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Assault Rifles and Weapon Mods/Iron Sights Incompatible


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Hello,

 

I'm having trouble getting WMK and my game to work properly. I am using Fallout 3 Wanderers Edition and Weapon Mod kits but cant't seem to get them to work correctly, no matter how I arrange the load order.

 

The main issue I am having is that RH_IronSights does not appear to work with Weapon Mods. I have attached a laser sight to my Chinese Assault Rifle and now the iron sights does not work. When I adjust the load order I get the iron sights to work however all my weapons damage is horribly reduced. It seems I have to choose between Iron-sights or weapon mods.

 

I am also having an issue with the Laser Rifles textures. The texture has reset to some weird shiny texture and I can't get it back to normal.

 

Here is my load order. Any help optimizing it would be great. I tried LOOT but that didn't really do it.

 

Fallout3.esm
Anchorage.esm
ThePitt.esm
StreetLights.esm
BrokenSteel.esm
PointLookout.esm
EVE.esm
Zeta.esm
CALIBR.esm
Mart's Mutant Mod.esm
Project Beauty.esm
DCInteriors_ComboEdition.esm
AWorldOfPainFO3.esm
CRAFT.esm
FO3 Wanderers Edition - Main File.esm
FO3 Wanderers Edition - Alternate Travel.esp
RH_IRONSIGHTS.esm
BusworldV1.05d.esp
Mart's Mutant Mod.esp
FO3 Wanderers Edition - Main File.esp
Mart's Mutant Mod - FWE Master Release.esp
Fellout-Full.esp
WeaponModKits.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - DLC Broken Steel.esp
Mart's Mutant Mod - Project Beauty.esp
Mart's Mutant Mod - FWE Master Release + Project Beauty.esp
FO3 Wanderers Edition - Project Beauty.esp
Project Beauty- Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Optional Restore Tracers.esp
FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Master Menu Module.esp
Mart's Mutant Mod - FWE Master Release + DLCs.esp
dD - Enhanced Blood Main.esp
Fellout-pipboylight.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
Fellout-Zeta.esp
Realistic Interior Lighting.esp
Realistic Interior Lighting - BS.esp
Realistic Interior Lighting - OA.esp
Realistic Interior Lighting - PL.esp
F3ProjectRealityMkI.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - DC Interiors.esp
Fellout-PointLookout.esp
Project Beauty- Point Lookout.esp
Busworld and DCInteriors compatibility.esp
RH_IronSights_Basic_VanillaPlugin.esp
RH_IronSights_Basic_AnchoragePlugin.esp
RH_IronSights_Basic_PittPlugin.esp
RH_IronSights_Basic_BrokenSteelPlugin.esp
RH_IronSights_Basic_PointLookoutPlugin.esp
RH_IronSights_Basic_ZetaPlugin.esp
RH_IronSights_PL_NewItems.esp
RH_IronSights_Pitt_NewRifleSights.esp
RH_IronSights_RemoveReticule.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - ThePitt.esp
WeaponModKits - Zeta.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - PointLookout.esp
RH_WMK_Bridge.esp
RH_FWE_Bridge.esp
RH_EVE_Bridge.esp
Total active plugins: 78
Total plugins: 79
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Go to the FO3 Wanderer's Edition mod page and look at the suggested load order posted by the author of the mod.

 

Go to any of the other large mods you have and look for a suggested load order.

 

Correct you load order.

 

For compatibility patches, go to Blackened: http://www.nexusmods.com/fallout3/mods/18173/? READ the requirements.

 

ALso, read you load order and remove unnecessary plugins.

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For compatibility patches, go to Blackened: http://www.nexusmods.com/fallout3/mods/18173/? READ the requirements.

 

Hmmm, I'm almost sort of inclined to recommend against that, seeing as the OP also uses WMK.

 

 

Probably better to experiment with the order of the patches that are at the bottom of your load order first. For example, try placing "WeaponModKits - FWE Master Release.esp" all the way at the bottom.

 

What's also missing from your load order is a merged patch / bashed patch.

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For compatibility patches, go to Blackened: http://www.nexusmods.com/fallout3/mods/18173/? READ the requirements.

 

Hmmm, I'm almost sort of inclined to recommend against that, seeing as the OP also uses WMK.

 

 

Probably better to experiment with the order of the patches that are at the bottom of your load order first. For example, try placing "WeaponModKits - FWE Master Release.esp" all the way at the bottom.

 

What's also missing from your load order is a merged patch / bashed patch.

 

What merged patch / bashed patch? Do you have a link? Also, I tried what you said but it made no difference. The problem I'm having is if I put "WeaponModKits - FWE Master Release.esp" above "RH_WMK_Bridge.esp" and "RH_FWE_Bridge.esp" then the iron-sights work however all of my weapons suffer a damage bug and do hardly and damage. If I put it bellow then the iron-sights does not work but the damage is normal.

 

Also, what do you mean by merged patch / bashed patch? I'm not a modder.

Edited by bleedingfingertips
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WMK requires a merged patch if you are using the WMK DLC plugins and tells you how in the installation section of its description. Antistar also links the RHIS FWE WMK compatibility patch that you are missing in his description.
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