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[MODDING] My mod isn't working


FRcassoulet

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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 by FRcassoulet
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