captain's sidearm no projectile, no damage (disabling this mod fixes it) does anybody have a fix for this? thanks Fixed using fo3edit, had no luck with geck, missing parent file. launch fo3edit, open dlcs(make sure wmk_fixes_dlc selected), expand wmk_fixes_dlc, under weapons tab sort by name look for captain's sidearm (also lots of entries for modkits), look for "projectiles" under DNAM tab, change the one under wmk_fixes_dlc column the rightmost one to alienblasterprojectile (blue color, if you want the green ones drag the "captains sidearm projectile" from IS zeta plug-in column (prompts you to add it as a parent/master file, ctrl-c and ctrl-v also ok). you can also change "impact data set" under world model and crit effect under CRDT (hit effect and disintegration etc). now time to change each one. ~~
It looks like some of the wmk-zeta weapons, such as the alien atomizer, alien disintegrator and their unique variants don't have proper ironsights. Anyone else have this problem?
Edit: If anyone is interested, I made a mod that resolves this issue.
To anyone still using this and experiencing the bug where the Tri-Beam Laser animation resets to default, it's because RH_IronSights_Basic_BrokenSteelPlugin.esp gives you a hidden item (Broken Steel Animation Adjustment) which makes a script change the firing animation.
Just disabling the plugin seems to fix it but you'll probably want to stop the quest and remove the item. You'll need to know the Mod Index of RH_IronSights.esm. In my case it's "0D" but it depends on your load order.
Load your latest save, open the console and run "StopQuest ISStatChangerQuestBRST" Then enter "player.removeitem xx015C12 1" and replace the "xx" with your esm's Mod Index. (e.g. 0D015C12) If done right you'll see "Broken Steel Animation Adjustment removed" and you can make a new save, disable RH_IronSights_Basic_BrokenSteelPlugin.esp, and use working Tri-Beam sights.
I solved the problem with <Weapon Mod Kits-dlc weapons enabler>. However, there is one more question about <Weapon Mod Kits-dlc weapons enabler>. The description of <Weapon Mod Kits-dlc weapons enabler> states that <RH_Ironsights-WMK bridge> is required to use <Weapon Mod Kits-dlc weapons enabler>. But shouldn't I use <RH_IronSights plus Weapon Mod Kits plugin> instead of <RH_Ironsights-WMK bridge>? As I looked at it, it seemed that <RH_IronSights plus Weapon Mod Kits plugin> replaced the role of <RH_Ironsights-WMK bridge>. Using <RH_Ironsights-WMK bridge> failed to use WMK AA-12 Combat Shotgun replacer from <Weapon Mod Kits> and <RH_IronSights plus Weapon Mod Kits plugin>. Also, if <RH_Ironsights-WMK bridge> and <RH_IronSights plus Weapon Mod Kits plugin> were used together, WMK AA-12 Combat Shotgun replacer of <Weapon Mod Kits> could not be used. Can I use <RH_IronSights plus Weapon Mod Kits plugin> instead of <RH_Ironsights-WMK bridge>? Please advise.
Hello. I was asked again because of a bug in <Weapon Mod Kits-dlc weapons enabler>. Now <Weapon Mod Kits-dlc weapons enabler> is causing a serious problem with my fallout 3. Due to <Weapon Mod Kits-dlc weapons enabler>, if you launch <Captain's Sidearm>, the problem of exiting to Windows continues to occur. If you uncheck <Weapon Mod Kits-dlc weapons enabler> in Mode Manager and fire <Captain's Sidearm>, there is no problem. However, if you do not use <Weapon Mod Kits-dlc weapons enabler>, some DLC's additional weapons will not be aimed at Ironsight. Even if I format my PC and try to play the game with the new OS installed. So I was in trouble. Please let me know the solution. The order of my mods is as follows.
Hello. I have a question about <Weapon Mod Kit MOD>. please answer me.
I also install and write <Weapon Mod Kit MOD> and <RH_IRONSIGHT MOD>, <RH_IronSights-WMK Bridge>, <Weapon Mod Kits-dlc weapons enabler> and <WMK AA-12 Combat Shotgun replacer>. However, in this situation, if you fire Captain's Sidearm, the game will exit the window. When we looked at what caused it, <Weapon Mod Kits-dlc weapons enabler> was causing the problem. If you did not use <Weapon Mod Kits-dlc weapons enabler>, the game would not exit the window even if you fired Captain's Sidearm. However, <Weapon Mod Kits-dlc weapons enabler> solved a bug in <RH_IronSights-WMK Bridge>, but when launching Captain's Sidearm, the game would exit the window. Is it not necessary to use <Weapon Mod Kits-dlc weapons enabler> to use <RH_IRONSIGHT MOD>, <Weapon Mod Kit MOD>, and <RH_IronSights-WMK Bridge>?
