Fallout 3

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See Description and Readme

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SATMA

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About this mod

Wasteland Melee Mod Pack V2: a CALIBResque for melee weapons!

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Abstract: Wasteland Melee Mod Pack adds more melee weapons to the Wasteland, adds DLC melee weapons to the Wasteland, and does so dynamically with a script, which ensures the maximum degree of compatibility.

Refer to the Readme for the most up-to-date information!


If you would like to write a WMMP plugin, we encourage you to upload it to the Nexus; link exchanges will be reciprocal.


---------------------------------------Description---------------------------------------

The Wasteland Melee Mod Pack v.3.0 is a compilation of exceptionally well-done, canonically consistent melee weapons from the Fallout Nexus combined with a reimplementation; of weapons from all of the DLCs that diversifies what melee weapons enemies spawn with in a logical manner. Thus, you will see Raiders wielding nailboards, pipe wrenches and trench knives in addition to what they usually do, and even what they have been modified to do by prior mods, while Talons are going to prefer more professional loadouts. All of this, with only a couple notable exceptions, is done via script commands, so assuming that your NPCs are all still using vanilla leveled lists, WMMP should be compatible with nearly *any* mod.

Version three adds three new weapons: the Spiked Baseball Bat, Crude Blade, and Spear to the Wasteland, and also simplifies installation with a core package install, a compatch download for users of 20th Century Weapons and Fallout Wanderer's Edition, and optional plugins download.

---------------------------------------Installation Instructions---------------------------------------

Copy the contents of the data folder in the zip to Fallout 3’s main data folder, overwriting old files if you are upgrading.

For core (i.e., WMMP and not 20th Century Weapons OR FWE) installations: CHECK all included Core ESPS in FOMM.

If you use 20th Century Weapons: UNCHECK WMMP_AMA [Mutants].esp in FOMM. Download the compatch package, and extract WMMP_AMA [Mutants][20CW].esp to the folder, and CHECK it in FOMM.

If you use Fallout Wanderers’ Edition (FWE): UNCHECK WMMP_AMA [Mutants].esp in FOMM. Download the compatch package, and extract WMMP_AMA [Mutants][FWE5].esp to the folder, and CHECK it in FOMM.

If you wish to use the plugins: Download the plugins package, and extract them into the data folder. CHECK the ones you wish to use.


---------------------------------------Load Order---------------------------------------

[All DLCs] - MANDATORY, as WMMP adds melee weapons from the DLCs into the Capital Wasteland.
[20th Century Weapons, Fallout Wanderers’ Edition] - Must go before WMMP if you use them. These are the only mods WMMP needs to override.
WMMP_Master.esp – Main File: Weapons Library
WMMP_Install.esp – Main File: Houses install script. Only needs to be run once, but can be left on.
WMMP_AMA [Swamp Folk].esp – Adds support for Swamp Folk using different melee weapons. If you are using a mod that conflicts with that form list, notify us ASAP so we can write a compatch.
WMMP_AMA [Mutants].esp – Use this esp if you are using only WMMP and not 20th Century Weapons.
WMMP_AMA [Mutants][20CW].esp – Use this esp if you are using WWMP AND 20th Century Weapons
WMMP_AMA [Mutants][FWE5].esp – Use this esp if you are using WWMP AND Fallout Wanderers’ Edition
WMMP_RRR.esp – Use this plugin if you want the Nexus weapons to use Repair Rethought Reborn-esque behavior (i.e., repair from scrap metal etc.) Independent from RRR but best used in association with it.
WMMP_RIG.esp – This plugin alters the NPC files for Sudden Death Overtime so that they will wield hockey sticks appropriate to the position they play.
WMMP_Uniques.esp – This plugin alters the NPC files for Hannibal Hamlin and Leroy Walker, giving them unique weapons. If you use a mod which modifies these NPCs, enable this at your own discretion.
[Anything Else]

---------------------------------------Important Notes---------------------------------------

  • Version 3 is fully compatible with V1 and V2 saves. Simply overwrite all the current files and reload your game; a message will run and give you a note telling you that V3 has successfully installed. You should not lose any weapons (unless you are somehow upgrading from the beta).
  • Again, while the RRR plugin is optional, and can even operate on its own, it is best used in concert with the RRR plugin family proper. Links to RRR mods are included at the end of this file.
  • It is recommended that you disable the component mods of WMMP, as listed in the credits below.
  • V2 changed WMMP_Master to an ESP flagged as an ESM. This means you may now edit the code in any of the plugins, or write plugins for the master file with ease. However, this has been reported to cause minor stability issues in elaborate mod setups. If you are having trouble and suspect WMMP is the culprit, download FO3Edit and make a copy of the executable called FO3MasterRestore to normalize the ESP, or simply remove the ESM flag from the file header info in FO3Edit.

---------------------------------------Credits---------------------------------------


---------------------------------------Version History---------------------------------------

  • V3.0 - Added Spike Bat, Crude Blade, and Spear. Compartmentalized install for simpler installation.
  • V2.0 - See readme for complete history of changes.
  • V1.0 - 1/18/2010: WMMP compartmentalized, nomeanclature made uniform, V1 package finalized.
  • Beta 2/3 - 1/17/2010: Talkie Toaster's Mutant Animations saves the day for the mutants, but then Bethesda's eccentric scripting throws the entire enterprise into doubt. Kudos to Talkie Toaster, Ebby Exasparimu, and The Vampire Dante, though, for bringing those animations to my attention.
  • Beta1 - 1/16/2010: Public Beta released.

---------------------------------------Links---------------------------------------