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WMX NOT WORKING PROPERLY PLEASE HELP.


steve0147

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Please provide the information requested in the wiki "How to ask for help" article. So far you have managed to convey you have a problem with WMX, but nothing to help find a solution.

 

Does any part of WMX work correctly? For instance, can you "mod" firearms?

 

You mention two energy weapons in particular. Are you using something like "EVE - Essential Visual Enhancements" by weijiesen and jonnyeah or some other mod (in which case do you have the patch file for it to work with WMX)? This will be answered when you provide the "load order". In addition the "load order" will tell us if you have a problem with the sequence in which you are loading plugins.

 

-Dubious-

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No I am not using EVE, and I have patched everything that needed patching.

Fire arms work great as far as Im know also some evergy weapons like the Laser Rifle.

But so far I've noticed that for some odd reason I cannot mod these two(I don't have another weapon to get another example).

And I would have sent you the load order and mods i've installed but I can't attach images here because they are too large.

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Did you read the "How to ask for help" article at all? If you had, you would realize we recommend using the ability of LOOT or mod managers to provide a "copy-and-paste" list from the clipboard instead of screenshots. If you aren't using either, please see the wiki "FNV General Mod Use Advice" article, which explains why you need them.

Pending the "load order" list, please see the 'Issue: "The Weapon Mod Menu" (WMM) won't let me add a weapon mod in game' entry in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

-Dubious-

Edited by dubiousintent
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I yeah I do use loot, I didn't know you could copy the load order.

 

0 0 FalloutNV.esm
1 1 ClassicPack.esm
2 2 MercenaryPack.esm
3 3 TribalPack.esm
4 4 CaravanPack.esm
5 5 LazarusProject.esm
6 6 factions reloaded raiders v2.esp
7 7 Weathered10mmFixed.esp
8 8 Vurt's WFO.esp
9 9 New Vegas Landscape Overhaul.esp
10 a Factions Reloaded Legion.esp
11 b WeaponModsExpanded.esp
12 c NCRTrooperOverhaul.esp
13 d weightless crafting noDLC.esp
14 e Filthy Frank's Radio.esp
15 f dD - Enhanced Blood Main NV.esp
16 10 FP gun follows crosshairs.esp
17 11 The Mod Configuration Menu.esp
18 12 Conelrad 640-1240.esp
19 13 WMX-ArenovalisTextures.esp
20 14 357retex.esp
21 15 The Weapon Mod Menu.esp
WMX-AWOP-Overhaul.esp
22 16 Reload Sounds.esp
23 17 CAGE 1.9.3.2.esp
24 18 Energy Weapons Amplified.esp
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You aren't using either a "bashed" or "merged" patch file. That means the "Energy Weapons Amplified" plugin is the last touching on the "energy weapons" (and almost certainly on the two in question) and overriding any changes by WMX. You might as well not have WMX installed for energy weapons. Please see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki "FNV General Mod Use Advice" article. In fact recommend reading the entire article.

 

-Dubious-

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Which "thing"? The Wrye Flash "Bashed Patch", or the FNVEdit "Merged Patch"? They are two separate approaches to the problem of "record level conflict resolution". (Or something else?)

 

What is giving you trouble? The provided links provide more information than I can "quickly guide you through" with. But I can probably clarify something you are having trouble understanding. For instance, you don't want to use a "mod manager" to install either "Wrye Flash" or "FNVEdit". They are tools; not part of the game.

 

An outline of the steps you have taken will be a starting point.

 

-Dubious-

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