Qaerixxszhara Posted August 29, 2020 Share Posted August 29, 2020 Does anyone know what one would need to do to change the stats of a weapon and still retain the effects of WMX and EVE? I've tried making a separate plugin, editing either or both of the mod's files as well as the compatibility patch, but no matter what I do I get all sorts of bugs or at least one mod's effects getting removed from the weapon. Also, would it be possible to revert a model from its EVE version to the normal WMX version without removing the other effects of EVE such as the projectiles (specifically I like the non-EVE plasma rifle better)? Link to comment Share on other sites More sharing options...
UnvalidUserName Posted August 29, 2020 Share Posted August 29, 2020 Maybe download the compatibility patch that is on WMX mod page right here in Nexus? Link to comment Share on other sites More sharing options...
dubiousintent Posted August 30, 2020 Share Posted August 30, 2020 As suggested, why not use an existing patch? Sounds like you do not quite understand how to create a "compatibility patch". It takes a bit of learning, and is not something you can "just do" without some preparation such as understanding how to use xEdit/FNVEdit to create "override" records. You have to create your own "new" patch file combining the desired record conflict "winners" from the different plugins. Please see the wiki article "Compatibility Patching" for the basic process. There is also the "Multiple file Merge-Up Procedure" article for a more complex example.-Dubious-. Link to comment Share on other sites More sharing options...
Qaerixxszhara Posted August 30, 2020 Author Share Posted August 30, 2020 I'm not asking for an EVE+WMX compatibility patch, I'm aware there is one and I'm using it. What I'm asking is why it stops working if I change the stats of a weapon using the GECK. Link to comment Share on other sites More sharing options...
dubiousintent Posted August 31, 2020 Share Posted August 31, 2020 There are apparently two different "projectile" pages (under "Special Effects" and "Ammo") in the GECK dealing with this information. See "Projectile" on the GECKWiki. You might want to also check out the "Weapons" section of the wiki "Getting started creating mods using GECK" article. -Dubious- Link to comment Share on other sites More sharing options...
Qaerixxszhara Posted August 31, 2020 Author Share Posted August 31, 2020 That doesn't explain why even simple stat changes break the mods. Just altering the damage is enough, even if I make an identical change in both mods' and the compatibility patch esp. Would I need a separate plugin to alter the stats and then a compatibility patch between it and both WMX and EVE? Link to comment Share on other sites More sharing options...
dubiousintent Posted September 1, 2020 Share Posted September 1, 2020 When you make a change directly to a plugin, you have the potential to create accidental, unintended alterations to that plugin. And you will definitely create problems with other mods which are expecting the original values in that plugin. Which is why the entire "record level conflict" issue and resolution process exists. What we call a "merge patch" file is a user created plugin to determine exactly which record among those conflicting between different plugins (mods and compatibility patches) you, the user, want to be the "winner". As all your changes are in the "merge patch" file plugin and it is loaded last in the load order, it will not create problems for other "compatibility patches". The latter are designed to enable two plugins to co-exist; hopefully without conflicts of any kind. But where such conflicts do exist, the one to load last will always "win" without a "merge patch". And as explained in the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki "FNV General Mod Use Advice" article, without "record level conflict resolution" everything from the losing plugin is ignored. The "merge patch" enables an earlier loading conflict record to be the winner. FNVEdit is basically an "editor" that works on individual records of plugins. It also has some capabilities to work with the overall "load order" to deal with some types of errors and conflicts, as well as to create it's own "merge patch" file. But it is not designed to work on the internals of "art assets" (e.g. meshes and textures, etc.). And it is not intended to "add" new things to the game, though you can "alter" existing characteristics in some cases. But not everything is amenable to such "edits". You are not making a "simple stat change" when you change the caliber of the ammo used by a weapon. As you are discovering, it is more complex than it seems. As to 'why' some things are so complicated: we wish it wasn't so, but we have to live with what we have. -Dubious- Link to comment Share on other sites More sharing options...
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