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Modifying weapon statistics with WMX + FO3 Weapons restoration


JoeyN

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Hello all,

 

So I've been using WMX, along with a mod that restores a majority of weapons from FO3 to New Vegas, and this particular mod is compatible with WMX with a patch, allowing the FO3 weapons to use weapon mods. Some of the restored weapons felt a bit unbalanced compared to the vanilla NV weapons, however (The Combat Shotgun in particular was basically a more accurate Riot shotgun available much earlier), and I decided to modify the weapon stats. Note: I am very inexperienced with modding, and my test was based entirely off videos and threads I googled.

 

1. Launched GECK

2. Opened Data, ticked Fallout NV, WMX, FO3 Weapon Restoration, WMX Compatibility Patch and set FO3 Weapon Restoration as Active File

3. Edited a random FO3 weapon (In this case the Chinese Assault Rifle) and tweaked the damage a bit

4. Pressed OK, saved plugin, fin.

 

Unfortunately, when I launched the game (I made backup saves just in case), the Chinese Assault Rifle had no mods available for it whatsoever, so I reinstalled everything I tampered with and redid the test but changed active file to WMX Comp. Patch. Now it was missing only one mod (Weapon Mod Menu allows me to view all the mods available for a weapon). Redid again with WMX as active, two mods missing (for context, the Chinese Assault Rifle could attach one weapon mod from the original WMX and two from WMX Comp. Patch). If anybody with more experience than me could decipher this and know of a method to have all three mods available, it would be well appreciated.

Mods in question:

http://www.nexusmods.com/newvegas/mods/40007/? - FO3 Weapons Restoration and WMX Compatibility Patch

http://www.nexusmods.com/newvegas/mods/39651/? - Weapon Mods Expanded

 

Load order (sorted by LOOT):

0 0 FalloutNV.esm
1 1 DeadMoney.esm
2 2 HonestHearts.esm
3 3 OldWorldBlues.esm
4 4 LonesomeRoad.esm
5 5 GunRunnersArsenal.esm
6 6 ClassicPack.esm
7 7 MercenaryPack.esm
8 8 TribalPack.esm
9 9 CaravanPack.esm
10 a YUP - Base Game + All DLC.esm
11 b WMVM.esm
12 c YUP - NPC Fixes (Base Game + All DLC).esp
13 d JSawyer Ultimate.esp
14 e WeaponModsExpanded.esp
15 f WMX-DLCMerged.esp
16 10 Unofficial Patch Plus.esp
17 11 PerkEveryLevel.esp
18 12 The Mod Configuration Menu.esp
19 13 The Weapon Mod Menu.esp
20 14 SaveCass.esp
21 15 Hanlon dialogue fix.esp
22 16 FastSleepNV.esp
23 17 FO3WeaponsRestoration.esp
24 18 FO3WeaponsRestorationRILForceOverride.esp
25 19 WMX-POPMerged.esp
26 1a WeaponModsExpanded_FO3WeaponsRestoration.esp
27 1b FNV Merged Patch.esp (my merged patch, obviously)

 

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You can PM a moderator asking them to move this thread to the GECK sub-forum. But I believe what you need to do is use FNVEdit to create a "compatibility patch" of your own. Load all the plugins you want to work together (and their masters) in FNVEdit, then create a new "patch" file with the changes you want to take effect, and once it's saved load it after the others in your game "load order".

 

Compatibility Patch Tutorials:
* FNVEdit BIS Tutorial 1 720p Video. Basic compatibility patch making.
* FNVEdit BIS Brumbek Inventory Sorting Patch Tutorial 2 Part 1 Video. More complex compatibility patch making.

 

Please see the wiki "Merged Plugin Guidelines for Personal Use" article on "merging up" versus "merging down", as well as links to guides.

-Dubious-

Edited by dubiousintent
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