOOK2 too, fully modded Beretta is my favored handgun now :goodjob:

I hope more of the new weapons will be moddable in the future, the Springfield M14 screams for a scope :D
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jessica Villacis
 
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Post » Fri Feb 18, 2011 8:56 pm

Antistar, nice mod all around. My only suggestions are the ones I left on the nexus. The ability to bore barrels to increase overall damage of a weapon, recoil upgrades to increase criticals/stability and to be able to silence shotguns( very unpractical but cool nonetheless). A few other suggestions would be the ability to name your weapon, similar to oblivion after enchanting. Modded ammo would be cool, like hollow points, incendiary rounds armor piercing bullets etc, etc.

Again your mod is awesome and I have no idea how far you plan to take it, so I'm just throwing out ideas that you may be able to incorporate:). Keep up the good work.


Any more mods beyond the five already will increase the number of iterations exponentially.

For instance...

A WMK set that has just one modkit compatible will have just two iterations.

With two: Four iterations

Three: Eight iterations

Four: Sixteen iterations

Five (the max number in WMK): 32 iterations

Adding just one compatible mod kit doubles however many iterations there are for all weapons made compatible with them. Seeing that these have to be created manually, you can see how mind-numbing this would be; Not only do the entries have to be made, but they have to be manually sorted in the WMK Swap FormLists.

I can tell you from experience that Four mod kits, or Sixteen iterations per weapon, is more than a headache.
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Darian Ennels
 
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Post » Fri Feb 18, 2011 5:39 pm

Nice that this works (partially) with with FOOK2 too, fully modded Beretta is my favored handgun now :goodjob:

I hope more of the new weapons will be moddable in the future, the Springfield M14 screams for a scope :D

Something like http://s633.photobucket.com/albums/uu56/old_andy/?action=view¤t=myweapon.jpg :D
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Danger Mouse
 
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Post » Sat Feb 19, 2011 9:21 am

Antistar, would it be possible for you to make a "compatibility" mod with http://fallout3nexus.com/downloads/file.php?id=393? I absolutely hate them, yet I love the Mod Kits, and when you use a kit on them the tracers return. What I think he did was make a mesh/texture for the tracer that made it invisible, I notice when just turning tracers off you can see the bullets for a moment before they fly off, and with No Tracers this isn't so, yet the bullets still show in VATS.

Edit: If you do I'd be very grateful. ^_^


Sorry for the late reply, and sorry again, because I won't be able to do that. I only do compatibility patches for things I want to use myself; no time for more than that.


I found more animation KFs for controlling the laser visibility. There seems to be a type called "Holster", which seems to control the state when it's on the back.

Also, there are versions for sneak, power armor, and power armor sneak (Sneak seems to be missing a holster version...)


Thanks; and would you be able to elaborate on that a bit? I'm not sure what you mean.

I do still intend to look at this stuff with the equip/unequip animations, but I've been working on another mod project; a good change of pace from WMK for a little while. :) I'll probably be putting up a WIP for it soon...

Oh - and I want to say thanks again for all the help and suggestions you've given since WMK was released; I really appreciate it.


Nice that this works (partially) with with FOOK2 too, fully modded Beretta is my favored handgun now :goodjob:

I hope more of the new weapons will be moddable in the future, the Springfield M14 screams for a scope :D


WMK-FOOK2 will never be 'complete' in the sense that all weapons can be modified; too many weapons. Far, far too many weapons. I do plan to do the M14 (among others), though. :)
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Siobhan Thompson
 
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Post » Sat Feb 19, 2011 6:01 am

Any more mods beyond the five already will increase the number of iterations exponentially.

For instance...

A WMK set that has just one modkit compatible will have just two iterations.

With two: Four iterations

Three: Eight iterations

Four: Sixteen iterations

Five (the max number in WMK): 32 iterations

Adding just one compatible mod kit doubles however many iterations there are for all weapons made compatible with them. Seeing that these have to be created manually, you can see how mind-numbing this would be; Not only do the entries have to be made, but they have to be manually sorted in the WMK Swap FormLists.

I can tell you from experience that Four mod kits, or Sixteen iterations per weapon, is more than a headache.

I have no clue what you are saying:(. I know zip about modding. I do know its not easy and I do know great mods come from hard work.
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Catharine Krupinski
 
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Post » Sat Feb 19, 2011 3:57 am

Thanks; and would you be able to elaborate on that a bit? I'm not sure what you mean.

