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Wattz laser Pistol cannot be modified


NeedNone414

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Hello. I had this problem for a while and it seems although I have wattz laser pistol ( and I know it is from PN) and its mods (from WME) but it still says that wattz laser pistol cannot be modified. I deleted WME and installed WMX and its compatibility patch with PN and it still does not work. this is my load order:

 

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 oHUD.esm
12 c NVEC Complete + NVCE.esm
13 d New Vegas Redesigned 3.esm
14 e FCOMaster.esm
15 f Gomorrah Redesigned v2.esp
16 10 domecity.esm
17 11 The New Bison Steve Hotel.esm
18 12 NVWillow.esp
19 13 Weapons.of.the.New.Millenia.esm
20 14 SolidProject.esm
21 15 VanessaFollowerNV.esm
22 16 Bitter Springs Redesigned.esp
23 17 Project Nevada - Core.esm
24 18 Project Nevada - Equipment.esm
25 19 GreatKhanGreatOverhaul.esm
26 1a More Perks.esm
27 1b More Perks for Companions.esm
28 1c Project Nevada - Rebalance.esp
29 1d Project Nevada - Cyberware.esp
30 1e Project Nevada - Extra Options.esm
31 1f YUP - NPC Fixes (Base Game + All DLC).esp
32 20 FalloutNV_lang.esp
33 21 CASM with MCM.esp
34 22 DarNifiedUINV.esp
35 23 The Mod Configuration Menu.esp
36 24 New Vegas Redesigned 3.esp
37 25 Sorter - Combined.esp
38 26 More Perks Update.esp
39 27 More Perks for Companions Update.esp
40 28 FCO - NPC Changes.esp
41 29 delilah.esp
42 2a Project Nevada - Rebalance Complete.esp
43 2b Project Nevada - All DLC.esp
44 2c EVE FNV - ALL DLC.esp
45 2d WeaponModsExpanded.esp
46 2e CNR_Beta.esp
47 2f NCROverhaul.esp
48 30 NewVegasUncut 123457 Merged.esp
49 31 Weapons.of.the.New.Millenia.Store.esp
50 32 ADAM Complete.esp
51 33 ADAM - MERGE.esp
52 34 ADAM - Trooper Gloves.esp
53 35 Improved-ammoingredientsloot.esp
54 36 ammoingredientsloot.esp
55 37 NukaCola-Ojo.esp
56 38 Weapons.of.the.New.Millenia.Store.LITE.esp
57 39 bzArmour.esp
58 3a bzBodySuits.esp
59 3b FOVSlider.esp
60 3c JIP Improved Recipe Menu.esp
61 3d LootMenu.esp
62 3e MiscItemIconsNV.esp
63 3f The Weapon Mod Menu.esp
64 40 FCO + YUP.esp
65 41 FCO + CNR.esp
66 42 Readius_NV.esp
67 43 WMX-GunRunnersArsenal.esp
68 44 WMX-OldWorldBlues.esp
69 45 WMX-DeadMoney.esp
70 46 WMX-LonesomeRoad.esp
71 47 WMX-HonestHearts.esp
72 48 WMX-EVE-AllDLC.esp
73 49 Weapon Retexture Project.esp
74 4a Asurah_reanimation.esp
75 4b Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp
76 4c Weapons.of.the.New.Millenia.Leveled.Lists.esp
77 4d Project Nevada - WMX.esp
78 4e Project Nevada - EVE All DLC.esp
79 4f Project Nevada - Cyberware Additions.esp
80 50 FCO - Beyond Boulder Dome.esp
81 51 FCO - Delilah.esp
82 52 FCO - GlowingOne.esp
83 53 FCO - OHSB NPC Edits.esp
84 54 FCO - Race Addon.esp
85 55 FCO - The New Bison Steve.esp
86 56 FCO - Willow (Cazy).esp
87 57 FCO - Willow.esp
88 58 Zan_AutoPurge_SmartAgro_NV.esp
89 59 Economy Overhaul.esp
90 5a hz_1 by 1 Reload Fix.esp
91 5b WMX-ArenovalisTextures.esp
92 5c WMX-EnergyWeaponsNoTrueIronSightsFix.esp
93 5d WMX-ModernWeapons.esp
94 5e WMX-PreOrderPackCaravan.esp
95 5f WMX-PreOrderPackClassic.esp
96 60 WMX-PreOrderPackMercenary.esp
97 61 WMX-PreOrderPackTribal.esp
98 62 Shotgun Commando.esp
99 63 WMX-ShotgunCommando.esp