It is necessary if you want to have RH_IS + WMK support on all of the DLC weapons. That's what this mod here is for. Check your load order, maybe that's what causing the crashes to desktop.
Hello. While I was looking at your MOD description, I had a question to ask. In your Weapon Mod Kits - dlc weapons enabler MOD description, there are the following parts.
The question in the above description is the Weapon Enhancement Pack. I looked at the Weapon Enhancement Pack. However, I found that there were two ESP files used for WMK in the option file and I was worried. WEP WMK Units for the Pit and WEP WMK Units v1a. Both seem to be used for WMK, but I don't know which one to choose. Of course, you may not know because the files I ask are not made by you, but because they are closely related to your production of Weapon Mod Kits - dlc weapons enabler, I asked if you might know. Please answer me.
You're using WMK, so you should download these two:
WEP WMK Uniques v1a WEP WMK Uniques for the Pitt
That is, if you want to add these unique textures. They are optional, and the main file covers all textures already in the game.
By the way, I think it's worth mentioning that you should download not only the main file but the "WEP RH Irons Patch" as well, for it to work with all of the other mods Jacqueslws mentioned in his description.
Thank you for your advice. But there are a few more questions.
1. Based on your advice, I think we should use WEP WMK Unique v1a and WEP WMK Uniquets together. So which one would be installed first and which would be overwritten next?
2. This is a question related to question 1 above. When using WEP WMK Unique v1a and WEP WMK Funnies for the Fit, the installation order of the Weapon Enhancement Pack is as follows? Of course I will write RH_IRONSIGHT. Please advise.
1. Weapon Enhancement Pack 2. WEP RH Irons Patch 3. WEP WMK Units v1a 4. WEP WMK Units for the Fit
The installation order you've written is the correct one for everything. And you shouldn't have to overwrite anything if you're installing each one separately (That is, in a mod manager like Mod Organizer. If you're using NMM or another one, i can't be sure).
Lovely mods mate, but I think I found a bug while shooting the Tri-beam Laser. At first I thought I messed up somewhere while installing the mods (talking about WEP and WRP since I properly installed the ironsights and WMK a few days), but after reinstalling the texture mods twice now and following your recommended load orders, I don't know what else to do.
Aiming down the sights of the Tri-beam Laser is fine, but after shooting it goes back to the original Fallout 3 "ironsights" and then back to the proper ironsights. Just wondering if this is intended or it's indeed a bug.
Actually, I know about this. In hindsight, I may have made a mistake by editing the weapon's records with FO3Edit instead of the GECK. If you want, you can go into the GECK and check that the 'Use Ironsight' box is ticked. I will get back to it, however I'm currently suffering from severe eye strain. I shouldn't even be commenting on this post.
Hey, so I stumbled across this as well. Im new to modding, for what its worth.
I opened the GECK, and when I went to the tri beam section under your mod, I saw the section that said, "Dont use 1st person IS animations" and they werent ticked. Which would mean that particular section wont fix the problem, right?
I did in fact fiddle around more with this mod, and I noticed that it only reverts to the original fo3 ironsights when: - ONLY a laser sight is equipped - NO MODS are equipped - BOTH a laser sight and an extended clip are equipped
So, yes, when just an extended clip is equipped, it uses the correct firing animation.
Anyways, I still love your mod, as it was killing me that the tri beam didnt have ironsights.
Hope to hear from ya soon!
edit: What i DID notice, is that those particular combinations of mods in the GECK, didnt have the auto fire script selected and the one with just an extended clip DID have the auto-fire script selected. But when i went to change those ones to have the auto-fire script, save it as a new esp, enable it in NMM, it didnt fix the problem.
