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Fook2 shotgun error! Can someone fix it?


TirantBacon

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Nicely done. You might want to also modify the ones where it says (AF) or (EC) or both, as these are technically different weapons according to the game (the AA-12 with add-ons.) If you don't change the name for each one it will show up as just the "Combat Shotgun (AF)", "Combat Shotgun (EC)" and "Combat Shotgun (AF) (EC)."

 

Enjoy!

So your saying that there is 3 different combat shotguns? I know your talking about the gun itself, but what do i change it too?

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Make sure that you are using these WMKFOOK2 Compatibility Patches by Antistar compatibility patches along with a merged patch and you might also want to use these MMMFOOK2 Compatibility Patches by BAN.

Thanks for your help, as you can see i have installed it, but i would like to know if my loadout is correct?

 

You do not have the WMKFOOK2 CPs installed correctly. There are two ways that you could possibly have Combat Shotguns instead of AA-12 Combat Shotguns with the load order you posted. One you did not allow the WMKFOOK2 plugins to overwrite the WMK plugins. Two you overwrote the WMKFOOK2 plugins with the WMK plugins. Until you have it installed correctly....do not use The Terrible Shotgun.

 

As to the load order, the following would be a correct example:

 

Fallout3.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

CALIBR.esm

FOOK2 - Main.ESM

FOOK2 - [DIK] DLC Improvement Kit.ESM

Mart's Mutant Mod.esm

BAN - Dupe This.esp

CASM.esp

DarNifiedUIF3.esp

WeaponModKits.esp

FOOK2 - Main.esp

FOOK2 - [DIK] DLC Improvement Kit.esp

FOOK2 - Main [Hotfix].esp

FOOK2 - DIK [Hotfix].esp

WeaponModKits - OperationAnchorage.esp

WeaponModKits - ThePitt.esp

WeaponModKits - BrokenSteel.esp

WeaponModKits - PointLookout.esp

WeaponModKits - Zeta.esp

WeaponModKits - FOOK.esp

WMKAA12Shotgun.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 - Master Menu Module.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - Zones Respawn.esp

MMM, FOOK2.esp

MMM, FOOK2 - DIK.esp

MMM, FOOK2 - Natural Selection.esp

merged patch.esp

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Make sure that you are using these WMKFOOK2 Compatibility Patches by Antistar compatibility patches along with a merged patch and you might also want to use these MMMFOOK2 Compatibility Patches by BAN.

Thanks for your help, as you can see i have installed it, but i would like to know if my loadout is correct?

 

You do not have the WMKFOOK2 CPs installed correctly. There are two ways that you could possibly have Combat Shotguns instead of AA-12 Combat Shotguns with the load order you posted. One you did not allow the WMKFOOK2 plugins to overwrite the WMK plugins. Two you overwrote the WMKFOOK2 plugins with the WMK plugins. Until you have it installed correctly....do not use The Terrible Shotgun.

 

As to the load order, the following would be a correct example:

 

Fallout3.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

CALIBR.esm

FOOK2 - Main.ESM

FOOK2 - [DIK] DLC Improvement Kit.ESM

Mart's Mutant Mod.esm

BAN - Dupe This.esp

CASM.esp

DarNifiedUIF3.esp

WeaponModKits.esp

FOOK2 - Main.esp

FOOK2 - [DIK] DLC Improvement Kit.esp

FOOK2 - Main [Hotfix].esp

FOOK2 - DIK [Hotfix].esp

WeaponModKits - OperationAnchorage.esp

WeaponModKits - ThePitt.esp

WeaponModKits - BrokenSteel.esp

WeaponModKits - PointLookout.esp

WeaponModKits - Zeta.esp

WeaponModKits - FOOK.esp

WMKAA12Shotgun.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 - Master Menu Module.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - Zones Respawn.esp

MMM, FOOK2.esp

MMM, FOOK2 - DIK.esp

MMM, FOOK2 - Natural Selection.esp

merged patch.esp

 

And what would i do with Mothership Zeta Crew?

Edited by TirantBacon
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Make sure that you are using these WMKFOOK2 Compatibility Patches by Antistar compatibility patches along with a merged patch and you might also want to use these MMMFOOK2 Compatibility Patches by BAN.

Thanks for your help, as you can see i have installed it, but i would like to know if my loadout is correct?

 

You do not have the WMKFOOK2 CPs installed correctly. There are two ways that you could possibly have Combat Shotguns instead of AA-12 Combat Shotguns with the load order you posted. One you did not allow the WMKFOOK2 plugins to overwrite the WMK plugins. Two you overwrote the WMKFOOK2 plugins with the WMK plugins. Until you have it installed correctly....do not use The Terrible Shotgun.

 

As to the load order, the following would be a correct example:

 

Fallout3.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

CALIBR.esm

FOOK2 - Main.ESM

FOOK2 - [DIK] DLC Improvement Kit.ESM

Mart's Mutant Mod.esm

BAN - Dupe This.esp

CASM.esp

DarNifiedUIF3.esp

WeaponModKits.esp

FOOK2 - Main.esp

FOOK2 - [DIK] DLC Improvement Kit.esp

FOOK2 - Main [Hotfix].esp

FOOK2 - DIK [Hotfix].esp

WeaponModKits - OperationAnchorage.esp

WeaponModKits - ThePitt.esp

WeaponModKits - BrokenSteel.esp

WeaponModKits - PointLookout.esp

WeaponModKits - Zeta.esp

WeaponModKits - FOOK.esp

WMKAA12Shotgun.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 - Master Menu Module.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - Zones Respawn.esp

MMM, FOOK2.esp

MMM, FOOK2 - DIK.esp

MMM, FOOK2 - Natural Selection.esp

merged patch.esp

 

And what would i do with Mothership Zeta Crew?

