9769 comments

  1. antistar
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    Hey! Hello! If you're about to ask why you can't modify a weapon even though you've got a weapon mod for it in your inventory, please go read the FAQ in the Description first.

    This is an extremely Frequently Asked Question that has been covered in the FAQ for over a decade now.


    Also; WMIM compatibility has been coming up a lot lately. WMX and WMIM will conflict, but you don't need to use WMIM if you're using WMX, as WMX includes its own art asset fixes for the vanilla weapons.
  2. STEVE429w
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    [I am using Mod Organizer 2, with Viva New Vegas as a base.]

    I am attempting to get the `DLC Optional File` to work properly. I have been using the base game version for a while now without any issues. However, I noticed that neither the GRA nor other DLC weaponry had the option to be modded, so I went ahead and installed the DLC Optional File. However, some unmodded DLC items ["A Light Shining in Darkness" in this case] weapons appear as missing mesh icons, and other modded DLC items [the .45 Auto Pistol] also can appear as missing mesh icons when modded.

    I am using the `WMX-DLCMerged` and `WMX-POPMerged` options from the FOMOD installer.

    EDIT: All 4 of the plugins, [`WeaponModsExpanded.esp`, `WMX-DLCMerged.esp`, `WMX-POPMerged.esp`, and `WMX - YUP Patch.esp`] are at the bottom of plugin list.

    - Some solutions I have tried include:
    - Disabling `Weapon Mesh Improvement Mod`, `Iron Sights Aligned`, `Third Person Animation Fixpack`, `Anniversary Animation pack`, and `B42 Inject` as they all conflict with WMX.
    - Using the `Weapon Mods Expanded` option from the FOMOD installer in the `YUP Patch Collection`. [https://www.nexusmods.com/newvegas/mods/90050]
    - Disabling and re-enabling the `Automatic Archive Invalidation` option in Mod Organizer 2.
    - Adding a Merged Patch to my Overwrite list.

    Below is a YouTube video of the phenomenon, and a Pastebin of my load order.
    https://www.youtube.com/watch?v=bHeg5rqlzzE
    https://pastebin.com/Q15SMdru
    1. antistar
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      The most likely cause of missing mesh indicators is (unsurprisingly) that the meshes weren't installed. That could happen in a number of ways, especially if you're trying to use so many different mods that affect the vanilla weapons. If you don't know exactly how they all work and interact, well...
    2. STEVE429w
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      What do you recommend I do to find the problem?

      I'll start by looking in FNVEdit to see if there are any conflicts on the weapons or weapon mods, and I can also try disabling Mods in an attempt to see if any of them cause this issue.
    3. antistar
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      The fail-safe method is to start with only WMX and WMX-DLC, and make sure that's working as intended. (If not, there's something going wrong installing them - maybe download corruption or MO2 settings?)

      Then you add other mods that affect vanilla weapons one at a time until you work out where the problem is.
    4. STEVE429w
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      So, after finnicking around with a testing profile that only has WMX, WMX-DLC, WMVM, and Realtime Weapon Modding System, I have determined that the issue has something to do with either an MO2 setting like an .INI file, or something completely out of my control, as it is not giving the intended outcome.

      To be clear, I have tried both installing the main file, and the optional DLC file as separate Mods, and also merging the two through MO2's automatic merging tool.

      The problem does not seem to be consistent between installations, as when testing, I have removed and installed the Mods multiple times in an attempt to fix the issue. Sometimes a weapon can have all 3 Mods without issue, other times having only 1 of the Mods causes a weapon to appear as a missing mesh.

      Do you know of any MO2 setting, or .INI line that relates to meshes that I could configure to possibly fix this issue?

      Thank you so much for making this Mod, I hope I can fix this issue and enjoy it further!

      https://youtu.be/Oh8y81MBfwk
    5. antistar
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      It being inconsistent as to which meshes are coming up as missing from one install to another is especially odd. That does make it sound like MO2 is doing something weird, but that's just a guess on my part since I haven't used MO2. (Barring the built-in copy of it that comes with GAMMA for STALKER Anomaly.)

      So I'm afraid I can't help you with MO2. You may need to look up or get some help related to it specifically.
  3. TheAlertExcalibur
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    The readme text claims you can turn normal weapon mods into GRA versions and vice versa at a repair bench. I'm trying to add a scope to the Medicine Stick but I get no option to do the conversion. I have the needed repair skill of 25. I don't know what to do.
    1. antistar
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      Medicine Stick just uses the Lever Carbine Scope, which is the vanilla Trail Carbine Scope renamed and used across other lever action rifles. No conversion applicable or required there.

      Please see the WMX-GRA readme for more info on how it's all set up.
  4. Canary54
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    everytime i try to use the embrace of the mantis king my game crashes to desktop. can anyone help me?
    1. antistar
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      Searching the comments for "mantis" turned up a couple of other people reporting a crash with Mantis King, but there wasn't enough information to know what might have caused it for them - and I've never had it happen myself.

