BulletSix Posted February 14, 2009 Share Posted February 14, 2009 Hi there :)Yep, me again ;) i´ve got problems adding stuff to the "weapon mod kits" mod. This is what i did, maybe someone can tell me where problem is:I have two Weapons Base [WeapG72Ax] and silenced [WeapG72AxSI] (different esp than WeaponModKits.esp, loaded before). Both work as intended if i "additem" them to my inv.i load WeaponmodKits.esp and my addon.esp into the GECK, setting the addon as active file.i put the base weapon in the FormList [aaaSIguns] and the silenced one in [aaaSIguns2], putting them on top of the list, just as the drag-n-drop does automatically.I Save my addon.esp (this should basically contain the weapon-entries and the changed form lists, right? TESSNIP tells me so ;) ), load order is "addon.esp" after "WeaponModKits.esp"If i launch Fo3 vial FOMM/FOSE, it hangs on startup (i get the slide-show, but the menue doensn´t show up) :unsure: If i delete my eintries from the lists, same (hangs in slideshow, no menue)If delete the lists again with TESSNIP, FO starts fine again ... If i edit the "WeaponModKits.esp" directly (creating the weapons from scratch, adding them to the FormLists) it works fine (startup and weapon moddable) :unsure: So, what am i doning wrong?Do i need to add definitions of dependancies? if so, where and how?do i need to add the guns to the lists with an script? (if yes, could i add a list to the list or do i have to add each variant seperately?) Thanks in advance,BulletS Link to comment Share on other sites More sharing options...
jaysus Posted February 14, 2009 Share Posted February 14, 2009 you need to add each variation seperately into the script associated with his workbench, "just" copy his entries and modify em...you also need to modify the messages or they wont appear in the menuthe formlists are most likely just repair lists btw is that my G77 rifle you try to add to his mod? (G72 sounds close lol) Link to comment Share on other sites More sharing options...
BulletSix Posted February 14, 2009 Author Share Posted February 14, 2009 hmm no, its my own model ;)if i tried to use yours i would have asked before ;) and his script desnt handle the editor ids, just the string-parts for the guns ...example for a basic gun adding a silencer:he looks for the item you have equippedlooks if the editor-id is in the FormList "weapons that can equip a silencer" (pre-mod-weapons),looks for the list index, and exchanges the weapon with the same index of the list "weapons that can remove a silencer" (after-mod-weapon)so the two corresponding items need to have the same list index in both lists (before-mod and after mod)No mention of editor-ids somewhere in the script, only the formLists and indices. Then there is some stuff dealing with "what menue-entries are shown for what weapon" again by comparing: the equipped weapon with the formList of the Mod-kits that you have in tyour inv ( e.g. "found *GunA* in players hand" - "looking for ModKits in player inv" - "for each kind of found ModKit, look in the corresponding upgradeList if *GunA* is contained" - "if match show menue button for adding the modkit" )Then, depending on the menue-entry pressed, it looks for the index of *GunA* in the -pre-mod-list and replacing it with the Gun that has the same index in the after-mod-list" long story short: the script itself does not handle the Editor-ids, just the formLists *a still clueless BulletS waves* ... p.s. i may have written the same twice in some other words ... thats because i am tired .... very ^^ p.p.s. and of course my understending of scripting is very limited. The good comments in the code help a lot, but i may still be completely wrong ;) p.p.p.s. a picture of the G72ax. Basic configuration: no suppressor, no scope, no extended Magazine (civilian (semi) and military (full auto) version have no visual differences.http://img11.imageshack.us/img11/1563/wlwsmk103gu9.jpgBy bulletsix at 2009-02-11G72 because its modeled after pictures of various G36 variants (g36c and g36kA2 mostly with a bit sl8 in mind and a straight copy-and-edit of the vanilla sniper rifle stock) ...and yes, the magazine is too wide. The one in the picture is with Vashts MPAmmo-mod and the 7.62NATO in mind, but that changed for now. Link to comment Share on other sites More sharing options...
Skotte Posted February 15, 2009 Share Posted February 15, 2009 BulletSix, I could be wrong but t sounds like you want WeaponModKits.esp to be the master of your addon.esp, if that's the case you may want to check out this thread -> http://thenexusforums.com/index.php?showtopic=102417&hl= Link to comment Share on other sites More sharing options...
jaysus Posted February 15, 2009 Share Posted February 15, 2009 oh... lol... maybe i should check his mod - i guess his script isnt 700 lines per weapon like mine :D do i need to add the guns to the lists with an script? (if yes, could i add a list to the list or do i have to add each variant seperately?)should be possible with the method used by the valhalla team to add items by script to merchant containers (example can be found on the geck wiki)you should also be able to add a whole list to another list (works for levelled lists at least, im unsure bout formlists tho i must admit) it also seems as if skotte is right and your problem is the esp thingy... i didnt read that other thread but for my COMM mod i had to make the basemod a masterfile aka esm as no addon was able to modify the levelled lists otherwise for some reason... i use tesgecko for that task... so far everything gets transferred corretly except for radio stations afaik i like ya rifle, maybe a bit too much like the g36 tho... 40 models further it should have evolved slightly even tho i cant say what exactly i would change, its prolly best to keep it as it is and rather make a new one after you released this one... but maybe call it G40 or somin? (G stands for Gewehr=Rifle btw. might want to change that if you dont intend it to be a german weapon, but thats just a cosmetic detail) the pistol in your link is kinda freaky i must admit Link to comment Share on other sites More sharing options...
Skotte Posted February 15, 2009 Share Posted February 15, 2009 <snip>it also seems as if skotte is right and your problem is the esp thingy... i didnt read that other thread but for my COMM mod i had to make the basemod a masterfile aka esm as no addon was able to modify the levelled lists otherwise for some reason... i use tesgecko for that task... so far everything gets transferred corretly except for radio stations afaik<snip> The thread I linked is about master-dependent mods & the pros and cons of each method, since I'm not really a modder it's most likely an incomplete list but may prove useful. Link to comment Share on other sites More sharing options...
BulletSix Posted February 15, 2009 Author Share Posted February 15, 2009 YAY :) :biggrin: :thanks: for the link, Skotte! it worked (i added another "master" entry with TESSnip saying "WeaponModKits.esp" and it works fine :biggrin: Thanks all for reading my gibberish and thinking about it :) @JaySus: i just checked: his man WMK-Workbench script has 78 lines ... but requires FOSE (don´t know which commands ^^) your'e right about the naming ... but hey, its all beta, so changes are to be expected *g* (as i named it i had a version for 7.62mm in mind, hence the "7" ... ) About that revolver (i made no pistol) ....why scary? *g* its a 8-shot top-break revolver with the barrel lined up at the lowest chamber (yes .32-revolver-animation works with casing-eject and no clipping ;) )named BullDog (unsure if 10mm or .32)- better accuracy due to less kick up (less "lever-way" between barrel and grip) in spite of the higher height-difference between sights and barrel- even silenceable due to the unique mechanism and design(yeah i know .... but its all fiction *g* ... maybe with a bit engineering influence, but still fiction :biggrin: ) *waves happily*BulletS Link to comment Share on other sites More sharing options...
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