The affected weapons have the stats and effects from the Blackened EVE FWE patches carried over to their WMK variants, but the issue is that the models from EVE don't carry over the the WMK variants. There are some solutions to this. One could skip the EVE models for the non-modded versions, making it more "immersive" to add weapon mod kits to them as the weapons won't change their look. The downside is of course that the EVE versions look so cool, so you don't want to miss them in the game. One could keep the EVE version, but then switch over to the WMK models when modifying the weapons. That is what I've done. A third solution would be to add the weapons back to the exclusion list in FOIP's WMK patches. Then I'd have to add the Gauss Rifle as well, as it wasn't in the exclusion list to begin with. The best solution would be to redo the WMK models, based on the EVE versions of the weapons. That would be awesome and would combine the best of both worlds, but it's beyond my knowledge how to achieve it, plus I'm not sure if antistar would permit it in the first place.
In short: this patch makes the weapons compatible with EVE, WMK and FWE as much as possible without editing the weapon models.
For some reason the wmk unique mod doesn't affect anything, I have it loaded after the FOIP compatibility and WMK plugins and it doesn't seem to conflict but I can't modify Unique weapons in game. Not sure what I'm doing wrong
Yeah, hey Ark... I just want to apologize for stating here that your mods don't play nice together with other mods. The problem isn't the mods... the problem was my modding skills. Now that I know how to properly create a merged patch along with a bashed patch (key word being Properly), everything is smooth sailing. Also, the ability to recognize conflicts using FO3Edit, and knowing how to edit and sort them out.
Anyway, thanks for these and all of your mods. Makes everything absolutely great.
Thank you for creating the - WMK Uniques for FWE mod.
It was driving me crazy. I did go into WMK's Formlist, but I didn't exactly understand from the mod author what to remove, after loading your Uniques for FWE, I saw exactly what had to happen if I wanted to do it myself. I have no idea what the green text, red text and grayed out text symbolized, I am not familiar with the tool.
One thing though, I was hoping I would finally be able to mod my Unique Reservists Rifle, but I cannot do this. Perhaps it was because the Author of WMK never made kits for it? Can you perhaps confirm?
Some of the others are working which I have already picked up, like the Lincoln Repeater. ^_^
Thank you again, I have endorsed your file, in the hope that it will make it easier for others to find.
Right, the Protectron's Gaze is messed up. I'm not sure what you mean with "one beam", though? In FWE it has the YK32 Pulse Pistol model and has it's own object effect and projectile. But it still seems to be one beam when I check it in game. Anyway, I had missed adding both the FWE object effect and the FWE projectile to the Protectron's Gaze and its WMK variants, which I have done now, but not sure what you mean with "only shoots one beam" as said?
EDIT: OK, when loading the vanilla version, I see that it has 5 projectiles, so 5 beams, but this is a patch giving the weapons FWE stats and effects, so if you want the vanilla weapon stats/effects, just skip using my patches and the problem is solved. But thanks anyway as I noticed that it was messed up regardless of the beam count as it didn't use the FWE effect/projectile. I've updated the patches.
Thanks for the reply the only problem I come across is the fact that I would like the models and effects to be default but the stats to but some changes in the geck do not go through or some reason. For example when I try to change the projectiles # they don't change in game. Also what unique weapons does this patch handle because I cant think of any other weapons that have different effects from the default game.
FWE changes a lot of weapons so won't list it here - check its website for details. Anyway, I'd recommend using FO3Edit if you want to edit weapons - much easier.
I am having a rather strange issue. Tried modifying the Xuanlong chinese AR with an extended magazine, however what I got was both the drum and normal magazine stuck into one.
Happens only with the Xuanlong + extended magazine. If it's for example Xuanlong + ext. mag + laser sights etc, then it works as intended...
Any idea what might have caused it? Using the WMK uniques for FWE.
You're right and the issue is there with the original WEP WMK Uniques as well, so not much I can do on my end. The issue is with that particular mesh. I'll post about it in the WEP thread.
