Fallout 3

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The4thK

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The4thK

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11 comments

  1. ThatGuyOverThar
    ThatGuyOverThar
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    Such glorious potential, are you still going to do this? If not, any advice on how to do this?
  2. Artfact
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    Hey there,
    wonderful that you're doing this, it's pretty much the one thing that was missing from my fallout experience.
    As for some requests.

    I'd love to be able to mod some more of the classic rifles Lee-Enfeelds, Springfields.
    What also should be a relatively easier job is making the already modded weapons in AA compatable with WMK. The clock18 has a whole arsenal of versions and there are many silenced and scoped versions of rifles and assaultrifles.
    Good luck!
  3. The4thK
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    Hey guys occasionally when I apply a mod kit to one of the new guns the game crashes but it's not constant and I don't know what causes it if you guys could check it out that would really help me out, thanks.
  4. The4thK
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    Hey everybody, it's midterms this week so the update I'd planed to release will be pushed back to next Wednesday.

    @ESiah- I'm Sorry I didn't understand your post, yes it is slightly less work to put the meshes off until later, but since I already have to create and edit a new entry it's faster just to do the meshes anyway

    @Mariner1712- I realise I may not have answered one of your earlier questions. Every gun including the uniques and Thogun's pre silenced, scoped, etc.. guns will be made wmk compatible
  5. Mariner1712
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    @Mariner1712- I'll basically be going down the list of files in alphabetical order, but if several people want a specific gun I will skip ahead to that one ( so yes I'll include the 9mm)




    Awesome. BTW, forget about the energy weapon effects, as they are done by EWE, not EVE, and that's something ancillary to the point of of your WMK/AA patch. If you want to look into that idea after this is finished, I have a topic.
  6. ESiah
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    @The4thK re: cut-and-paste.
    I probably didn't frame the questions properly.
    What I meant was, suppose the weapon looks exactly the same as the base weapon with no mod kits, but it functions as if the mod kit were applied. e.g., a weapon with the Scope WMK would not appear to have a scope, but you can still zoom in when you press the right-mouse-button. E.g., A weapon with the extended magazine WMK would not appear any different, but have the stats of an extended clip weapon.
    Could you then defer new meshes for later? Or is that still approximately the same amount of work?
  7. The4thK
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    @Mariner1712- I'll basically be going down the list of files in alphabetical order, but if several people want a specific gun I will skip ahead to that one ( so yes I'll include the 9mm)

    @ESiah- for each instance of a mod kit on a weapon you need new meshes & objects ( 1wmk=2 meshes, 2wmk=4, 3wmk=8, 4=16) after that the reference ID's need to be paired so when you add/remove a kit you get the corresponding weapon. It's easy but tedious. I hope I answered your question.
  8. Mariner1712
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    If you could modify the Mauser 9m pistol in the next test update, that'd be great since I crafted the m1 away several saves ago.

    While you are at it in the long run, why not see if you can correct the habit of WMK removing the special weapon effects (like -5 Damage Resist on Lasers) and lore-friendly names from vanilla weapons modified by AA (ex. The vanilla Assault Rifle is renamed to R91 Assault Rifle with the AA Op. Hist. Names esp, but the name reverts back once you modify it, although it's only as long as you keep the mod attached.)

    More food for thought: Thogun did have the foresight to include silenced, scoped, and enhanced variations of some guns in AA, as well as using the same prefix nomenclature as WMK, but these are coded as different weapons. Would it be possible to replace those unique variants with WK-fiendly versions?

    I'd love to help you with the coding (being a long time modder myself), but GECK will not install on this machine (if you want to ask/help, PM), so I'm reduced to a consultant role.
  9. ESiah
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    Thank you for taking on this project!

    I haven't inspected the AA or WMK files, but is it a lot of cut-and-paste to get at least the functionality of WMK onto AA guns, even if we don't get the visuals? I think if you start there, that's already the main part of what people want to see from WMK in AA.
  10. The4thK
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    So far it's only the M1Garand