Prenihility Posted November 9, 2018 Share Posted November 9, 2018 Why is that? Sturdy Caravan Shotgun can't have mods applied to it? What gives? I can mod other weapons like Maria. ? Link to comment Share on other sites More sharing options...
KiCHo666 Posted November 9, 2018 Share Posted November 9, 2018 You're probably missing preorder packs compatibility patch for WMX. Sturdy caravan shotgun is unique weapon you get with one of pre order packs. Link to comment Share on other sites More sharing options...
Prenihility Posted November 9, 2018 Author Share Posted November 9, 2018 (edited) Ah. I just got the patch for the packs. But still not working as I changed the model for the Sturdy Caravan Shotgun specifically. I used a remodel of the regular one for the Sturdy Caravan Shotgun. And i'm thinking it's because of that, that it's not working. It initially WAS working, but when I installed the patch, A Better Caravan Shotgun mod overwrote the model change I did myself. It reverted back to the regular screw-top model. I disable the .esp for the Better Caravan Shotgun and it looks great again, but the patch doesn't work for the Sturdy Caravan Shotgun. I think the other mod I have is unimportant actually, nevermind. I just don't see why it won't work. I have the patch. I just changed the model for the Sturdy CS. Why's the game having a hard time accepting it as moddable? Edited November 9, 2018 by Prenihility Link to comment Share on other sites More sharing options...
dubiousintent Posted November 9, 2018 Share Posted November 9, 2018 Sounds like the problem is 1) the placement of your patch ESP that is overwriting the other mods which are using the old model, and 2) you need a "Merge/Bash" patch to ensure your record wins the conflicts. Please see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki "FNV General Mod Use Advice" article. -Dubious- Link to comment Share on other sites More sharing options...
Prenihility Posted November 10, 2018 Author Share Posted November 10, 2018 Sounds like the problem is 1) the placement of your patch ESP that is overwriting the other mods which are using the old model, and 2) you need a "Merge/Bash" patch to ensure your record wins the conflicts. Please see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki "FNV General Mod Use Advice" article. -Dubious- I launch FNVEdit and main .esm and all DLC .esms are listed. None of my Mods except for oddly enough one mod I have for A Light Shining in Darkness. Link to comment Share on other sites More sharing options...
dubiousintent Posted November 10, 2018 Share Posted November 10, 2018 On the first screen when you open FNVEdit you have to select (check) all the mods you want it to load. By default these are everything in your load order. Generally you <right-click> in a blank part of the list and select the "select none" option, which "unchecks" everything, then scroll down and select (check) just the mods you are concerned with examining. All the "master files" for those mods will then be automatically selected for you. Once you have your list of mods, then you tell FNVEdit to proceed. The current version of the docs are online in the "Tome of xEdit". The older "FNVEdit Training Manual" is still generally applicable as well. -Dubious- Link to comment Share on other sites More sharing options...
Prenihility Posted November 10, 2018 Author Share Posted November 10, 2018 On the first screen when you open FNVEdit you have to select (check) all the mods you want it to load. By default these are everything in your load order. Generally you <right-click> in a blank part of the list and select the "select none" option, which "unchecks" everything, then scroll down and select (check) just the mods you are concerned with examining. All the "master files" for those mods will then be automatically selected for you. Once you have your list of mods, then you tell FNVEdit to proceed. The current version of the docs are online in the "Tome of xEdit". The older "FNVEdit Training Manual" is still generally applicable as well. -Dubious- Yeah that's what i'm saying. None of my mods show up. Just everything from the Ultimate Edition. Base game + all DLCs. Link to comment Share on other sites More sharing options...
dubiousintent Posted November 10, 2018 Share Posted November 10, 2018 Okay, now that we have a better picture of the problem, I'm going to guess that you are using a mod manager that works on the principle of an "empty Data folder", such as MO, MO2, NMM, or Vortex. That means that whenever you are not in the manager with a profile selected, the manager does not actually copy any of your "load order' file links into the "Data" folder; so it remains "empty" of mods. (The vanilla and DLC files are installed directly there by the game and managers leave them alone.) If you are running FNVEdit outside of the manager, then it will find the "Data" folder to be empty except for the vanilla and DLC files (no mods unless you installed them directly into it). So, you need to configure your manager so it can launch FNVEdit from it's internal toolbar. But, once you have done that make an initial test to determine that the manager is not "locking" any files when you have FNVEdit open, or you won't be able to save any of your edits. Conduct a simple test before you go into any depth with your changes. -Dubious- Link to comment Share on other sites More sharing options...
HadToRegister Posted November 10, 2018 Share Posted November 10, 2018 WMK also needs a merged patch run with FNVEdit, according to the Description page, along with a bashed patch Link to comment Share on other sites More sharing options...
Prenihility Posted November 11, 2018 Author Share Posted November 11, 2018 Ah. Yes. Added FNVEdit as a Binary in MO. Everything went smoothly until I launched the game and I was told I still can't modify the Sturdy Caravan Shotgun. Link to comment Share on other sites More sharing options...
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