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Why can't I modify certain weapons with WMK and my mod set up?


Arkngt

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I'm trying to figure out why certain weapons, such as the Xuanlong Assault Rifle, don't turn up as possible to modify at the work bench with WMK. My guess is that it is caused by the FOIP patch for WMK and FWE being outdated. But I can't figure out what to look for if I wanted to fix it. Checking the mods in FO3Edit, everything seems in order, except for a bunch of FormID lists being "stopped" by my late loading Blackened patch. But it doesn't work if all those lists are green either. In short, does anyone have a clue which settings or scripts that determine if a weapon will turn up as possible to modify with WMK? I'd like to make a patch, but I have no idea what to patch...

Edited by Arkngt
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The WMK-FWE FOIP intentionally removes the ability to mod unique weapons.

 

That shouldn't be it in my case as I'm only using the FOIP WeaponModKits - FWE Master Release.esp plugin from FOIP FWE/WMK, which doesn't seem to deal with Unique vanilla weapons at all as far as I can tell. And it doesn't help me as I want to know HOW this is set up. Where in the plugins can I check if a weapon is allowed or not?

 

Also, on a different note, seems odd to intentionally remove this ability without mentioning anything about it in the readme or description of the mod.

 

Basically, I'd like to be able to make a new patch for FWE and WMK, but I need to know how this is set up in the first place.

 

EDIT: Saw this comment by showler in the release thread: "There is an exclusion list for weapons to make them non-modifiable by WMK. FWE patch adds pretty near all unique weapons to the no-modify list, since they almost all have unique models in FWE." OK, but where is this list?

 

EDIT: Found it! It has a WMKProscribedWeaponList and removing the entries from it fixed it. :smile:

 

EDIT AGAIN: Found this note in the Changelog for FWE Master release 1.X: "Unique remain un-mod-able in FWE, due to their unique status however." So it was mentioned.

Edited by Arkngt
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