skullsridge Posted April 2, 2018 Share Posted April 2, 2018 (edited) Greetings all. After reinstalling several mods, I'm having trouble getting WRP and WMX to cooperate with each other, even though multiple patches are installed and in the correct order, plus toggling archive invalidation whenever I reinstall the mods/patches. I have managed to solve this problem before, but with this latest reinstallation, I can't seem to get them to work again. I also have Asurah's reanimation pack, which does work, but it's one more mod that I have to juggle whenever reinstallation occurs. I've seen several people online bringing up this issue, and I know this is fixable, I'd just like to settle this matter once and for all with outside and direct help. My load order, as 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 NVInteriors_Core.esm 11 b oHUD.esm 12 c FCOMaster.esm 13 d Interior Lighting Overhaul - Core.esm 14 e NVInteriors_ComboEdition.esm 15 f NVWillow.esp 16 10 Project Nevada - Core.esm 17 11 Project Nevada - Equipment.esm 18 12 Project Nevada - Rebalance.esp 19 13 Project Nevada - Cyberware.esp 20 14 NevadaSkies.esm 21 15 Interior Lighting Overhaul - L38PS.esm 22 16 SolidProject.esm 23 17 The Mod Configuration Menu.esp 24 18 FOVSlider.esp 25 19 FCO - NPC Changes.esp 26 1a EVE FNV - ALL DLC.esp 27 1b WeaponModsExpanded.esp 28 1c WMX-ArenovalisTextures.esp 29 1d All Weapon Sounds Overhaul .esp 30 1e 1nivVSLArmors.esp 31 1f PerkEveryLevel.esp 32 20 FCO - OHSB NPC Edits.esp 33 21 dD - Enhanced Blood Main NV.esp 34 22 CASM.esp 35 23 NevadaSkies - Brighter Nights.esp 36 24 ELECTRO-CITY - Imaginator.esp 37 25 The Weapon Mod Menu.esp 38 26 FCO - Willow.esp 39 27 WMX-DLCMerged.esp 40 28 WMX-EVE-AllDLCMerged.esp 41 29 NoDegrade.esp 42 2a ADAM - Trooper Gloves.esp 43 2b ADAM Complete.esp 44 2c ADAM - MERGE.esp 45 2d CAGE 1.9.3.2.esp 46 2e boa ncrpahelmet.esp 47 2f Boacombat2glove.esp 48 30 Diagonal movement.esp 49 31 Real Recoil.esp 50 32 hz_1 by 1 Reload Fix.esp 51 33 B42Inertia.esp 52 34 hz_Automatic Weapons Fix.esp 53 35 AK74.esp 54 36 DarNifiedUINV.esp 55 37 pipboy2500_edisleado.esp 56 38 Project Nevada - Dead Money.esp 57 39 Project Nevada - Honest Hearts.esp 58 3a Project Nevada - Old World Blues.esp 59 3b Project Nevada - Lonesome Road.esp 60 3c Project Nevada - Gun Runners' Arsenal.esp 61 3d Project Nevada - WMX.esp 62 3e Project Nevada - EVE All DLC.esp 63 3f WMX-POPMerged.esp 64 40 GRA-WRP-Patch-Two_Unofficial.esp 65 41 Asurah_reanimation.esp 66 42 Laser Pistol Fix.esp 67 43 Interior Lighting Overhaul - Ultimate Edition.esp 68 44 ILO - GS Shack.esp 69 45 ILO - NVInteriors Project.esp 70 46 Vurt's WFO.esp 71 47 NevadaSkies - Ultimate DLC Edition.esp 72 48 MergedPatch28.esp Thank you all very much for your time and patience. Edit: I got WRP and WMX to behave, finally. To any who might stumble upon this thread in hopes for answers as to how I got the two mods to cooperate, here's what I did:Install WMX + patches first, including the compatibility patch for WRP (and also the Project Nevada WMX patch, just to be safe), then download WRP afterwards, and then finally download any animation packs you'd like to install, such as Asurah's Reanimation pack. A word with Asurah's animations: it too needs it's own compatibility patches for WRP, but those should be installed after Asurah's animations and WRP. WRP and ARP have their own compatibility patches for Gun Runner's Arsenal, but you should install WRP's unofficial patch first, then Asurah's corresponding patches, of which there are two: one for GRA vanilla (must download), and one for the GRA WRP patch, in that order. Edit 2: After looking at the weapon mods, it turns out that this installation order, while preserving WRP's textures, removes WMX's weapon mod options for all weapons. I'm not sure how to fix this problem beyond installing the mods in a different order, but I tried WMX and compatibility after WRP before to less than stellar results. If anyone manages to find the proper order, be sure to share. Edit 3: I now know what the problem is: WRP-WMX compatibility patch needs more files than just the two mods separately, it also needs the following mods by Millenia: WRP v1.95 (the latest version).357 Revolver Re-Retextured v1.2 (http://www.nexusmods.com/newvegas/mods/47714)12.7mm SMG v1.0 (http://www.nexusmods.com/newvegas/mods/38285 under update files)Bozar retexture v1.1 (http://www.nexusmods.com/newvegas/mods/56477)Single Shotgun Re-Retexture v1.0 (http://www.nexusmods.com/newvegas/mods/48049) Then delete 357retex.esp and singleshot_retex.esp from your Data folder, because the patch rolls both of these plugins into WMX-ArenovalisTextures.esp, and finally install the compatibility patch after the previous mods are installed. You can find all this information in the readme.txt, which is really hard to find if you're just installing through NMM, so if you want more information from it, download it manually first so you can find it more easily, then follow its instructions. I'm going to install the aforementioned mods now, and see if that does anything. Edit 4: Okay, so the textures worked, but not WMX still. I reinstalled it in the order prescribed, but to no avail. Maybe I'll look at the WMX readme again. Maybe I have to install it after the patch. Edit 5: Nope, I installed it right. I even toggled archive invalidation, and nothing came of it. Maybe I'd have to start a new game in order for it to work, but it's not worth the hassle for me. You guys try running these mods in this order on a new save, and see if that works. Good luck everyone! Edit 6: Finally got WMX to work too. Wasn't even strenuous either, just had to put WeaponModsExpanded.esp lower on the load order. It works perfectly fine now. I hope you guys find my post helpful, and use it to solve WMX-WRP compatibility issues. Take care everyone! Edited April 3, 2018 by skullsridge Link to comment Share on other sites More sharing options...