I do still intend to look at this stuff with the equip/unequip animations, but I've been working on another mod project; a good change of pace from WMK for a little while. :) I'll probably be putting up a WIP for it soon...

Oh - and I want to say thanks again for all the help and suggestions you've given since WMK was released; I really appreciate it.


Take a look at the latest upload of the "imma firin mah lazor" mod, I packed the new findings in there. All were 2H Automatic anims, renamed to be 2H Rifle anims. Coincidentally, it works on the lever rifles too. :)

I have no clue what you are saying:(. I know zip about modding. I do know its not easy and I do know great mods come from hard work.


I'm saying that to add more mod kit types would cause Antistar to yell at the top of his lungs, roll his eyes into his head, and run around flailing his arms about, and be reduced to a http://en.wikipedia.org/wiki/Persistent_vegetative_state after that episode is done. ;)
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Chris Guerin
 
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Post » Fri Feb 18, 2011 10:28 pm

Take a look at the latest upload of the "imma firin mah lazor" mod, I packed the new findings in there. All were 2H Automatic anims, renamed to be 2H Rifle anims. Coincidentally, it works on the lever rifles too. :)



I'm saying that to add more mod kit types would cause Antistar to yell at the top of his lungs, roll his eyes into his head, and run around flailing his arms about, and be reduced to a http://en.wikipedia.org/wiki/Persistent_vegetative_state after that episode is done. ;)

Now ya talking my language :) .
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Kelly James
 
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Post » Sat Feb 19, 2011 9:52 am

WMK-FOOK2 will never be 'complete' in the sense that all weapons can be modified; too many weapons. Far, far too many weapons. I do plan to do the M14 (among others), though. :)


I figured that would be the case, there's so very many weapons. I hope Abakan is on the to-do list, it gives me this nice STALKER feel :D
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Alba Casas
 
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Post » Sat Feb 19, 2011 12:09 am

Take a look at the latest upload of the "imma firin mah lazor" mod, I packed the new findings in there. All were 2H Automatic anims, renamed to be 2H Rifle anims. Coincidentally, it works on the lever rifles too. :)


Thanks - I'll check it out. :)
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JLG
 
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Post » Sat Feb 19, 2011 6:17 am

i was going to post a request for 40mm rifle-mounted grenade launcher modkits, but after reading how difficult it is to make just the 5 existing modkits compatible with weapons... i'm not going to.

[would require a LOT of scripting to enable it to be fired, then create a form list for compatible ammunitions (frag, pulse, plasma, flare, incendiary, etc.), and a lot of editing existing models to have the new piece of hardware on it]

love the mod, keep up the good work.

might pull it apart, look at it's inner workings, and do it myself for a select number of weapons... assuming i learn anything about it
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Stefanny Cardona
 
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Post » Sat Feb 19, 2011 6:55 am

Antistar -


I made a clean install with all of the DLC and decided to load FOOK2. As always, I find your mod necessary for maximum enjoyment of the game, so I followed the directions indicated. However, I am running into a serious problem with FO3edit. I cannot get it to make a merged patch for me - I have everything in the right order in FOMM, but whenever I run FO3edit, it tells me I have a fatal error because the .esp for WMK has to come before the .esp for the WMK - Operation Anchorage. Well, it IS before the WMK - OA .esp. I've gone ahead and removed them and put them back in again, yet I keep getting the same message. If I cannot get a merged patch to create, will it cause a lot of problems?
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James Rhead
 
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Post » Sat Feb 19, 2011 5:42 am

Antistar -


I made a clean install with all of the DLC and decided to load FOOK2. As always, I find your mod necessary for maximum enjoyment of the game, so I followed the directions indicated. However, I am running into a serious problem with FO3edit. I cannot get it to make a merged patch for me - I have everything in the right order in FOMM, but whenever I run FO3edit, it tells me I have a fatal error because the .esp for WMK has to come before the .esp for the WMK - Operation Anchorage. Well, it IS before the WMK - OA .esp. I've gone ahead and removed them and put them back in again, yet I keep getting the same message. If I cannot get a merged patch to create, will it cause a lot of problems?


