4157 comments

  1. Xteroblade2117
    Xteroblade2117
    • member
    • 0 kudos
    Is this compatible with iron sights plus?
    1. antistar
      antistar
      • premium
      • 1,673 kudos
      I haven't tried it, but I'd expect it to require a patch.
    2. MutantModsYT
      MutantModsYT
      • supporter
      • 66 kudos
      It's admirable how you still reply to posts & questions on here.
  2. HolaKase123
    HolaKase123
    • member
    • 2 kudos
    Compatible with Unique Items - unique look?
    1. antistar
      antistar
      • premium
      • 1,673 kudos
      I'm not that familiar with that mod, but almost certainly not, no.
  3. AngieRaye
    AngieRaye
    • supporter
    • 0 kudos
    Sorry I dont know what I'm doing wrong. I don't have any mods that should conflict with this one, I have the lasted FOSE, I created a merge patch but when I go to a workbench I can't mod my weapons even though I have the correct weapon and weapon mod.
    1. antistar
      antistar
      • premium
      • 1,673 kudos
      Are you seeing the weapon modification menu option when you activate the workbench? (If not, please see the FAQ addendum at the top of the description.)

      If that's not the issue, which weapon/s are you trying to modify, and with which mod kit/s?
    2. AngieRaye
      AngieRaye
      • supporter
      • 0 kudos
      No, no menu option. I have RH Ironsightsinstalled but I installed the Bridge for both mods to work, would WMK load before or after?

      I've tried removing ironsights mod, I have no other weapon mods. my FOSE is working, I have weapon kits but the workbench is just not giving me any options to mod my weapon. 10mm smg and Laser sight is what I'm trying to do. Funny thing is I used this mod a year ago and it worked, I've deleted and redownloaded my mods again since but haven't added anything new.

      I then went one step further and disabled all mods except for WMK and loaded the game up but still had no option to mod my weapons.
    3. antistar
      antistar
      • premium
      • 1,673 kudos
      Did you try the console commands in the FAQ addendum? It talks about the weapon modification menu not showing being the result of uninstalling WMK-FWE, but it sounds like some people have also seen this without having used WMK-FWE. (Don't know how, and I never saw this issue myself.)

      Anyway; one or both of those commands should add the menu activation prompt.
    4. AngieRaye
      AngieRaye
      • supporter
      • 0 kudos
      Ah, it all makes sense now. When I re-downloaded my mods, I accidentally installed the FOIP-Project Beauty and FWE patch, even though I don't use FWE (I use Project Beauty but didn't realise this was a duo patch for both mods). So I uninstalled it, but as you said, uninstalling it left some files behind. I did as you said, and now it's working had to redo the command each time I loaded the game up so I did a full uninstall of the mod and reinstalled and now it works without needing the command. Thank you
    5. antistar
      antistar
      • premium
      • 1,673 kudos
      Well that's good.

      You shouldn't need to enter the commands every time, though; that makes me think that there's still something else installed that's interfering. It's obviously been a very long time since I made WMK, and hopefully I'm not getting it confused with how it works in later games, but from memory, the weapon modification menu works via an activation prompt added by a perk that is added to the player.

      That perk should remain on the player unless you've got another mod installed that's specifically removing it - say, on game load. (WMK-FWE would do this in favour of using the CRAFT menu.)
  4. Psyvetica2
    Psyvetica2
    • member
    • 0 kudos
    I installed this mod, it asks me Fallout 3 Script Extender (FOSE) in the game. I download and installed the FOSE but it keeps asking. What should I do?
    1. antistar
      antistar
      • premium
      • 1,673 kudos
      The most common issue people run into with FOSE is trying to install it like a regular mod, rather than following its installation (and usage) instructions.
    2. Psyvetica2
      Psyvetica2
      • member
      • 0 kudos
      I am receiving this message when I try to launch Fallout 3 from the Fallout 3 directory (fose_loader.exe):

      launching: Fallout3.exe (C:\Program Files (x86)\Steam\steamapps\common\Fallout 3\Fallout3.exe)
      clearing large-address-aware flag
      recorrecting exe checksum (00000000 -> 01013A91)
      crc = D32E228B
      You have an unknown version of Fallout. Please check http://fose.silverlock.org to make sure you're using the latest version of FOSE, then send an email to the contact addresses listed in fose_readme.txt if this version is not supported in the latest release. (CRC = D32E228B)
      checksum not found
    3. antistar
      antistar
      • premium
      • 1,673 kudos
      I can't help you with FOSE-related issues; I'm not on the FOSE team.