      It makes me wonder if it could be some kind of mod interaction - maybe with mods that change the human skeleton and/or animations? I can only guess.
    2. Canary54
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      ive deleted my animation mods and it still didn't work. i haven't checked any of my mods that alter the skeleton. all ive been able to figure out is that when i delete WMX DLC it works just fine
  5. i miss having this mod for ttw :(
  6. AlmostVanilla34
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    What mod is that HMG from? I want it
    1. AlmostVanilla34
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      Disregard, I have re-read the description
  7. ShaedTheMoron
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    Not sure if it's been said before (probably has) but with this mod installed, I noticed Ratslayer lost its weapon mods. Was this intentional? If not, is there a fix?
    Thanks.
    1. Stinkyou
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      yeah this mod removes mods from uniques but allows you to mod them
    2. ShaedTheMoron
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      Ah... I see. That's a little bit annoying
  8. SCARaw
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    Very cool mod to have, nice work

    Giant Flaw! - when mod tells you X-upgrade will increase attack speed, it does not say how much
    Small Flaw - when you install Increase Durability upgrade ED-E repairs to weapon get bugged
    Small Flaw2 - when you have weapon as baseball bat GRA and default and upgrades for both, situation get a bit junky (similar story with machetes)
    1. antistar
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      It's been a very long time since I made WMX so I can't remember the specifics, but I expect there was some issue with deriving the exact increase to attack speed with melee weapons, and that's why it's not listed.

      WMX just uses the base-game weapon modification system, so issues like that ED-E one are more of a bug in the base game.

      WMX was made before GRA was released, and I obviously couldn't predict what Obsidian would do in GRA. This resulted in the duplicates in GRA (alongside WMX).
    2. SCARaw
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      Its all good, thank you for adressing the issues
      i didn't know mod was made before GRA, luckily now we are much better with predicting developers
      sorry for troubling your amnesia spots, none the less having 3 upgrades to your weapon is much better
      than having some upgrades to some of the weapon like without WMX, have a good day.
  9. VeryFunnyDidLaugh
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    What are the form id's for the crafting items this mod adds?
    1. antistar
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      Easiest way to find these is using FNVEdit.
  10. HoomanPlus62
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    Love your mod!! Mind if I use some assets for my project? gonna credit you when I release it.
    1. antistar
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      It's usually fine, but could you provide some more detail on what you have in mind?
    2. HoomanPlus62
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      I'm sorry, but I want to make something like aWRP, but for WMX. Making the mod a bit more modernized and having better compatibility
    3. antistar
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      How are you planning to do that, technically speaking?

      (And sorry, these replies are probably going to continue to be sporadic and late; I'm extremely busy at the moment.)
    4. HoomanPlus62
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      Some kitbashing with aWRP and your WMX-Millenia WRP. You know that stuff.
    5. antistar
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      So it would be a compatibility patch for WMX and WRP, to be used instead of the existing WMX-WRP patch, and it would differ from the existing WMX-WRP patch in that it replaces models/textures dynamically via script?

      (And again, sorry for the delayed replies. Very busy.)
  11. HappyHunter12
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    I may have missed the comment, which feel free to scream at me. But i tried modding Lucky with a .357 long barrel and other weapons (Pew pew and another gun i forgot lmao) and sadly wasnt able to.. My idea was to toss a scope onto Paciencia and do a lil sniping. Again feel free to smack me and point me in the direction if i missed it.
    1. antistar
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      Well I'm not going to scream, but I will point you towards the stickied comment that's directing you to the FAQ.
    2. HappyHunter12
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      Im gonna guess you would want me to read the README in the file? unless i missed it- NOW you can yell lmao
    3. antistar
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      Yes; that's what it's there for. The main WMX readme is reproduced in the description, though. The other readmes (for WMX-DLC, etc) are reproduced in the Articles tab.
    4. HappyHunter12
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      So sorry forgot to reply! did as you said and fixed it!! now my only question is how do i detach attachments from the weapons? from what i read it's done in the Mod menu but i dont see any sort of button to do such a task
    5. antistar
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      That requires the Weapon Mod Menu.
    6. HappyHunter12
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      Thank you again boss!
    7. HappyHunter12
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      No way im back here, i 100% forgot how to make the unique weapons modifiable, i put them all toward the bottom of the load order as instructed. Feel free to finally use virtual insults to make me feel less intelligent as i do right now, but if you wish to remind me I'll happily write that down! sorry to make you or ask you to reanswer a question from like a year ago- im guessing Pre IT student me was smarter?
    8. antistar
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      Please see the FAQ re: using FNVEdit to identify conflicts.
    9. CrossNekoo
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      srry for bringing this up again but can you help me with that? im also having that problem, and sadly doing the merge stuff with FNVEdit didnt work...

      Edit: NVM i figured it out, for some reason it was having issues with other mod called "IMPACT", but i managed to make it load before WMX, now it's fixed :D
    10. HappyHunter12
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      I never got it working again! mind letting me know how you fixed it? im gonna write it down or make a video for that so i never forget!