I posted an update that has the fix in it.
Also Precise as Pins has stepped up to help with the scripts.
We are so the baddest gang in the Wastes!
forgive me but does this new update fix the fallout three unique plasma rifle scope bug in the ttw-eve-wmx file? or does that need a update to the compatability patch? sorry if i am being stupid and posting this in the wrong place.
I'm not sure what the scope bug is, you'll have to refresh my memory and perhaps post a screen shot. Also this is just a temporary fix file for some outstanding issues and incompatibility with EVE 1.16.
here you go. it seemed to change graphic maps depending on the gear i was wearing. hope this helps.
ahh it must be because I changed the paths, it was conflicting with CFW.
I'll upload a patch.
thanks man! cant wait!
After using the new patch for about 10 hours here is a report.
1. My guass rifle no longer glows blue, I don't know if this is maybe caused by me having the Weapon Rextxtre porject mod higher in my priority list? Though WR was higher prio than EVE before and the guess rifle still glowed blue.
2. Plasma enties now dissaper after plasma explosions most of the time, sometimes (more often when meltdown chain reaction happens?) plasma entities remain and are non-interactible.
3.A very small bug that probably is nothing major, when I was walking through the wasteland when I came near the site of a previouis meltdown explosion before patch, as I was coming into LOD range of it I saw the explosion happen again from far away, nothing lingered though.
so for the most part patch improved it alot for me, while my guass rifle no longer has a cool glow, at least im not haunted by plasma entities everywhere xD
The gauss rifle has changed as of EVE 1.16, you should rebuild the package with the new gauss rifle. I will make it so the Gauss Rifle Prototype is the original model later that glows.
Using MOD organizer as an alternative to building an EVE package properly is not a recommended solution.
Is the TTW esp already updated to the new version 1.16.2??
No, the esp doesn't have of the script changes from 1.16/1.16.2 yet, the scripts are entirely different between the two mods, and also FO3 EVE.
Remember I combined them both as of 1.15, and I'm not inclined to rewrite/merge 100+ scripts again.
I have to build a test environment too so I can make sure everything works as it should. That's almost a whole mod in and of itself.
Do we still need to delete flamer.nif and flamergo.nif?
Let us Hunt those who have Fallen to Darkness...
maybe I don't remember
You can't install this stuff with NMM, you have to manually download and create the package your self, it's also a bit of a typo and I'll fix that. I have permission now to bundle the assets, but I haven't done it yet because EVE isn't updated 100% yet.
It's also now compat with 1.16.2 so you can use that.
I updated the instructions to reflect the changes, hopefully they are clear now.
Hey I found out the Mart's Mutant Mod compatibility patch with eve isn't up to date and causes some errors in FNV edit.
Also the laser and plasma effects are tied to New Vegas EVE only it seems. I can't get a single FO3 death effect for plasma or laser. However Pulse fatman and the like are fine.
The MMM/EVE patch isnt for the MCM version. I've not really used EVE so I dunno what issues would require patching. I really should look.
Edit: OK posting compat patch now for EVE and MMM w/MCM
First time posting on here, but I've been having issues with the projectile and impact meshes.
Started a new TTW game with EVE and WMX-EVE compatibility patches installed. Got my laser pistol from Amata, only to find that there doesn't appear to be any projectile mesh on firing; no muzzle flash, no beam and no impact. I've checked the WMX-EVE esp in my load order and the laser pistol definitely has EVE specific impact data set and projectiles applied to it. Any idea what the cause could be?
I suspect it might be that the current version of the WMX-EVE pstch doesn't play nice with the latest version of EVE but yet to test that theory.
Yep, turns out that was the issue. Working fine with the WMX-EVE patch disabled.
The WMX-EVE patch from here, or the official one?
Oh I probably need to update it, but yeah I think you messed something up because I didn't need to change those weapons at all on my end... only the Gauss Rifle should be affected.
Walked through the process again, worked fine this time.
if updating i just felt incase it got lost in the work load to remind you about the texture map bug on the a3-21 plasma rifle wmx eve patch... sorry if this is rude.. i dont mean it that way.
The easiest way to fix this would be to copy the contents of the folder textures\EVE\2handrifle to textures\weapons\EVE\2HandRifle\.
The reason I say copy instead of just moving is that I don't know what else uses that texture as it is placed in the directory :P.