Assuming you're bionicleyu99, I just answered this over on the FO3Nexus download page - but I'll paste it here too:

As mentioned in the WMK and add-on FAQs, an automatic merged patch is needed in that case, yes: without it you won't be able to modify all the weapons that you should be able to. It might be a good idea to ask Elminster about the issue you're having - in the http://www.gamesas.com/bgsforums/index.php?showtopic=1040411.
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Penny Courture
 
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Post » Fri Feb 18, 2011 9:56 pm

Assuming you're bionicleyu99, I just answered this over on the FO3Nexus download page - but I'll paste it here too:

As mentioned in the WMK and add-on FAQs, an automatic merged patch is needed in that case, yes: without it you won't be able to modify all the weapons that you should be able to. It might be a good idea to ask Elminster about the issue you're having - in the http://www.gamesas.com/bgsforums/index.php?showtopic=1040411.


Nope, I'm not that guy, so thanks for the answer. I'll go ahead and do that.
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Beat freak
 
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Post » Sat Feb 19, 2011 3:56 am

A quick note to say that I just updated the WMK-BS add-on (only the standard version; the FOOK2 version didn't need it) so that Col. Autumn's Laser Pistol is now a non-quest item, as intended.


In other WMK news, I've been busy with http://www.gamesas.com/bgsforums/index.php?showtopic=1058673 for a while - and there are still a few things I want to do for it - but I will be returning to work on WMK in a little while. I want to have another look at the animation issues with modified laser rifles, based on the stuff MadCat was talking about, and also add modified weapons to that 'super mutants can use these' formlist that was mentioned a while back. Tweaks and fixes like that. I'll almost certainly be implementing more weapons in WMK-FOOK2 too. :)
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Del Arte
 
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Post » Sat Feb 19, 2011 2:21 am

For as much as I love WMK, I fully support you spending as much time as you want on DTO :tops:
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Richard Dixon
 
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Post » Fri Feb 18, 2011 8:50 pm

Finally started using WMK, it's awesome.
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Kelsey Hall
 
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Post » Fri Feb 18, 2011 11:21 pm

I'm really enjoying this mod and I'm hoping you can do something similar for Armor. A few ideas for components you could add:

Kevlar Reinforcement: a damage reduction bonus
Dermal Regenerator: a bonus to Medicine
Chameleon Field: a bonus to Sneak

I'm sure you could think of quite a few more. You'd probably have to limit the number of enhancements you can add because of the character limit in the effects text box though, but you should be able to get in 3 effects per armour set at least.
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Kara Payne
 
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Post » Fri Feb 18, 2011 8:54 pm

Hi,

is it normal that when I add a scope to a M4 the damage is considerably reduced?
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jeremey wisor
 
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Post » Sat Feb 19, 2011 1:26 am

is it normal that when I add a scope to a M14 the damage is considerably reduced?


No, but you are using another mod that adds M14 to the game and a WMK compatibility patch which allows you to WMK-ify that M14, so probably somewhere in the mix the stats for the scoped M14 is not updated to correspond to the 'original' M14 damage. Let me guess, you are using FOOK?
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Rachie Stout
 
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Post » Fri Feb 18, 2011 11:57 pm

Sorry, it is not the M14, its the M4. Sorry again. I think this happens with all the weapons...
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Silvia Gil
 
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Post » Sat Feb 19, 2011 4:25 am

Sorry, it is not the M14, its the M4. Sorry again. I think this happens with all the weapons...


M4....that's also added by another mod, right? Post your load order.
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james tait
 
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Post » Sat Feb 19, 2011 1:50 am

My load order:

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
CRAFT.esm
CALIBR.esm
EnclaveCommander-OA-Pitt-Steel.esm
FOOK2 - Main.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Dragonskin Tactical Outfit.esp
DragonskinBonusPack.esp
CRAFT - Activation Perk.esp
CALIBRxMerchant.esp
FOOK2 - Main.esp
FOOK2 - [EVE] Energy Visuals Enhanced.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - Lvl 30 High Skills.esp
FO3 Wanderers Edition - FOOK Support.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
UPP-Lite.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - FOOK2.esp
Mart's Mutant Mod - FWE Master Release.esp
WeaponModKits.esp
WeaponModKits - FOOK.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
1Animated Nightvision goggles.esp
MaxLevel100.esp
Fellout-Full.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
Fellout-pipboylight.esp
Fellout-SOTD.esp
merged patch.esp
Essential Followers.esp

Total active plugins: 47
Total plugins: 91


thank you.
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Loane
 
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Post » Sat Feb 19, 2011 4:10 am

WeaponModKits - FOOK.esp
WeaponModKits - FWE Master Release.esp

Make sure you have the most updated of these two plugins. Check them out in FO3Edit to see which one has a lower damange for the M4 when WMK scope is added.
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Jordan Fletcher
 
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