      I believe there are special steps required to have the Anniversary(?) edition of FO3 work with FOSE, though; so that'd be something to check out.
    4. Psyvetica2
      Psyvetica2
      • member
      • 0 kudos
      Thank you
    5. Yitte999
      Yitte999
      • member
      • 0 kudos
      If you utilize the Anniversary Patcher, refrain from launching the game using fose_loader.exe.
  5. themaxednoob
    themaxednoob
    • member
    • 0 kudos
    Current results testing with Arwen realism

    **3/29/25**
    wmk has to be loaded AFTER arwen realism. Otherwise certain things may not work or visual bugs may occur like the .44 magnum being scoped instead of unscoped as intended in wmk. Note I will not be testing the DLC addons for WMK for now. So far interested in testing the pure vanilla non dlc weapons. 

    Edit: all bugs except the .44 magnum bug was caused by something else. But so far if you do create a merged patch, you probably will have to load it after wmk and before arwen and just unfortuantely deal with the .44 magnum bug. I believe though it is still beneficial to upgrade it to increase its range. 

     --3/30/25
    Tested most of the vanilla weapons with all attachments available (excluding unique and dlc), seems to be working fine with arwen (wmk loaded before and after arwen). Other than bugs pointing persisting to vanilla or the mod itself (and other plugins I forgot to disable), the only bug I see is the 44 magnum bug. So aside from potential balancing issues, vanilla non unique + non dlc weapons should be likely ok with arwen. Will still need to test out unique weapons and dlc weapons. 
  6. themaxednoob
    themaxednoob
    • member
    • 0 kudos
    Is this compatible with arwen realism mod? 
    1. antistar
      antistar
      • premium
      • 1,673 kudos
      If it edits vanilla weapons, it will need a patch to play nicely with WMK.
    2. themaxednoob
      themaxednoob
      • member
      • 0 kudos
      damn it does edit vanilla weapons and changes their damage output. and I don't think the author is around anymore too darn. 
    3. themaxednoob
      themaxednoob
      • member
      • 0 kudos
      I looked at the author's comments, it seems that they state that most weapon mods should work but will be incompatible in terms of balancing issues. Do you recommend in your personal opinion to install the wmk mod with arwen? Or is it best to just avoid it for now and move on?

      I think I might load it last after arwen too 
    4. themaxednoob
      themaxednoob
      • member
      • 0 kudos
      Also another question does your mod technically "expand the range of damage"? Arwen has been claiming that this is one of the main reasons for balancing issues with using your wmk mod however I do not see anything related to damage other than weakening the player's damage with a silencer attachment
    5. antistar
      antistar
      • premium
      • 1,673 kudos
      WMK brute-forces weapon modification by (technically) taking your current weapon and giving you a different weapon - so any weapon damage changes in Arwen's will not be reflected in those "new weapons" added by WMK. It's easy to make a patch in FO3Edit that changes those damage values, but very tedious.

      Whether or not you'd want to use Arwen's as-is alongside WMK depends on how different those damage values are.

      I don't know what they're referring to with "expand the range of damage" there. The only change WMK makes to per-shot damage is to reduce it by 10% for silenced weapons, like you said.

      Damage per second can go up when applying an Auto-Fire mod kit, and the (bone-headed, in my opinion) way that vanilla FO3 shows damage per shot for non-automatic weapons, and damage per second for automatic weapons makes this look like a big jump in damage.
    6. themaxednoob
      themaxednoob
      • member
      • 0 kudos
      https://imgur.com/a/1uGqcbp << for context for what she said in terms of this mod and the expanding damage claim. I don't see how this mod just like you said modifies damage to be increased or expanded in any way. At worst it just looks like it but it actually doesn't (aka the weird visual bug showing 10000 damage after modifying full auto fire on the gun) and at best slightly lowers the damage via silencer.

