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FWE,WMK,and The Pitt - Behave Dammit!


Moldy

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So,I just cleaned out the Steelyard of ingots all in one go. Got me the two guns I was after,plus some other kit for completion's sake. Here's the rub,though. According to Antistar,and his readme for the Pitt's WMK patch,you can mod both the Metal Blaster and the Perforator. I recall doing this before,as well. Thing is,the game's not letting me do it now. And,looking at FOIP's FWE+WMK patch in FO3 Edit,what I want DOES exist. Though,in the case of the Metal Blaster,it's using the wrong ammo; FWE sets it to use Electron Charge Packs,while the modded up version is back to using Microfusion Cells.

 

Y'know,looking at the stats of the modded guns... They're vanilla,not at FWE's standard. Eeh. It's not much work,all told,to correct the stats.

 

So. How do I make it possible to modify my Perforator and Metal Blaster? Load order follows.

 

Also,as an aside,Advanced Recon Rangefinder isn't working. Do I need to get an item before it works?

 

 

 

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CRAFT.esm
CALIBR.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Advanced Recon Tech.esm
Detect Traps.esm
DarNifiedUIF3.esp
pipboy2500_fo3_edisleado.esp
Advanced Recon Tech.esp
Advanced Recon Gear.esp
Advanced Recon Equipment Patcher.esp
CASM.esp
FO3 Error Fixes.esp
Keller Family Refuge.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Alternate Travel.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
Mart's Mutant Mod.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 - DLC Zeta.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Blackened FWE + MMM.esp
Ammo Press Calibrified.esp
Fellout-Full.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
Fellout-pipboylight.esp
Fellout-PointLookout.esp
Fellout-Zeta.esp
Advanced Recon Tech FWE.esp
Advanced Recon Range Finder.esp
Detect Traps - Perk.esp
Detect Traps - The Traponator 4000.esp
Detect Traps - DLC.esp
Advanced Recon Tech - Detect Traps.esp
Moldy's Merged Patch.esp
Total active plugins: 59
Total plugins: 60

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First, try following the instructions for the use of the Blackened FWE-MMM patch.

 

Also, follow the instructions for using Fellout-pipboylight and the DLC plugins.

 

After you have made the corrections, rebuild your merged patch and if the problem continues, post your problem on the WMK page.

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1) Again,with you thinking the issue is related to the MMM patch. This is even further removed from MMM than my iguana crashes! Which was a problem with base MMM,by the way. I've installed it properly,and stuck it in its proper place,regardless,from the get-go.

 

2) Alright,I must've missed that little bit in the ReadMe. Thing is,much like your bizarre fixation with MMM's FWE patches,this is about as far removed from using CRAFT's menu to stick WMK boxes onto DLC guns as you could possibly get. Regardless,I've fixed it.

 

3) I will not post it on the WMK page if problems persist,because it's not a WMK issue. It's a FOIP issue. However,since FOIP is a dead project,posting my issues there won't accomplish anything besides shouting into the wind.

 

As expected,your proposed solutions did not work. This is most likely because it wasn't a load order issue,which your solutions would address. So,with that said. Does anybody reading this forum have any potential solutions with any thought put into them,besides a knee-jerk "It's your load order" response? My sole problem is getting the weapons in the game. Preferably,all of the DLC's uniques being given the WMK treatment. Fixing the stats is going to be relatively easy,if time-consuming.

 

EDIT: Having read the FWE FAQ... I dun goofed. Apparently,it's intentional that you can't customize the unique weapons,because of their unique appearances,and their buffed stats. Whoops! Talk about making me look like a fool.

Edited by Moldy
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If you have not changed anything in your load order, you are not reading the instructions regarding the use of the Blackened Patch or you do not understand how to use the Paradox Ignition version of MMM. I suggest you go back to the respective mod pages and read the instructions. What you have installed for MMM is not correct.

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The Paradox Ignition version of MMM needs EVE,which I do not use. Imagine that.

Eve is not listed as a requirement for the Paradox Ignition version of MMM.

 

Regardless, the according to the mod author, BlackRampage, the Blackened patch does require the Paradox Ignition of MMM to work properly.

 

Either follow the mod instructions or not, it is your choice. Good luck with your game.

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the wmk foip patch does not allow you to modify the unique weapons in the game, if you're using FWE. Also, part of the problem my be load order. I recommend running a conflict report using FO3Edit to get any conflicts you may be having sorted out.

 

Back to WMK... there are some patches if you're using the Weapons Enhanced mod. These patches work with both Weapons Enhanced and WMK and were specifically written to allow the FWE stats apply to the weapons. Along with modifying the unique weapons. They were made by Arkgnt and can be found with links on the Weapons Enhanced mod page. You would load them after your Blackened patch, which should all be below your merged patch.

 

Hope this helps.

 

Reading and following the instructions placed in the description page for each mod, is paramount to running your modded game properly.

Edited by ejroberts49
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