First, your instructions don't mention that you need to disable the AK-47 replacer ESP as well. That was loading after this when sorted with LOOT and causing the AK-47 ironsight animations to not work. After disabling the ESP, my AK-47 is still present and now animations work properly. I also used the fixed ironsights from VWgolfR1 for the AK-47, though I'm not sure if this mod needs it or not. It's just a mesh replacer. Seems to work great on my game when combined with your mod.
https://www.nexusmods.com/fallout3/mods/19608
Second, the ESP from this mod needs to load after any of the ESPs from Weapon Enhancement Pack or RH_IronSights. Otherwise the G3 replacer does not work.
I also went in with xEdit and changed the mag capacity for both to 30 within your plugin and changed them both to use the EVE shellcasings from IMPACT.
I don't use Rh Ironsights nor FWE, but I'm tired of having my Kalashnikov changed into a Chinese Assault Rifle everytime I add a silencer, despite having two mods that change the CAR into an AK-47. I'm gonna risk installing this patch and see what gives...
Really all I did to get the G23 in Fo3 was manually download the mod off of the NV nexus and drop everything but the esp and it's read me into the data folder. So far everything looks fine, haven't modded it yet, though I probably won't since I prefer the AK.
Edit: Just checked everything works fine, easy peasy
I have to ask since you are actually the only modder to ever add WMK support to a custom weapon in the game. How the hell did you do it? I've been struggling to repeat what you did with the lever-action rifle and backwater rifle - to no avail. The workbench says that the weapons can't be modded. This may be because I added ironsights to the game.
The pso 1 scope has some weird texture glitch, basically the sides of the scope are covered with some color dependant on the background, anyone else having this issue?
This is an awesome mod however I have a slight problem. For some reason whenever I mod either my AK or G3 with any weapon mod, it reverts back to the vanilla variants (with mod) instead of those nice ones like in the pictures. I currently have WMK, RH_Ironsights and a heavily modded vanilla(majority of graphical mods and very few weapon, gun sounds and combat mods like this one).
46 comments
First, your instructions don't mention that you need to disable the AK-47 replacer ESP as well. That was loading after this when sorted with LOOT and causing the AK-47 ironsight animations to not work. After disabling the ESP, my AK-47 is still present and now animations work properly. I also used the fixed ironsights from VWgolfR1 for the AK-47, though I'm not sure if this mod needs it or not. It's just a mesh replacer. Seems to work great on my game when combined with your mod.
https://www.nexusmods.com/fallout3/mods/19608
Second, the ESP from this mod needs to load after any of the ESPs from Weapon Enhancement Pack or RH_IronSights. Otherwise the G3 replacer does not work.
I also went in with xEdit and changed the mag capacity for both to 30 within your plugin and changed them both to use the EVE shellcasings from IMPACT.
Edit: Just checked everything works fine, easy peasy
however I have a slight problem. For some reason whenever I mod either my AK or G3 with any weapon mod, it reverts back to the vanilla variants (with mod) instead of those nice ones like in the pictures. I currently have WMK, RH_Ironsights and a heavily modded vanilla(majority of graphical mods and very few weapon, gun sounds and combat mods like this one).Nevermind I fixed it.
If you ask how to port the G36 from New Vegas to FO3, well...
It was months ago, that i worked with GECK, but if i remember correctly, for personal use, you can simply modify the item modell in GECK.
https://www.youtube.com/watch?v=WOZOh24vKxU
http://geck.bethsoft.com/index.php?title=Weapons
Hope it helps