If you want to fix it without having duplicates, with nifskope installed, go to meshes\weapons\2handrifle, open each p95 nif that has "SC" in the filename (there are 4, one for each mod combo including the scope), and in each file find "12 niTriStrips", expand it, expand the thing with the 14, click BSShaderTextureSet, and in the bottom expand Textures, and you'll see 3 entries that have "LaserRiflescope blah blah blah" at the end. In the value, remove "\weapons" from each of those lines. I'd post fixed .nifs but I don't have permission from whoever originally made them.
move the textures into the proper folder instead.
what folder is it because i dont see texture/weapons/eve/2handrifle
edit: i tried moving it into the 2handhandle folder and it didnt work
Oh, whoops, I forgot to mention. It's the WMX-EVE patch you have to manipulate.
okay. im really sorry to ask this but i am very confused. can you walk me through the copy fix thing cus i have no idea what to do.
Step 1: Move the folder 2handrifle found in textures\EVE\ in your compatibility patch to textures\weapons\EVE\ (you will have to create the folder EVE in textures\weapons) in your compatibility patch.
Even though this may be obvious, which versions of EVE (FO3 and FNV) should I download? I downloaded 0.99 for FO3 and 1.16.2 for FNV. Is it ok?
Thanks a lot!
EDIT: Nevermind. Given that there is a patch for 1.16.2, and it is much recent than FO3 0.99, I assume I downloaded the right versions. Thanks anyway!
thanks man that fix worked!
Jesus, he uses a LOT of ash piles.
So I followed the install instructions to the letter and have still managed to botch it. When I launch the game I get the blank main menu problem. Does anyone have a properly put together file for eve + wmx?
Probably not. Sounds like you copied everything into the folders and not just the ones I explicitly outlined.
Is there a tutorial video around that can show me how to do it? I know the instructions are straight forward, it'd help show me where i went wrong. I've never done something like this before so it's alittle different from when i'd just drag and drop or turn it on with a mod manager... @-@
Edit: Nevermind I did it! It works! YAY!!!!
Have fun! :)
Works flawlessly, thanks a bunch Roy!
Roy, can you update your work up to EVE 1.17? 1.6.x is unavailable to download, but I've used your patch.
live now and be happy
When I get around to it.
EVE 1.16 was there last I checked, they always have old versions.
When I get around to it.
EVE 1.16 was there last I checked, they always have old versions.
Are you going to update it to 1.17 anytime soon?
Last I checked Roy's been hoarding an incomplete version that makes use of it and has a bunch of other bug fixes (and by incomplete I mean its broken in some places)
Just built a version using 1.7 for FNV. Back to the download and build section. Hahaha. Reading, I do it sometimes.
Awesome conversion! I just love EVE.
It still has the Stockholm bug - the leveled item list for Stockholm's new weapon has the wrong ammo. If you're getting ready to start a new game, go into FNVEdit, find Stockholm in the EVE plugin, make note of the weapon leveled item id, go to leveled items and change the ammo from small energy cells to microfusion cells. If you're already playing, go outside Megaton and look up at Stockholm. If he's got his fists out instead of the gun, pull up the console (tilde), click on Stockholm with the mouse, and enter "additem 4485 36". He should then equip the gun.
Yeah it's already been fixed for the next version.
Hi Roy! Thanks for all your hard work on this.
When using the 1.16.1 version of Eve and making the combined pack per your instructions, I didn't see mention any of the various hotfixes that are available on the FNV EVE "Old Versions" section (i.e. the Gauss Rifle fix, Multiplas Rifle Fix, etc).
Are any of these actually necessary, or have you included them all with the TTW patch already?
Roy.. or whomever may be able to answer this.. I've come back to see about the TTW 3.0 update.. no go, yet.. and downloaded the 1.17.3 update for EVE within FNV's Nexus. Then I came back to here to see if you have updated this TTW version to match it. Apparently not. So, question is.. Can we still merge this TTW version with the 1.17.x version of FNV EVE? I'd hate to see this incompatible and then having to wait for the new TTW 3.0 version to get any new changes. Thanks!
EDIT: Scratch that comment, sorry. It is believed that all FNV mods will work as normal (hence using FNV engine). Apparently, EVE v.99 is still (and will probably remain) final for FO3, and I'm still using TTW v2.9.4b. That said, nothing has changed in TTW... yet. So, I'm confident, that by using this with the FNV EVE 1.7.x shouldn't conflict. I don't need any answers UNLESS there is a change necessary. Thanks!
CyberDanz The public junkie who LOVES Fallout!
If I understand this info correctly, I need to get FNV EVE 1.16.2, not the 1.18?
Thanks for your help!
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