How I would like this mod to be in my language (Spanish), and for now I don't feel like spending a Sunday learning how to modify this good mod so that it is in another language. saludos✌
I don't know what problem I have with the 10 SMG but when I have it in my hand without modifications, I grab it with both hands. I have checked within what I know but I can't find what specifically causes that.
jayhawk, revolver rifle, 5mm tmp, 5.56 sidewinder scope texture messed up (right side of the scope looks fine, left side and lens have "square patches", crosshair is ok) johnny gun, combat rifle, 5.56smg scope is fine..
Yes, i actually tried to do it a few times, but it's still the same. It's the only weapon that has issue. I tried putting mod kits in other new ironsight weapons and they seem fine, just this one.
Sooo, I got the two cursed weapons...and as you said they don't actually work. No sweat. However, the others do not seem to actually do the damage commensurate with what is given in the Pipboy. For example, after modding the Battle Rifle (Scope, silencer and extended clip), I should have a DPS of about 102 (51 with a similar revolver rifle). When I actually use them though, nothing close to that. Pity the 5mm TMP can't be fitted with a silencer...5mm rounds are like grains on sand on the beach.
1) Not sure what you mean by the "cursed weapons".
2) That's an issue with all automatic weapons (Assault rifle, 10mm submachine gun, etc.). The damage isn't accurately displayed in the pip-boy. For example, if you have a combat shotgun with both the auto-fire and extended clip modification, the pip-boy will display the damage as something like 1000+, but that's not true.
3) The 5mm TMP already has a silencer on it, that's why.
'Cursed weapons' - my apologies there. Mixed up your mod with Eve - Lost and Found. It's what two of the weapons added by the mod are called in game. Really sorry about that.
I know about the shotgun - 1002 DPS - but it actually works for me to some extent. It only takes 1 - 3 shots (mostly two) to decapitate a Super Mutant Master, a little more for an Overlord (less if I catch them by surprise). But you're right. My modified 10mm SMG has a DPS of 44.
Did not know about the TMP. My bad. I started the game with RH Ironsights over a year ago and up till now I never knew that the TMP was already silenced.
All in all, thanks for the mod. It works and works well. I enjoy it. Endorsed!
Do you by chance have the item code for the revolver rifle? When I drop it on the ground and try to get the console to give me the code, the gun disappears. I need to repair it but don't know what to use.
Thanks. I think the problem was I had already modded it with WMK's laser sight and scope. I reloaded a save and tried it without the scope and sight and it was lying where it should be. Did it with a few other guns and had the same issue.
The only reason I wanted the code was so that I could get another to repair the first one. It doesn't seem that any other gun will work. And I want this rifle...even with a silencer it is the most powerful sniper rifle in the game (51 DPS...58 without the silencer).
Thanks for your mod and work.
EDIT: just got the Battle Rifle. Looks to be better. Everything's working fine. Thanks!
Oh that. Well, this mod already merges the WMK plugins (or at least attempts to), so I don't think you need to use your .esp, unless you're using another WMK mod such as FOIP or FOOK2-WMK. I could be wrong, though.
As for the missing load order problem, try loading my mod after all the other WMK plugins.
It's just a small compatibility patch that makes it so that the affected NPCs keep their new looks from Project Beauty and their new weapons from RH_Ironsights.
Now that I'm thinking about it, Perhaps I should have made a separate mod page for those other mods.
The worst thing about WMK was the lack of any new weapons, and this fixes that. At this rate, you’re going to make me drop FWE in favor of vanilla! Always irked me, the lack of Ironsights with WMK compatibility.
33 comments
En realidad, soy de ascendencia mexicana y he considerado hacer traducciones al español de mis mods. Voy a ver si puedo hacerlo esta semana.
Edit:
Never Mind. Someone already made a translation.
Editar:
No importa. Alguien ya hizo una traducción.
"square patches", crosshair is ok)
johnny gun, combat rifle, 5.56smg scope is fine..
FO3-WRP - Weapon Retexture Project
Weapon Mod Kits - Millenia's WRP fixes
Mesh and Texture Fixes for Weapon Mod Kits - Millenia's WRP fixes
Finally fixed textures, thanks.
same heresorry meant revolver rifle
2) That's an issue with all automatic weapons (Assault rifle, 10mm submachine gun, etc.). The damage isn't accurately displayed in the pip-boy. For example, if you have a combat shotgun with both the auto-fire and extended clip modification, the pip-boy will display the damage as something like 1000+, but that's not true.
3) The 5mm TMP already has a silencer on it, that's why.
I know about the shotgun - 1002 DPS - but it actually works for me to some extent. It only takes 1 - 3 shots (mostly two) to decapitate a Super Mutant Master, a little more for an Overlord (less if I catch them by surprise). But you're right. My modified 10mm SMG has a DPS of 44.
Did not know about the TMP. My bad. I started the game with RH Ironsights over a year ago and up till now I never knew that the TMP was already silenced.
All in all, thanks for the mod. It works and works well. I enjoy it. Endorsed!
As for the gun disappearing, are you sure it didn't just fly off into the distance or clip through the ground? It's happened to me as well.
The only reason I wanted the code was so that I could get another to repair the first one. It doesn't seem that any other gun will work. And I want this rifle...even with a silencer it is the most powerful sniper rifle in the game (51 DPS...58 without the silencer).
Thanks for your mod and work.
EDIT: just got the Battle Rifle. Looks to be better. Everything's working fine. Thanks!
How would I make this work with a merged copy of WMK?
Thus if I use your mod I get a masterfile is missing load order.
As for the missing load order problem, try loading my mod after all the other WMK plugins.
Now that I'm thinking about it, Perhaps I should have made a separate mod page for those other mods.