This could be because I have very little experience with the geck, or something like that
49 comments
captain's sidearm no projectile, no damage (disabling this mod fixes it) does anybody have a fix for this? thanks
Fixed using fo3edit, had no luck with geck, missing parent file. launch fo3edit, open dlcs(make sure wmk_fixes_dlc selected), expand wmk_fixes_dlc, under weapons tab sort by name look for captain's sidearm (also lots of entries for modkits), look for "projectiles" under DNAM tab, change the one under wmk_fixes_dlc column the rightmost one to alienblasterprojectile (blue color, if you want the green ones drag the "captains sidearm projectile" from IS zeta plug-in column (prompts you to add it as a parent/master file, ctrl-c and ctrl-v also ok). you can also change "impact data set" under world model and crit effect under CRDT (hit effect and disintegration etc). now time to change each one. ~~Edit: If anyone is interested, I made a mod that resolves this issue.
https://www.nexusmods.com/fallout3/mods/24524
Just disabling the plugin seems to fix it but you'll probably want to stop the quest and remove the item. You'll need to know the Mod Index of RH_IronSights.esm. In my case it's "0D" but it depends on your load order.
Load your latest save, open the console and run "StopQuest ISStatChangerQuestBRST"
Then enter "player.removeitem xx015C12 1" and replace the "xx" with your esm's Mod Index. (e.g. 0D015C12)
If done right you'll see "Broken Steel Animation Adjustment removed" and you can make a new save, disable RH_IronSights_Basic_BrokenSteelPlugin.esp, and use working Tri-Beam sights.
However, there is one more question about <Weapon Mod Kits-dlc weapons enabler>.
The description of <Weapon Mod Kits-dlc weapons enabler> states that <RH_Ironsights-WMK bridge> is required to use <Weapon Mod Kits-dlc weapons enabler>.
But shouldn't I use <RH_IronSights plus Weapon Mod Kits plugin> instead of <RH_Ironsights-WMK bridge>?
As I looked at it, it seemed that <RH_IronSights plus Weapon Mod Kits plugin> replaced the role of <RH_Ironsights-WMK bridge>.
Using <RH_Ironsights-WMK bridge> failed to use WMK AA-12 Combat Shotgun replacer from <Weapon Mod Kits> and <RH_IronSights plus Weapon Mod Kits plugin>.
Also, if <RH_Ironsights-WMK bridge> and <RH_IronSights plus Weapon Mod Kits plugin> were used together, WMK AA-12 Combat Shotgun replacer of <Weapon Mod Kits> could not be used.
Can I use <RH_IronSights plus Weapon Mod Kits plugin> instead of <RH_Ironsights-WMK bridge>?
Please advise.
I was asked again because of a bug in <Weapon Mod Kits-dlc weapons enabler>.
Now <Weapon Mod Kits-dlc weapons enabler> is causing a serious problem with my fallout 3.
Due to <Weapon Mod Kits-dlc weapons enabler>, if you launch <Captain's Sidearm>, the problem of exiting to Windows continues to occur.
If you uncheck <Weapon Mod Kits-dlc weapons enabler> in Mode Manager and fire <Captain's Sidearm>, there is no problem.
However, if you do not use <Weapon Mod Kits-dlc weapons enabler>, some DLC's additional weapons will not be aimed at Ironsight.
Even if I format my PC and try to play the game with the new OS installed.
So I was in trouble.
Please let me know the solution.
The order of my mods is as follows.
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
RH_IRONSIGHTS.esm
Unofficial Fallout 3 Patch.esm
RH_IronSights_Basic_VanillaPlugin.esp
RH_IronSights_Basic_AnchoragePlugin.esp
RH_IronSights_Basic_PittPlugin.esp
RH_IronSights_Basic_BrokenSteelPlugin.esp
RH_IronSights_Basic_PointLookoutPlugin.esp
RH_IronSights_Basic_ZetaPlugin.esp
RH_IronSights_RemoveReticule.esp
WeaponModKits.esp
WeaponModKits-OperationAnchorage.esp
WeaponModKits-ThePitt.esp
WeaponModKits-BrokenSteel.esp
WeaponModKits-PointLookout.esp
WeaponModKits-Zeta.esp
RH_WMK_Bridge.esp
WMK_Fixes_dlc.esp
I have a question about <Weapon Mod Kit MOD>.
please answer me.
I also install and write <Weapon Mod Kit MOD> and <RH_IRONSIGHT MOD>, <RH_IronSights-WMK Bridge>, <Weapon Mod Kits-dlc weapons enabler> and <WMK AA-12 Combat Shotgun replacer>.
However, in this situation, if you fire Captain's Sidearm, the game will exit the window.
When we looked at what caused it, <Weapon Mod Kits-dlc weapons enabler> was causing the problem.