 

I'm trying as hard as i can for this to work. I have managed to fix it, but am i risking the fate of my game play for this load order?

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This is my new load order, i haven't changed anything, but i have added a texture fix patch, and i have updated my merged patch

 

 

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] CALIBR.esm
[X] Mothership Crew.esm
[X] TSC Expansion.esm
[X] FOOK2 - Main.ESM
[X] FOOK2 - [DIK] DLC Improvement Kit.ESM
[X] Mart's Mutant Mod.esm
[X] DCInteriors_ComboEdition.esm
[X] DarNifiedUIF3.esp
[X] CASM.esp
[X] GNR Enhanced.esp
[X] Dree Perks.esp
[X] MZC More Soldiers and Characters.esp
[X] UndergroundHideout.esp
[X] FOOK2 - Main.esp
[X] FOOK2 - [DIK] DLC Improvement Kit.esp
[X] FOOK2 - Main [Hotfix].esp
[X] FOOK2 - DIK [Hotfix].esp
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - DLC Anchorage.esp
[X] Mart's Mutant Mod - DLC The Pitt.esp
[X] Mart's Mutant Mod - DLC Broken Steel.esp
[X] Mart's Mutant Mod - DLC Point Lookout.esp
[X] Mart's Mutant Mod - DLC Zeta.esp
[ ] Mart's Mutant Mod - Zones Respawn.esp
[ ] Mart's Mutant Mod - Tougher Traders.esp
[ ] Mart's Mutant Mod - Natural Selection.esp
[ ] Mart's Mutant Mod - Master Menu Module.esp
[ ] Arcenal.esp
[X] WeaponModKits.esp
[X] WeaponModKits - FOOK.esp
[X] WeaponModKits - OperationAnchorage.esp
[X] WeaponModKits - ThePitt.esp
[X] WeaponModKits - BrokenSteel.esp
[X] WeaponModKits - PointLookout.esp
[X] WeaponModKits - Zeta.esp
[ ] AA-12-Replacer+Anchorage.esp
[ ] AA-12-Non-Replacer.esp
[X] WMKAA12Shotgun.esp
[ ] AA-12-Fully-Automatic.esp
[X] Patch.esp
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You would install MZC as they advise. Which looks right to me.

 

If your WMKAA12Shotgun.esp has more than four weapon entries, you are using the wrong plugin. Re-install WMKFOOK2 and allow it to overwrite all files. I would not use any other AA-12 replacers.

 

Move WeaponModKits.esp above the FOOK2 ESPs like in my example, it makes for a cleaner merged patch.

 

I would recommend using the MMMFOOK2 compatibility patches I linked earlier. Without them the leveled lists will be off.

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You would install MZC as they advise. Which looks right to me.

 

If your WMKAA12Shotgun.esp has more than four weapon entries, you are using the wrong plugin. Re-install WMKFOOK2 and allow it to overwrite all files. I would not use any other AA-12 replacers.

 

Move WeaponModKits.esp above the FOOK2 ESPs like in my example, it makes for a cleaner merged patch.

 

I would recommend using the MMMFOOK2 compatibility patches I linked earlier. Without them the leveled lists will be off.

 

Thanks for the support!

I have re-installed the WMK-FOOK2 compatibility patches, and the WMKAA12Shotgun.esp file in FO3Edit has 4 entries:

 

WeapShotgunCombat - Green

 

 

WeapShotgunCombat(AF) - Orange

 

 

WeapShotgunCombat(EC) - Green

 

 

WeapShotgunCombat(AF)(EC) - Orange

 

The WeapShotgunCombat(EC) and the WeapShotgunCombat(AF)(EC) file must be somehow new, or the conflict winner stated in the FO3Edit information tab

 

I understand how this is changed, the Weapons Mod Kit.esp is the main file (Stated in purple) is the master file - That must be the main file the weapon is contained

 

The Weapons Mod Kit Fook2.esp is the conflict looser (Stated in red) - That must be what WAS used

 

And the Weapon Mod Kit WMKAA12Shotgun.esp is the conflict winner (Stated in orange) - That must be why its a patch

 

 

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You would install MZC as they advise. Which looks right to me.

 

If your WMKAA12Shotgun.esp has more than four weapon entries, you are using the wrong plugin. Re-install WMKFOOK2 and allow it to overwrite all files. I would not use any other AA-12 replacers.

 

Move WeaponModKits.esp above the FOOK2 ESPs like in my example, it makes for a cleaner merged patch.

 

I would recommend using the MMMFOOK2 compatibility patches I linked earlier. Without them the leveled lists will be off.

 

Ok now im crashing randomly in random places, any advice on how to stop this?

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Nah, you are thinking about it too hard. You just had the wrong plugin and now you have the right one.

 

A merged patch is required for the ordered lists when using WMK with the WMK DLC plugins or any mod specific plugins. Otherwise when you mod a weapon or de-mod it, you might not receive back the weapon you expected.

 

Random crashes...I rarely crash, but here are some things to try. Turn down your resolution, but keep texture quality at high. Lower your AA and/or AF. Do not change ugridstoload from default. When using MMM do not go crazy with the increased spawns, keep it maybe 1-3 and no more than 2x feral rampage. Also my experience with MMM is that turning off size scaling and young creatures increases stability.

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