Fallout 3

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Antistar

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blove

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84 comments

  1. kurtsden1
    kurtsden1
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    hello should merge all my mods or only the wmk-fook ?
  2. silberne
    silberne
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    I have noticed that there are no WMK modifications for riffles G11 and G11e, although the files exist as non modified version too. Also there are no ingame riffles or modification for LSW and XLE, however the models exist too. Will you add these weapons to the esp? Or how can I add them? I can create those like separate versions, but would like to bind them to the workbench.
    1. silberne
      silberne
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      I think I have managed it out. Will test today.
    2. silberne
      silberne
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      Also m60. Where were those weapons taken from? I can't find them in any mod.
    3. silberne
      silberne
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      I want to find the textures, but there is nothing in the fook.bsa that is compatible. I use the newest version. Are there any tracks I can look for the originals of those? I need LSW, XLE and M60 textures at least.
    4. blove
      blove
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      The M60 textures are located in the FOOK2 BSA "\textures\fook\weapons\heavyrifles\m60".You would need to check the NIFs for the LSW and XLE textures.

      Antistar has a WMK Adding Content Tutorial on his Weapon Mod Kits page.
  3. Hejick
    Hejick
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    Why do we need to use a Merged Patch and what will happen without a merged patch?
    1. EvilOssie
      EvilOssie
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      Simplistic answer; a merged patch takes various elements from your installed mods and integrates them so they'll all play nice together. Calling it an adaptor may not be totally accurate, but the premise is kinda-sorta the same. Specifically here, it helps both WMK and FOOK work together, so that WMK additions are absorbed into FOOK for overall goodness. Or something like that. Without it, some features aren't going to work as they should, at the very least.

      Wrye Flash's bash patch is similar to xEdit's merged patch, but is rather more user-configurable. Using either of them is a Good Thing and your game will like you for adding it in.
    2. blove
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      Thanks, Ossie.

      Hi, Hejick.

      It is because of the ordered list mechanics of multiple WMK plugins and the fact that the last plugin to change a record wins.The WMK plugins have the same ordered lists but with different data.That data must be merged together in the same ordered list for WMK to choose the right weapon record when adding or removing a weapon mod.Not having the merged patch while having multiple WMK plugins in this case could result in the wrong weapon or even a crash.
  4. ZengarZonvolt
    ZengarZonvolt
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    just gonna ask when i install this patch what gun from fook can i mod? an extensive list would be much MUCH appreciated. Also what mods can i put on those?
    1. blove
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      Antistar lists the weapons and mods in the original FOIP readmes which are included in the WMKFOOK2 Compatibility Patches archive in the "original documents" folder.
  5. Reignscythe
    Reignscythe
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    Only knew FOOK through WMK.. Would my game be messed up when I install FOOK after WMK? Should I uninstall WMK and reinstall in that order?
    1. blove
      blove
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      The installation order should be FOOK2, WMK, and then WMKFOOK2.Starting a new game would be best for FOOK2.
  6. KingGaler
    KingGaler
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    Do i need to start a new game after i instaled this mod?
    1. blove
      blove
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      If you are upgrading FOOK2 from a version prior to 1.1, you have to start a new game.
  7. draco2962
    draco2962
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    i have the same problem the guy below me had but i have overwritten WMK plugins with the WMKFOOK2 Plugins and created a merged patch, help
    1. blove
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      Which weapons and what is your load order?
  8. redscout73
    redscout73
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    So I've installed both, and I can put weapon mods on the renamed vanilla weapons, but the new weapons from FOOK say "this weapon cannot be modified" can anyone help me out here?
    1. blove
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      Did you overwrite the WMK plugins with the WMKFOOK2 plugins and create a merged patch?
    2. F1refly
      F1refly
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      I'd like to know how to do that. I'm stupid
    3. blove
      blove
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      Instructions for Automatic Merged Patch Creation can be found on the Weapon Mod Kits by Antistar description page.
  9. Vincord
    Vincord
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    Sorry, I'm English poor.
    If you install a scope on some weapons of FOOK, impact point and the sight of the scope will misalignment.
    Is there a solution?
    1. blove
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      Which weapons?
    2. Vincord
      Vincord
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      I seen case:

      M14
      M4A1Carbine
      M16A2
      MP5A4
      FN P90c
      FN FAL
      MP7A3

      Impact point is slightly below (such as cross site dot) sighting scope.
      I think that there are other.
      However, I'm not able to grasp.
    3. blove
      blove
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      Ahh, I see it.The M16A2 is actually fine, but the others all use the same scope mesh from FOOK2 and it is off.It will be resolved in the next FOOK2 hotfix release.
    4. Vincord
      Vincord
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      Oh, that's great news.
      It was my lack of research.
      Thank you for letting me know the information.
  10. Asesinamen
    Asesinamen
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    Just a quick question to get confirmation from you: the WMKed variants of DLC weapons are modified from their vanilla stats instead of DIK's, due to the lack of a WMK-DIK module, right?
    1. blove
      blove
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      Everything in the WMKFOOK2 archive is based off of FOOK2 values just like the old FOIP patch.