If you did not use <Weapon Mod Kits-dlc weapons enabler>, the game would not exit the window even if you fired Captain's Sidearm.
However, <Weapon Mod Kits-dlc weapons enabler> solved a bug in <RH_IronSights-WMK Bridge>, but when launching Captain's Sidearm, the game would exit the window.
Is it not necessary to use <Weapon Mod Kits-dlc weapons enabler> to use <RH_IRONSIGHT MOD>, <Weapon Mod Kit MOD>, and <RH_IronSights-WMK Bridge>?
I do not know what is the problem.
Please advise.
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
RH_IRONSIGHTS.esm
Unofficial Fallout 3 Patch.esm
RH_IronSights_Basic_VanillaPlugin.esp
RH_IronSights_Basic_AnchoragePlugin.esp
RH_IronSights_Basic_PittPlugin.esp
RH_IronSights_Basic_BrokenSteelPlugin.esp
RH_IronSights_Basic_PointLookoutPlugin.esp
RH_IronSights_Basic_ZetaPlugin.esp
RH_IronSights_RemoveReticule.esp
WeaponModKits.esp
WeaponModKits-OperationAnchorage.esp
WeaponModKits-ThePitt.esp
WeaponModKits-BrokenSteel.esp
WeaponModKits-PointLookout.esp
WeaponModKits-Zeta.esp
RH_WMK_Bridge.esp
WMK_Fixes_dlc.esp
While I was looking at your MOD description, I had a question to ask.
In your Weapon Mod Kits - dlc weapons enabler MOD description, there are the following parts.
REQUIREMENTS:
- RH_Ironsights
- Weapon Mod Kits (and all dlc plugins)
- RH_Ironsights - WMK bridge
- OPTIONAL: Weapon Enhancement Pack
- OPTIONAL: WRP & Weapon Mod Kits - Milenia's WRP Fixes
The question in the above description is the Weapon Enhancement Pack.
I looked at the Weapon Enhancement Pack.
However, I found that there were two ESP files used for WMK in the option file and I was worried.
WEP WMK Units for the Pit and WEP WMK Units v1a. Both seem to be used for WMK, but I don't know which one to choose.
Of course, you may not know because the files I ask are not made by you, but because they are closely related to your production of Weapon Mod Kits - dlc weapons enabler, I asked if you might know.
Please answer me.
WEP WMK Uniques v1a
WEP WMK Uniques for the Pitt
That is, if you want to add these unique textures. They are optional, and the main file covers all textures already in the game.
By the way, I think it's worth mentioning that you should download not only the main file but the "WEP RH Irons Patch" as well, for it to work with all of the other mods Jacqueslws mentioned in his description.
But there are a few more questions.
1. Based on your advice, I think we should use WEP WMK Unique v1a and WEP WMK Uniquets together.
So which one would be installed first and which would be overwritten next?
2. This is a question related to question 1 above.
When using WEP WMK Unique v1a and WEP WMK Funnies for the Fit, the installation order of the Weapon Enhancement Pack is as follows? Of course I will write RH_IRONSIGHT.
Please advise.
1. Weapon Enhancement Pack
2. WEP RH Irons Patch
3. WEP WMK Units v1a
4. WEP WMK Units for the Fit
Have a nice day~!
Aiming down the sights of the Tri-beam Laser is fine, but after shooting it goes back to the original Fallout 3 "ironsights" and then back to the proper ironsights. Just wondering if this is intended or it's indeed a bug.
I opened the GECK, and when I went to the tri beam section under your mod, I saw the section that said, "Dont use 1st person IS animations" and they werent ticked. Which would mean that particular section wont fix the problem, right?
I did in fact fiddle around more with this mod, and I noticed that it only reverts to the original fo3 ironsights when:
- ONLY a laser sight is equipped
- NO MODS are equipped
- BOTH a laser sight and an extended clip are equipped
So, yes, when just an extended clip is equipped, it uses the correct firing animation.
Anyways, I still love your mod, as it was killing me that the tri beam didnt have ironsights.
Hope to hear from ya soon!
edit: What i DID notice, is that those particular combinations of mods in the GECK, didnt have the auto fire script selected and the one with just an extended clip DID have the auto-fire script selected. But when i went to change those ones to have the auto-fire script, save it as a new esp, enable it in NMM, it didnt fix the problem.
This could be because I have very little experience with the geck, or something like that