thanks

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When you "deleted" WME, did you "verify local files" before adding WMX? Much depends upon your chosen mod manager, but you need to be certain when you uninstall a mod that the vanilla files have been restored before adding a replacement, to include toggling "ArchiveInvalidation" so the game knows about the changes in the "loose files". If the vanilla files are not present then the mod cannot make the necessary changes. Verify, do not assume.

 

You need to understand that "weapon mods" (the item, not the plugin) are not actually "generic", because there are "vanilla" weapons, DLC weapons (specifically those from the "Pre-Order Packs (POP)" and GRA among others), and mod added versions. The "weapon mods" will only work with "internally matching named" weapons. So a silencer for a vanilla 9mm may not be compatible with a GRA 9mm and one for a pistol won't work with a rifle. The same can apply to a patched weapon. And a "named weapon" (such as "Maria" or "This Machine") is "custom" and NOT generic. This can be a rationale behind some plugins which simply "rename" weapons and their weapon mods.

 

"The Mod Configuration Menu (MCM)" is intended to deal with those issues, but it does so by checking the internal naming and refusing to allow adding incompatibles; not by making different names compatible. Please see "Issue: WMM The Weapon Mod Menu will not let me add a weapon mod in game" and "Issue - WMX loses my existing weapon mods to the Weathered 10mm pistol" under the "Solutions to Control problems" section of the wiki "Fallout NV Mod Conflict Troubleshooting" article.

 

The mod "lStewieAl's Tweaks" now includes most (perhaps all) of the functionality of "MCM".

 

-Dubious-

Edited by dubiousintent
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Forgive me dubiousintent for not being fully clear with you. this is what happend:

 

1- WME did not work with this specifc gun in the first place. and seeing that all weapon mods are still working when I changed from WME to WMX I dont think that installation the mod is the problem

 

2- I have seen in previous forums that there is a specific problem between WME/WMX and Project nevada weapons. and although I installed combatibility patches for PN for both WMX and WME it still does not work for this gun specifically (considering I bought it from a trader I dont see a problem in the gun itself...I will attach a screenshot with the weapon)

 

example(Homemade Plasma Rifle: EVE (I think atleast xD)): https://imgur.com/oSA1u62

 

Wattz Laser Pistol: https://imgur.com/bj0jlIR

3- I also did not mention I am using Mod organizer so for the "archiveInvalidation" problem it is already taken care of when I enabled "automatic archive Invalidation" so it shouldn't be the problem either

 

what I have noticed and it could be much of help for you (as I clearly do not know what am I doing) when I was using FNVEdit I stumbled upon this (in screenshot): https://imgur.com/8TibFRP

 

I tried Stewie's tweaks but no avail

 

I hope this could be of much help. Thanks again, Legend.

 

EDIT: I still did not test other weapons from PN cause I didn't come across them yet

Edited by NeedNone414
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More details always helps clarify things for those trying to help you. Working through your latest post:

 

You say "this gun" but now you are talking about "Homemade Plasma Rifle" and "Wattz Laser Pistol". Those are two different weapons, so while the general problem may apply to both, the specifics do not. Your first image (of the Rifle) shows it has a Scope with the matching "Homemade" name, but availability of "0". So I am going to ignore it on the basis you do not actually have the "named weapon" scope item in hand and so the issue is explained on that basis.

 

As for the Pistol, the message on the Pipboy is indicating that the vanilla version "cannot be modified". Which indicates to me that the mod which is supposed to be enabling the use of "weapon mods" for that particular weapon is not making the changes it is supposed to. So, why not?

