joshuastay Posted March 6, 2009 Share Posted March 6, 2009 hey again, I have 2 mods right now that aren't working in game but they work on the geck, one is the m28 sniper rifle, I can place the gun in the GECK but in game it disappears and then I go back to the geck and it's gone. same is happening with a minigun mirv i made. Any ideas? Link to comment Share on other sites More sharing options...
joshuastay Posted March 7, 2009 Author Share Posted March 7, 2009 alright guys i have more info on it, may be making more progress. 1. three weapon mods do not appear in game when place in custom locations in the geck (fatman ultra, alexs sniper gear, my own minigun MIRV) Fatman ultra has 4 launchers and none of them work. 2. on each of the mods it says they are only used by the container's the mods come in, so there are no duplicate's roaming around. 3. I have found each of the weapons in game where the modder(s) placed them, tenpenny tower, german town hq, but not my own mod. 4. I put each of these weapons into a container in my house mod, and then save, then reload the geck and they are gone. the only weapons that stay are the games stock ones. 5. I know weapon mods will work because i currently use the desert eagle v5 mod and smith and wesson 29 mod and i was able to place both of these in my house mod. This was happening to me a while ago when I tried to place anything in the valhalla basement megaton house mod. any help would be much appreciated. thanks. Link to comment Share on other sites More sharing options...
munchester Posted March 11, 2009 Share Posted March 11, 2009 I'm running into this exact same problem by trying to add any of the Classic Fallout Weapons to a very basic level I made. If I go to the test room included with the CFW mod then the guns show up just fine, but if I go to my level they do not show up at all. I made a copy of one of the guns and gave it a new ID, and then it appeared in my level but the custom sounds for the weapon didn't work. I get the impression that if I duplicate all of the files included with the CFW mod into my .esp file it will work, but that's not using another mod, that's just copying it entirely. I'm new to modding Bethesda games so this probably isn't very helpful, but it seems to be an issue with the order mods are loaded...? In the Cell View window, any reference to a weapon in the CFW mod starts with 0300xxxx, even though the CFW mod is the second mod loaded (should be 0200xxxx right?). I made sure to have FOMM load mods in the same order as GECK, but it doesn't seem to make a difference. Link to comment Share on other sites More sharing options...
joshuastay Posted March 11, 2009 Author Share Posted March 11, 2009 I'm running into this exact same problem by trying to add any of the Classic Fallout Weapons to a very basic level I made. If I go to the test room included with the CFW mod then the guns show up just fine, but if I go to my level they do not show up at all. I made a copy of one of the guns and gave it a new ID, and then it appeared in my level but the custom sounds for the weapon didn't work. I get the impression that if I duplicate all of the files included with the CFW mod into my .esp file it will work, but that's not using another mod, that's just copying it entirely. I'm new to modding Bethesda games so this probably isn't very helpful, but it seems to be an issue with the order mods are loaded...? In the Cell View window, any reference to a weapon in the CFW mod starts with 0300xxxx, even though the CFW mod is the second mod loaded (should be 0200xxxx right?). I made sure to have FOMM load mods in the same order as GECK, but it doesn't seem to make a difference. did some searching and figured this one out earlier, it seems you cannot use content from one mod in another mod. solution: use the fallout mod manager plugin editor to put the all the content into another. basically, I took all the sound files and the weapons from those 2 mods and put them in my mod, and it worked fine! make sure you get ALL the files the guns needs and you should be set, after that you only have to load up one mod, if you load up both it will create a duplicate item and ruin the whole process. Link to comment Share on other sites More sharing options...
munchester Posted March 11, 2009 Share Posted March 11, 2009 Thanks! I'll give that a shot tonight and see what I can come up with. Link to comment Share on other sites More sharing options...
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