FRcassoulet Posted April 23, 2016 Share Posted April 23, 2016 (edited) Hi everybody ! So basically I've been working for about 4 hours on a little mod now and it's driving me crazy (I'm a rookie modder).You can download the mod HERE : https://www.dropbox.com/s/h0h5zxsx3zjgpex/AR%20TEST.esp?dl=0 (It is virus free, nexus mods didn't let me attach esp or archive files sorry)The problem is that it isn't working, even if I load it last AFTER the Bashed Patch. It just doesn't change anything to the game. According to FO3Edit, my mod is "conflict winner" over any other mod that changes the Assault Rifle and thus should be working...It is a small assault rifle mod that changes it to from Auto to Semi-auto, along with some tweaks to make it more powerful and accurate.I play with FWE and Ironsights and I made all the needed changes so it should work together nicely ( tweaked the Alternate Textures, enabled Iron Sights animation etc ).I also changed the Ammo from 5.56 to the custom 7,62x51 NATO round from CALIBR mod, and edited the leveled list so enemies drop these ammos. I've tried to disable everything else, except my mod's master files but it doesn't work at all. Even using only Fallout 3.esm ressources doesn't seem to work (I replaced the vanilla 556mm ammo by the Vanilla .308 rounds instead of modded 7.62 and didn't touch the leveled items list). HOWEVER and here it gets interesting: If I merge my mod into the bashed patch (my mod is green on Wrye Bash so it is mergeable), some functions are working In Game : the caliber changes and my rifle fires semi-auto. However values that seem to conflict with FWE aren't changed : they correspond to FWE's . Opening the Bashed Patch with FO3Edit also shows FWE values mixed with my mod's values.The unchanged values are the ones appearing in dark red in these following FO3Edit screenshots plus some others (Anim. attack multiplier for example only overwrites 1 value instead of overwriting Vanilla + FWE values so no red values but but doesn't change in Bashed Patch, still 1.0000 even though I made it 2.0000 in my mod): BEFORE PATCHING: http://s31.postimg.org/pf1jrhuvf/image.png http://s31.postimg.org/vg1g2d56z/image.png http://s31.postimg.org/vu2s1ypaj/image.png http://s31.postimg.org/hij9x274b/image.png BASHED PATCH : http://s31.postimg.org/jnkq62cgb/image.png http://s31.postimg.org/e0od8l9xn/image.png http://s31.postimg.org/d61tmk22z/image.png Here are my full active Mod Files (LOOT sorting, might not be optimal but works perfectly :smile:) : 00 Fallout3.esm01 Anchorage.esm02 ThePitt.esm03 StreetLights.esm04 BrokenSteel.esm05 PointLookout.esm06 Zeta.esm07 Unofficial Fallout 3 Patch.esm [Version 2.1]08 Mart's Mutant Mod.esm09 DCInteriors_ComboEdition.esm0A Project Beauty.esm0B EVE.esm [Version 0.99]0C AWorldOfPainFO3.esm0D RH_IRONSIGHTS.esm0E Vault 101 Revisited.esm0F RatTrapRemastered.esm10 Alton, IL.esm11 CRAFT.esm12 iHUD.esm13 aHUD.esm14 CALIBR.esm [Version 1.4]15 FO3 Wanderers Edition - Main File.esm16 Destruction.esm17 xCALIBR.esm18 CubeExperimental (EN).esm19 [DC RANGER ARSENAL v3 MASTER].esm1A Destruction - Main - Statics.esp++ Mart's Mutant Mod - DC Interiors.esp1B AltonAddon.esp1C FO3 Wanderers Edition - Main File.esp1D Destruction - DLC - Statics.esp** Project Beauty- Point Lookout.esp1E F3ProjectRealityMkI.esp1F DC Moods.esp++ Destruction - Main.esp20 UPP - Pack 1.esp21 UPP - Quest Perks.esp22 UPP - Experience Perks.esp23 FO3 Wanderers Edition - DLC Broken Steel.esp24 UPP - Pack 2.esp++ Destruction - DLC.esp25 FO3 Wanderers Edition - DLC Anchorage.esp26 FO3 Wanderers Edition - DLC Mothership Zeta.esp** Project Beauty- Broken Steel.esp27 Blackened FWE + MMM + EVE + Project Beauty + Destruction.esp [Version 3.3]28 Suite-Suite.esp29 BusworldV1.05d.esp2A Realistic Interior Lighting.esp2B PointLookout Moods.esp2C FO3 Wanderers Edition - DLC Point Lookout.esp++ xCALIBRammo_override.esp2D NPC Height Randomizer Less Variance.esp2E DarNifiedUIF3.esp2F FO3 Wanderers Edition - More Gore.esp30 FO3 Wanderers Edition - DLC The Pitt.esp31 UUF3P - FWE Patch.esp32 UPP - Beverage Perks.esp33 UniqueWeaponsRetexturedPITT.esp++ Chems and Meds Re-Textures Pack.esp34 RH_FWE_Bridge.esp++ xCALIBRammo_FWE.esp35 TheShore.esp36 Dogmeat Leather Armor - CRAFT.esp37 UpgradedCaravanMerchants.esp38 RCM2.esp++ FO3_WRP.esp39 RH_IronSights_Vanilla_NewWeapons.esp3A Raider Combat Armor.esp3B Raider Combat Armor Pitt.esp3C Raider HeadGear.esp3D The Pitt Moods.esp3E [DC RANGER ARSENAL v3] - DLC GEAR.esp3F GNR Enhanced.esp40 MyMegaton-AmmoPress-Calibr-Plus-Unlocked_v1_21_18605.esp41 Dragonskin Tactical Outfit.esp42 FasterWaiting.esp43 Busworld and DCInteriors compatibility.esp44 M14_EBR.esp45 RH_EVE_Bridge.esp46 Yevic'sSpaceStation.esp47 SpaceStation101 v1.0.esp48 JackoMilitaryEquipment1.esp49 IPip.esp4A Glock19.esp4B ZL-MP5 Pack.esp++ MP5ForFWE.esp4C UniqueWeaponsRetextured.esp++ UniqueWeaponsRetextured_FWE.esp [Version 1.2]++ Destruction - xCALIBRammo_FWE.esp++ Destruction - DC Moods.esp++ UniqueWeaponsRetexturedPITT_FWE.esp4D CALIBR Ammo Schematics - CRAFT.esp4E DragonskinBonusPack.esp4F BlackWolf Backpack.esp50 FO3 Wanderers Edition - Optional VATS Halftime.esp51 BlackWolf Backpack - Vendor Script Replenish.esp52 BlackWolf Backpack - Blank's Container Patch.esp53 CASM.esp++ FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp++ Flora Overhaul.esp++ HZSmoothLight - FO3.esp54 Bashed Patch, 0.esp55 TEST.esp Please tell me what is going wrong with my mod it's just driving me nuts. Why isn't it overwriting everything above ? Even with only Vanilla tweaks and no mod activated it doesn't work when I load it. It only "work" in bashed patch, which is half working. Thank you for reading :smile: Edited April 23, 2016 by FRcassoulet Link to comment Share on other sites More sharing options...
FRcassoulet Posted April 23, 2016 Author Share Posted April 23, 2016 Oh sorry for the disturbance, I fixed the issue :) Link to comment Share on other sites More sharing options...
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