wmk & fook2

Post » Wed Nov 30, 2011 10:13 pm

Trying to get mod kits to work with fook2, I've got the kits showing up but the work benches just say "scrapper and activate" when I try to mod a gun. Not sure why its not happening - anyone know?
el load order:
Fallout3.esm
PointLookout.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
CALIBR.esm
FOOK2 - Main.esm
FOOK2 - [[censored]] World And Neighbourhood Kit.esm
FOOK2 - [DIK] DLC Improvement Kit.esm
Mart's Mutant Mod.esm
FOOK2 - Main.esp
FOOK2 - [EVE] Energy Visuals Enhanced.esp
FOOK2 - [DIK] DLC Improvement Kit.esp
MyFOOK2 - Black & White Tranquility Lane.esp
WeaponModKits.esp
WeaponModKits - FOOK.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
MissingUniqueWeapons-Enhanced.esp
MissingUniqueArmorClothing-Enhanced.esp
MissingUniqueArmorClothing-Enhanced-NSF.esp
enhancedsnipersandsilent.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - FOOK2.esp
Mart's Mutant Mod - FOOK2 - DIK.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - No DLC Increased Spawns.esp
Slower Levelling - extremely slow.esp
MiniHideout.esp
MyFOOK2 - No [censored] Victims.esp

Total active plugins: 39
Total plugins: 57
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Alada Vaginah
 
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Post » Wed Nov 30, 2011 11:38 pm

1) A lot of FOOK weapons still can't be modded.

2) You might have to make a merged patch see the WMK readme for that.
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bonita mathews
 
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Post » Wed Nov 30, 2011 6:09 pm

MissingUniqueWeapons-Enhanced.esp


This will for certain conflict with WMK and FOOK. You can probably edit the plugin in FO3Edit to make it compatible with both. Also, WMK readme says a merged patch is necessary, but I don't see one in your load order?

Nothing in your load order jumps out as a mod that would modify the workbench other than FOOK and WMK, but there shouldn't be issue there, espcially if you are also using the FOIP patch for FOOK2 and WMK. If you try to WMKify a FOOK2 weapon that WMK does not yet support, you should receive a message telling you that the weapon cannot be WMKified.
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David John Hunter
 
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Joined: Sun May 13, 2007 8:24 am

Post » Thu Dec 01, 2011 1:19 am

I can't modify any weapons - the kits are in my inventory but there's no option on the workbench. I'll try the merged patch idea. Thanks for the help!
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Albert Wesker
 
Posts: 3499
Joined: Fri May 11, 2007 11:17 pm

Post » Thu Dec 01, 2011 3:49 am

This will for certain conflict with WMK and FOOK. You can probably edit the plugin in FO3Edit to make it compatible with both. Also, WMK readme says a merged patch is necessary, but I don't see one in your load order?

Nothing in your load order jumps out as a mod that would modify the workbench other than FOOK and WMK, but there shouldn't be issue there, espcially if you are also using the FOIP patch for FOOK2 and WMK. If you try to WMKify a FOOK2 weapon that WMK does not yet support, you should receive a message telling you that the weapon cannot be WMKified.


WMK does not edit the Workbench. That's also I believe the only reason you need FOSE.
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Chenae Butler
 
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Post » Thu Dec 01, 2011 8:57 am

Don't you also Craft when using FOOK2?
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Celestine Stardust
 
Posts: 3390
Joined: Fri Dec 01, 2006 11:22 pm

Post » Wed Nov 30, 2011 9:33 pm

I've got the merged patch and FOSE running but still no luck. The only mods I have running after WMK are the MMM ones. Frustrating - I think I would rather have the mod kits than the fook2 weapons...
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Everardo Montano
 
Posts: 3373
Joined: Mon Dec 03, 2007 4:23 am


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