Enigma86 Posted April 16, 2009 Share Posted April 16, 2009 Hmm ok something got screwed up with my post so I'll say it again. There's a perk in the mod XFO http://www.fallout3nexus.com/downloads/file.php?id=334 that gives a bonus when wielding a sniper rifle or hunting rifle. I've poked around in the GECK and it uses the "repair list" of sniper rifle and hunting rifle to identify which weapons are eligible. How do I make this apply to the customised sniper rifles from Weapon Mod Kits mod? I've tried adding the custom rifles to the sniper rifle and hunting rifle repair list (which they aren't on even though you can repair a custom rifle with a vanilla rifle, go figure) but the GECK crashes when trying to add new entries I believe. I've tried adding the WMK sniper list as a 3rd "OR" condition but that didn't work. Anyone got any idea? Link to comment Share on other sites More sharing options...
Cipscis Posted April 16, 2009 Share Posted April 16, 2009 Normally, one plugin file can't use assets that originate in another plugin file. However, you can get around this by a process known as mod de-isolation. Mod de-isolation basically consists of converting the "source" plugin file to a master file (using a tool like FOMM's Plugin Editor), then creating your mod, then converting it back to a plugin file. Your plugin file will now be dependant on the "source" file, and will properly use assets that originate from it. Cipscis Link to comment Share on other sites More sharing options...
TGBlank Posted April 16, 2009 Share Posted April 16, 2009 but the GECK crashes when trying to add new entries I believe. Drag & drop Link to comment Share on other sites More sharing options...
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