Thanks for the swift response and reporting. I didn't know it was an issue with the other mod, otherwise I would probably do it myself, heh. Thanks again.
Also if you don't mind me asking, from where is the red scarf on one of your pictures?
It's a part of the outfit from Izumiko's T6M Jeans Outfit:
http://www.nexusmods.com/fallout3/mods/19953/?
But the scarf itself is from Paulson's Outfit in Mothership Zeta, so I think you can get it as a separate item via Tailor Maid Mothership Zeta, for example:
No, I've never used FWE Combat Overhaul, plus I'm playing TTW now so can't really make such a version either as TTW doesn't support FWE.
EDIT: I have a new 500 GB SSD, so I can mod out F3 as well. I'll look into this and make a patch if it's not too hard. Make take a little while to get my F3 game up and running, though.
OK, I took a look at FWE Combat Overhaul and as it really IS an overhaul in its own right, there's just too much work to make a patch for it, considering that I don't even use it. So, sorry, not going to make a patch for it.
30 comments
A patch carrying over the stats and effects for some weapons from the Blackened FWE and EVE patches to the WMK variants of them.
Weapons affected:
Alien Blaster
Firelance
Gauss Rifle
The affected weapons have the stats and effects from the Blackened EVE FWE patches carried over to their WMK variants, but the issue is that the models from EVE don't carry over the the WMK variants. There are some solutions to this. One could skip the EVE models for the non-modded versions, making it more "immersive" to add weapon mod kits to them as the weapons won't change their look. The downside is of course that the EVE versions look so cool, so you don't want to miss them in the game. One could keep the EVE version, but then switch over to the WMK models when modifying the weapons. That is what I've done. A third solution would be to add the weapons back to the exclusion list in FOIP's WMK patches. Then I'd have to add the Gauss Rifle as well, as it wasn't in the exclusion list to begin with. The best solution would be to redo the WMK models, based on the EVE versions of the weapons. That would be awesome and would combine the best of both worlds, but it's beyond my knowledge how to achieve it, plus I'm not sure if antistar would permit it in the first place.
In short: this patch makes the weapons compatible with EVE, WMK and FWE as much as possible without editing the weapon models.
Anyway, thanks for these and all of your mods. Makes everything absolutely great.
Thank you for creating the - WMK Uniques for FWE mod.
It was driving me crazy. I did go into WMK's Formlist, but I didn't exactly understand from the mod author what to remove, after loading your Uniques for FWE, I saw exactly what had to happen if I wanted to do it myself. I have no idea what the green text, red text and grayed out text symbolized, I am not familiar with the tool.
One thing though, I was hoping I would finally be able to mod my Unique Reservists Rifle, but I cannot do this. Perhaps it was because the Author of WMK never made kits for it? Can you perhaps confirm?
Some of the others are working which I have already picked up, like the Lincoln Repeater. ^_^
Thank you again, I have endorsed your file, in the hope that it will make it easier for others to find.
EDIT: OK, when loading the vanilla version, I see that it has 5 projectiles, so 5 beams, but this is a patch giving the weapons FWE stats and effects, so if you want the vanilla weapon stats/effects, just skip using my patches and the problem is solved. But thanks anyway as I noticed that it was messed up regardless of the beam count as it didn't use the FWE effect/projectile. I've updated the patches.
Thanks
Happens only with the Xuanlong + extended magazine. If it's for example Xuanlong + ext. mag + laser sights etc, then it works as intended...
Any idea what might have caused it? Using the WMK uniques for FWE.
Also if you don't mind me asking, from where is the red scarf on one of your pictures?
http://www.nexusmods.com/fallout3/mods/19953/?
But the scarf itself is from Paulson's Outfit in Mothership Zeta, so I think you can get it as a separate item via Tailor Maid Mothership Zeta, for example:
http://www.nexusmods.com/fallout3/mods/18921/?
EDIT: I have a new 500 GB SSD, so I can mod out F3 as well. I'll look into this and make a patch if it's not too hard. Make take a little while to get my F3 game up and running, though.