      However her concerns like you also mentioned (and she mentions too) is that many of her specific gun changes may not reflect in those new attachments/weps. However at the same time, though for better or for worst, it doesn't affect the game stability but rather balance. I guess it depends if you want a somewhat more unbalanced game than intended or not.

      I think my best shot when I get the time to it is to test it out with arwen realism to see how it performs with it. I will probably post my results here or in arwen's forum if I can so others can see. However a couple of more questions
      1. is a merged patch still needed for this esp when using mod organizer 2? If yes:
        a. Arwen states that her mod should not be included in the merged patch, thus when creating the merged patch should I still keep it loaded last in the load order after arwen or before it?

      2. What load order do you recommend in your personal opinion (not sure if mentioned already) for both arwen and wmk? Arwen recommends it to be loaded last but not sure about wmk. I'm guessing it should be loaded before arwen is my mindset

      3. do enemy ai use modified weapon attachments instead of just carrying the attachment upgrades themselves?
    7. antistar
      antistar
      • premium
      • 1,673 kudos
      1) Yes, you still need an automatic merged patch. (Unless MO2 reproduces its functionality in some way, which I wouldn't expect it to.)

      1a) It depends on how Arwen's is made (which I don't know) and on what other mods you're using. Probably best to defer to what Arwen's says re: loading it before or after the merged patch.

      2) Again I can't say for sure without knowing how Arwen's is made, but it should probably load after WMK. (Alternatively, the rough rule of thumb is to load the mod you care about more later than the other.)

      3) Well, there is this part, from the WMK readme/description:

      There is a chance that high-level Brotherhood of Steel members (normal and Outcast), Enclave Troops, Raiders, Talon Company Mercenaries and Regulators may be encountered carrying a modified weapon.

      To be honest though, I don't remember ever actually seeing that, so I suspect I either made it too rare or didn't fully understand how levelled lists worked back then. It was a very long time ago now.

      So as it is, you'll probably only see an NPC carrying a modified weapon if it's a silenced 10mm Pistol, since that was in the vanilla game.
    8. themaxednoob
      themaxednoob
      • member
      • 0 kudos
      Unfortunately, arwen never specifies where to load any potential merged patches. I assume before any mod that isn't included in the patch. Otherwise the patch could overwrite the unmerged mod. In terms of mods being used, they are really mods that are just qol and at worst change other things not related to weapons aside from arwen.

      Sounds good. Will leave arwen loaded last then.

      Perhaps its rare who knows. Anyways will eventually start testing this out when I get the chance.

    9. themaxednoob
      themaxednoob
      • member
      • 0 kudos
      Update, will be posting my testings found on another post of this comment section. 
  7. Gdhvd
    Gdhvd
    • member
    • 97 kudos
    Hello
    I want replay fo3, but a lot of mod, like fwe, is outdate
    Weapon Mod Kits is recommanded/good, or he need bugs fixes? Like FWE
    1. antistar
      antistar
      • premium
      • 1,673 kudos
      WMK has been finished and stable for a very long time.

      Like I said in a recent comment, you just need to make sure FOSE is working with your version of Fallout 3.
  8. 665STeeLe
    665STeeLe
    • member
    • 1 kudos
    Im sure its a mod incompatibility but does anyone know why some modified weapons would return to their vanilla titles [i.e 10mm Pistol (SI) being reverted to Silenced 10mm Pistol]. Essentially the mod worked for me perfectly and now its mostly working with some errors.

    nvm it was IMPACT, rearranged my load order and installed patches i didnt realize existed
  9. Raptor1462
    Raptor1462
    • supporter
    • 0 kudos
    Works 2025 (22/02/2025)

    Needs Fallout3 Anniversary Patch (DOES NOT WORK on the latest version 1.7.0.4) : https://www.nexusmods.com/fallout3/mods/24913 

    OS: Win 11 Latest
    Launcher: Steam
    Game Ver: 1.7.0.3 (downgraded from 1.7.0.4 via FO3 anni patch)
    1. antistar
      antistar
      • premium
      • 1,673 kudos
      Yes, in short: WMK requires FOSE, same as ever.

      So yeah; whatever you need to do to have FOSE work with your copy of FO3.
  10. themaxednoob
    themaxednoob
    • member
    • 0 kudos
    Ignore. Asked a dum question bout dlc weps being able to be modified or not