EbbyExaspimaru Posted January 18, 2010 Share Posted January 18, 2010 ENTRY: You flatter me too much, really. Alright, I was asked to get together a list of potential sources for more entries in WMMP, so we know who to contact for permissions and have these resources in mind: (Jaysus)COMM-Scythe, sickle and cleaver-Mizu Tsurugi-Survival knife-Blunt machete, pointed machete-KukrisJaySuS Claws and Blades (Latexschlampe)Classic Spear (Kanguilla)Clutter Weapons (Hal2000mzh)Junk Metal Weapons - Permission not required, credit (Iozeph)Warblade of the Wastes - Permission not required, credit (Fext)15th Century SwordDojo stuff (Skykappa)Nailbat - Permission not required, credit (War1982)Rock (Joe camel)Severed Arm Weapon Link to comment Share on other sites More sharing options...
SATMA Posted January 18, 2010 Author Share Posted January 18, 2010 ^^^ Good stuff for V2! Going to make edits to the description here before adding to the Nexus DB. Refer to the Readme for most up-to-date information! ---------------------------------------Description---------------------------------------The Wasteland Melee Mod Pack is a compilation of exceptionally well-done, canonically consistent melee weapons from the Fallout Nexus combined with a "reimplementation" of weapons from vanilla Fallout and all of the DLCs that diversifies what melee weapons enemies spawn with in a logical manner. Thus, you will see Raiders wielding nailboards, pipe wrenches and trench knives in addition to what they usually do, and even what they have been modified to wield by prior mods, but Talons are going to prefer more "professional" loadouts. All of this is done via script commands, so assuming that your NPCs are all still using vanilla leveled lists, WMMP should be compatible with most mods. WMMP only directly modifies one vanilla game resource - Fire Hose Boxes. ---------------------------------------Important Notes---------------------------------------MOST IMPORTANT NOTE: Use one version of the ESP only - either SATMA_Wasteland_Melee_B.esp OR SATMA_WMMP+RRR_B.esp. The former is the "vanilla" version of the mod, while the latter behaves as if you are using Repair Rethought and Reborn. Note that it is not a "true" plugin; i.e., it works independently of RRR, while behaving similarly. I have not found a way to simply make this override the former ESP, as the game seems to want to treat the weapons in either ESP as different weapons entirely.NEXT MOST IMPORTANT NOTE: Be advised this requires *ALL* the DLCs, and affects most of them.I recommend that, before using this mod, if you *haven't* tried RRR yet, try and see if you like it better than vanilla or what you currently use, before installing the vanilla version of this mod. RRR is, simply put, the best repair mod, turning repair into not only a viable but profitable skill, and a better option than simply using a mod that disables it entirely.This is a public beta. As such, there will be bugs that have been overlooked. I would be greatly, greatly obliged that you report them, either in the file's comments section or in the development thread. Even if, on the off-chance you don't encounter any bugs, feedback and discussion is always, ALWAYS welcome.While WMMP has been designed with maximum compatibility in mind, it has also been designed with the assumption that vanilla leveled lists have been used. Certain megamods, such as Mart's Mutant Megamod, may use different or additional leveled lists, and thus while Mart's will not be strictly incompatible with WMMP, it may derive fewer benefits from it. Feedback to confirm or deny this, and its compatibility with other megamods, is doubly appreciated.Special thanks goes to Allanx, for some feedback and ideas for this megamod, and Neunen for his permission as well as his donation of extra materials for the next edition of this mod. You will believe that Winger Mercier and his ice gang will attack you with a hockey stick!If you wish to submit a weapon for use in this mod pack, I do encourage you to do so. If you want to offer assistance - say in compatibility tests/fixes with other megamods - I would also be greatly obliged on that front. ---------------------------------------Version History---------------------------------------1/16/2010: Public Beta released. ---------------------------------------Version History---------------------------------------1/17/2010: Talkie Toaster's Mutant Animations saves the day for the mutants, but then Bethesda’s eccentric scripting throws the entire enterprise into doubt. Kudos to Talkie Toaster, Ebby Exasparimu, and The Vampire Dante, though, for bringing those animations to my attention. ---------------------------------------Links---------------------------------------Allanx [Give Kudos]Allanx's Spiral ReamerSunici [Give Kudos]Sunici's Ice AxeNeunen [Give Kudos]Neunen's Fire AxeKikaimegami [Give Kudos]Kikaimegami's Pipe WrenchTalkie Toaster [Give Kudos]Talkie Toaster's Mutant AnimationsWasteland Melee Mod Pack: Remember to check in for updates!SATMA@Fallout Nexus [Give Kudos] Link to comment Share on other sites More sharing options...