 

The FNVEdit screenshot is much more revealing as it is showing only three of (I don't know how many) plugins with that specific weapon record, but only one adding the two "weapon mods". Whichever plugin is listed in the last column is the "winning" record. If it is a "blank field" then nothing has been added. That should be the record of your "Merge Patch" file, so the changes included by different plugins all get included. (But, I now notice you do not have such a Merged Patch file.) If that record does not contain the information in the "PN-WMX" column, then those changes were not carried forward, lost out, and will not take effect. With the result you are seeing.

 

The record in the last column of FNVEdit is the only "winning" one that matters. Intermediate plugins may not show any change, but that just means they made no changes to that record. Each plugin to the right in FNVEdit overrides the changes made by any plugin to the left. But you can drag-and-drop copy a change from the desired column to the left into the last column "merge patch" file to get a specific desired result "winner". But only do this for a new plugin you are creating (i.e. a "merged plugin file") not to an existing mod plugin. Please read the "Tome of xEdit" documentation on "Conflicts and Overrides" first.

 

TL;DR: In other words, you really need to use a "Merge Patch File" with that collection of mods. (My apologies. I should have caught that in my initial reply.) Please see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki "FNV General Mod Use Advice" article.

-Dubious-

 

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I did it!

 

ok ill explain. so a merged patch didnt work. but you see in that screenshot of FNVEdit I sent you? I replaced the blanks in EVE All DLC with the ones from WMX and it just worked! I have the mods working now for Wattz laser Pistol!

 

I am so happy tbh cuz this finally worked

 

Thanks for everything Dubious you have been much of help since I didn't know that the last column on the left is the winner. this is kinda all new to me. Good luck man

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Well, while you have confirmed the issue and the eventual solution, the way you went about implementing your solution is going to create problems for you down the road; so I can't in good conscience leave it at that.

When you say "the merged patch didn't work", the first thing that comes to mind is either you didn't create it correctly or (more likely) you didn't place it as the last file (at the bottom, highest numbered position) in your "load order". The "columns" in FNVEdit (from left to right) are the plugins affecting a given record in their relative "load order" sequence, so the "merge patch" should be in the last, rightmost column.

(Sidebar: Many mods will simply tell you they must be placed last in the load order. This is so their particular edits will be the "winner". But only one plugin can actually be "last", and you want that one to be the one with ALL the "winning" record conflicts. Which is the role of the "merged patch". There are very, VERY few exceptions to this rule (maybe 0-3 depending) and they will take pains to explain WHY they must be placed even lower than a "merged patch" file for this very reason. One example is mentioned in the wiki "Merged Plugin Guidelines for Personal Use" article. Note the distinction made between a "merge patch" and a "merge plugin".)

Thus if your "merged patch" was not placed last, then it would not be in the RIGHTmost column, and would not contain the "winning" changes to the record. Even if it did not contain the desired changes from WMX, you could use the exact same procedure to place those changes into the "merged patch" column instead of into the EVE plugin column. Altering the EVE plugin is (trust me on this; it happens to everyone) going to be forgotten in due course and you are going to be beating yourself up wondering why EVE is no longer working as it should when another mod affects it or that same record (overriding your change). And the EVE mod author (or someone like me trying to help you troubleshoot) as well as yourself is understandably going to be royally furious at you insisting the problem lies with the mod after your unauthorized and forgotten changes has dragged out the process.

By making the "merge patch" file the sole location of the desired winning record conflicts, you have a plugin that is completely yours, with your customisations that will not conflict with any other plugins. You can generate it automatically by way of Wrye Bash or FNVEdit with the "winner" being determined by the "load order", and then manually edit it in FNVEdit to get the desired result as you have just done. That is the way it is designed.

-Dubious-

Edited by dubiousintent
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I will keep that in mind for future problems if they arise. again thank you Dubious for your help. your answer is much appreciated. I used LOOT to place the plugin in the best order possible but ill keep in mind next time I make a merged patch to place it at the bottom of the load order. Thanks again for the help.

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