Nocturnal987 Posted August 10, 2018 Share Posted August 10, 2018 so i pretty much have your exact load order, but i cant work out how to get asurahs animations to work perfectly, as in all 1hand weapons sort of jiggle up and down when firing instead of doing the proper animation, which isn't that bad, but i'd like to solve it. it seems you have been able to get them to work without the large amount of manual patching i was about to begrudgingly start doing, so if yours work well, can you explain to me how you accomplished it? i have read your various edits but it sounds like i already did what you were talking about and still have the problem. thanks! Link to comment Share on other sites More sharing options...
dubiousintent Posted August 10, 2018 Share Posted August 10, 2018 Sounds like you don't have either enough "Guns" skill or "Strength" for the weapon in question. The "jiggling" is game engine penalty for not meeting requirements. Please see the 'Issue: Aiming -' entries under the 'Solutions to Graphics problems' section in the wiki "Fallout NV Mod Conflict Troubleshooting" guide. -Dubious- Link to comment Share on other sites More sharing options...
Lapistmacir Posted January 8, 2019 Share Posted January 8, 2019 I'm glad I ran on to this as I've been trying to fix the installation order to get wmim, asurah, and wrp to cooperate. I've screen shoted the process you mentioned for when I try again tomorrow. Wish me luck. Been tired of messed up textures and other odd bugs. Link to comment Share on other sites More sharing options...
skullsridge Posted January 8, 2019 Author Share Posted January 8, 2019 I'm glad I ran on to this as I've been trying to fix the installation order to get wmim, asurah, and wrp to cooperate. I've screen shoted the process you mentioned for when I try again tomorrow. Wish me luck. Been tired of messed up textures and other odd bugs.Glad I could help, friend. A word, though: not all the textures and weapon mods work on a rare few guns, particularly those with wood grips. Those weapons being: .44 revolver, grenade launcher/rifle, and varmint rifle. Thump-Thump works, oddly enough. Also, WMX is a fickle ass, and needs to be as low as you can manage on the load order, otherwise, it just doesn't work with anything. If you have all the mods installed, I recommend manually sorting your load order from then on, as LOOT is likely to "break" WMX in a heartbeat. I just reinstalled FNV after a PC reset, plus all my mods, so everything is a little fresher in memory as to how I solved it, so message me if you have any questions, and I'll get back to you. Link to comment Share on other sites More sharing options...
dubiousintent Posted January 8, 2019 Share Posted January 8, 2019 I generally don't like to quibble with recommendations that work, but there are a couple of bits of information that can be "misinterpreted" I feel should be clarified. Compatibility patches are overwriting "things" (scripts, records, meshes/textures, etc.). For that reason they should always be installed after ALL the files they are "patching" to work together. This is why the WMX patch adjustments were lost after installing WRP: wrong install order (as well as "missing masters"). The 'Third Rule: The Rule of One' always applies. You can make your own "compatibility patch" to resolve some of those issues with other mods. Please see the wiki article "Compatibility Patching" for the basic process. LOOT can be "customized" to deal with pretty much any mix of mods. You have to read the documentation (under the triple dot ":" on the top right of the menu bar) regarding "load after" and "plugin groups". In the particular case of WMX it has several "optional" plugins which need to be "grouped" in the correct order. Some need to be in a separate group (more than one). It does NOT have to have ALL the related plugins loaded as low (higher numbered) in the load order as possible. Again: "Rule of One" applies. If you have a standard mix of those WMX options, you can create your own custom "merged plugin" of them. However, that may require you to change the "master file" of some other patches (including standard WMX supplied ones) to work with your merged version of WMX. This (manual) process is documented in the "Multiple file Merge-Up Procedure" article, but is somewhat complicated and not for the faint of heart. It can be done without any prior experience now that it is documented if you have the patience. -Dubious- Link to comment Share on other sites More sharing options...
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