SATMA Posted January 29, 2010 Author Share Posted January 29, 2010 ENTRY: After a break to do some more playtesting of the mod - and, you know, just get some enjoyment out of the game - I'm back working on V2. Some minor changes so far. I tried turning the WMMP_Master into an ESM, but this wreaks havoc with the saved games. I decided that I would use FO3Plugin to flag the master ESP as an ESM, but retain the extension; if users have problems because of this, they can use FOMM to strip the ESM flags from the ESP, they just then have to make sure they *do not do not do not* save the WMMP_Install.esp in GECK. I really don't want to release a V2 that is incompatible with the V1, hence this decision. As far as good news goes, Joe Camel has already returned the affirmative on use of his Severed Arm Weapon mod. As well, I've uploaded a picture from a pack of weapons which the venerable Neunen was working on, but did not fully complete - a picture of one of the most awesome axes ever is here. In terms of observing WMMP use elsewhere, a mod has already cropped up recommending it: A Crowded Wasteland. Kudos to thorbits! As a show of solidarity, his mod has been added to the group of recommended mods in the Links section, along with RRR. Going Forward: Begin adding the Neunen Weapons to the master library. Secondly, edit the Swamp Folk animations list and add new weapons to it, and then see if Swamp Folk can use them in-game. If so, add V1 support for swamp folk. Check in to see if more permission grants have come in. Link to comment Share on other sites More sharing options...
SATMA Posted January 31, 2010 Author Share Posted January 31, 2010 THE LONG ROAD TO V2 ENTRY: It's been a long day. Got up this morning, and updated the weapons library. I'd only observed permissions granted from one of the authors queried, and another I'd wanted in V1 who also got back recently, so I added theirs and Neunen's. However, upon looking at one of the new ones in GECK, I discovered a texture problem; no matter where I put the texture, whether in the location suggested by the mod or by other spots where it would logically be placed, it didn't want to appear correctly. This left me with only the new Neunen weapons and the crowbar, but this alone was a handful. On the one hand I'm glad I've kept the mod's internal organization as tidy as I have; this would have been nightmarish if certain parts, such as the reference sheets, had not been done. On the other hand, the creation of new Repair lists is an unmitigated nightmare, as form lists are very unstable to work with in the GECK. There is a reason I stump so hard for Repair Rethought Reborn; everyone who has worked on it has done the work of a saint, for only a saint could have the necessary celestial patience to not start foaming at the mouth at every GECK crash that arises when working in the form lists. On the side of elation, I did a test of the Swamp Folk today. I dumped all the intended weapons into their form list, build another plugin, and added a code stump into the script to add rolling pins to their loadout, and then headed into Point Lookout. After a few false starts, one finally spawned bearing that beautiful hunk of wood; I almost broke down crying, it was so beautiful. Considering they wield those as well as baseball bats, I've come to the conclusion that the necessary animations for swamp folk to wield anything were already in the game, but due to the fact Bethesda had to clone in a special group of weapons with a damage bonus script attached, they only received a limited pool. The Swamp Folk plugin fixes that, and the Install script injects WMMP goodness into their load lists. As well, I made some slight adjustments to the script. Removed some unndeeded code, added a section specifically for V2, and left a template section commented out that I can use for future updates. As well, Lexx did contact me about using the spear in the affirmative; unfortunately, I only caught it after the bulk of the work was already done. It'll be first on the list for V3. Screenshots will be forthcoming at the main file; just a couple showing off a dead swamp person clutching a rolling pin. Remaining work for V2 today: add hockey sticks to Winger Mercier's Ice Gang in a plugin, along with a plugin for a couple of the uniques in the main library (Gordon's Crowbar and Insult to Injury, the latter being the best damn axe you will ever see). Going Forward:Take another breather once this is polished and uploaded. Link to comment Share on other sites More sharing options...
