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.
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.
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.
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.
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?
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.
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?
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?
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.
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?
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Antistar has a WMK Adding Content Tutorial on his Weapon Mod Kits page.
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.
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.
If you install a scope on some weapons of FOOK, impact point and the sight of the scope will misalignment.
Is there a solution?
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.
It was my lack of research.
Thank you for letting me know the information.