SATMA Posted February 1, 2010 Author Share Posted February 1, 2010 Abstract: Wasteland Melee Mod Pack adds more melee weapons to the Wasteland, adds DLC melee weapons to the Wasteland, and does so dynamically with a script, which ensures the maximum degree of compatibility. Refer to the Readme for the most up-to-date information! If you would like to write a WMMP plugin, we encourage you to upload it to the Nexus; link exchanges will be reciprocal. ---------------------------------------Description---------------------------------------The Wasteland Melee Mod Pack v.3.0 is a compilation of exceptionally well-done, canonically consistent melee weapons from the Fallout Nexus combined with a reimplementation; of weapons from all of the DLCs that diversifies what melee weapons enemies spawn with in a logical manner. Thus, you will see Raiders wielding nailboards, pipe wrenches and trench knives in addition to what they usually do, and even what they have been modified to do by prior mods, while Talons are going to prefer more professional loadouts. All of this, with only a couple notable exceptions, is done via script commands, so assuming that your NPCs are all still using vanilla leveled lists, WMMP should be compatible with nearly *any* mod. Version three adds three new weapons: the Spiked Baseball Bat, Crude Blade, and Spear to the Wasteland, and also simplifies installation with a core package install, a compatch download for users of 20th Century Weapons and Fallout Wanderer's Edition, and optional plugins download. ---------------------------------------Installation Instructions---------------------------------------Copy the contents of the data folder in the zip to Fallout 3’s main data folder, overwriting old files if you are upgrading. For core (i.e., WMMP and not 20th Century Weapons OR FWE) installations: CHECK all included Core ESPS in FOMM. If you use 20th Century Weapons: UNCHECK WMMP_AMA [Mutants].esp in FOMM. Download the compatch package, and extract WMMP_AMA [Mutants][20CW].esp to the folder, and CHECK it in FOMM. If you use Fallout Wanderers’ Edition (FWE): UNCHECK WMMP_AMA [Mutants].esp in FOMM. Download the compatch package, and extract WMMP_AMA [Mutants][FWE5].esp to the folder, and CHECK it in FOMM. If you wish to use the plugins: Download the plugins package, and extract them into the data folder. CHECK the ones you wish to use. ---------------------------------------Load Order---------------------------------------[All DLCs] - MANDATORY, as WMMP adds melee weapons from the DLCs into the Capital Wasteland.[20th Century Weapons, Fallout Wanderers’ Edition] - Must go before WMMP if you use them. These are the only mods WMMP needs to override.WMMP_Master.esp – Main File: Weapons LibraryWMMP_Install.esp – Main File: Houses install script. Only needs to be run once, but can be left on.WMMP_AMA [swamp Folk].esp – Adds support for Swamp Folk using different melee weapons. If you are using a mod that conflicts with that form list, notify us ASAP so we can write a compatch.WMMP_AMA [Mutants].esp – Use this esp if you are using only WMMP and not 20th Century Weapons.WMMP_AMA [Mutants][20CW].esp – Use this esp if you are using WWMP AND 20th Century WeaponsWMMP_AMA [Mutants][FWE5].esp – Use this esp if you are using WWMP AND Fallout Wanderers’ EditionWMMP_RRR.esp – Use this plugin if you want the Nexus weapons to use Repair Rethought Reborn-esque behavior (i.e., repair from scrap metal etc.) Independent from RRR but best used in association with it.WMMP_RIG.esp – This plugin alters the NPC files for Sudden Death Overtime so that they will wield hockey sticks appropriate to the position they play. WMMP_Uniques.esp – This plugin alters the NPC files for Hannibal Hamlin and Leroy Walker, giving them unique weapons. If you use a mod which modifies these NPCs, enable this at your own discretion.[Anything Else] ---------------------------------------Important Notes--------------------------------------- Version 3 is fully compatible with V1 and V2 saves. Simply overwrite all the current files and reload your game; a message will run and give you a note telling you that V3 has successfully installed. You should not lose any weapons (unless you are somehow upgrading from the beta). Again, while the RRR plugin is optional, and can even operate on its own, it is best used in concert with the RRR plugin family proper. Links to RRR mods are included at the end of this file. It is recommended that you disable the component mods of WMMP, as listed in the credits below. V2 changed WMMP_Master to an ESP flagged as an ESM. This means you may now edit the code in any of the plugins, or write plugins for the master file with ease. However, this has been reported to cause minor stability issues in elaborate mod setups. If you are having trouble and suspect WMMP is the culprit, download FO3Edit and make a copy of the executable called FO3MasterRestore to normalize the ESP, or simply remove the ESM flag from the file header info in FO3Edit.---------------------------------------Credits---------------------------------------Ebby Exasparimu - WMMP Team Member: Playtesting, advice, and additional suggestions for additions to the mod.Allanx's Spiral Reamer [Give Kudos]Sunici's Ice Axe [Give Kudos]Neunen's Fire Axe [Give Kudos]Kikaimegami's Kikaimegami's Pipe Wrench [Give Kudos]Talkie Toaster's Mutant Animations [Give Kudos]Frostbitex460’s Crowbar [Give Kudos]Latexschlampe's Classic Spear [Give Kudos]Skykappa's Spiked Baseball Bat (from Crafting Hammer 3000 v1) [Give Kudos]Iozeph's Warblade of the Wastes [Give Kudos]---------------------------------------Version History---------------------------------------V3.0 - Added Spike Bat, Crude Blade, and Spear. Compartmentalized install for simpler installation.V2.0 - See readme for complete history of changes.V1.0 - 1/18/2010: WMMP compartmentalized, nomeanclature made uniform, V1 package finalized.Beta 2/3 - 1/17/2010: Talkie Toaster's Mutant Animations saves the day for the mutants, but then Bethesda's eccentric scripting throws the entire enterprise into doubt. Kudos to Talkie Toaster, Ebby Exasparimu, and The Vampire Dante, though, for bringing those animations to my attention.Beta1 - 1/16/2010: Public Beta released.---------------------------------------Links---------------------------------------Best Used With:A Crowded WastelandRepair Rethought RebornRepair Rethought Reborn UpdatedWasteland Melee Mod Pack: Remember to check in for updates!SATMA@Fallout Nexus [Give Kudos] Link to comment Share on other sites More sharing options...
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