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Risewild
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rdm501st wrote:

rdm501st wrote:

 

well im glade to help then

For the moment you can use the Hotfix .zip file in this post that contains the fixed meshes made by TrickyVein, just download it and install it using your mod manager.

Had24get
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So question, will this mod

So question, will this mod work with the newest update to WMX? There does not appear to be a backup version on Nexus and they just uploaded 1.1.4 on Nov 3

This one time I almost died when I ate too much food

RoyBatty
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Yes, the assets only have
Yes, the assets only have minor alterations. Fallout 4 has been taking precedence, I will be making a new version at some point soon.

prettygrayt
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I love this conversion. I

I love this conversion. I also think that the usefulness of the FO3 signature weapons (the crafted ones) can be enhanced by making them last longer and making them more effective in combat. The buffs listed would be mod effects. Railway Rifle: +50% durability, +2 mag. cap. (for a total of 10), and decreased spread. Rock-it Launcher: +50% durability, set objects fired on fire, +10% dmg. Dart Gun: +50% durability, add scope (it already has a spread of 0, perfect for sniping already), increased poison dmgDeathclaw Gauntlet: +50% durability, increased attack speed, +10% dmgShishkebab: already has mods. Hope that helps in any way. Sorry if someone already suggested this.

RoyBatty
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I'm definitely interested in

I'm definitely interested in ideas for the craftable weapons. We've discussed this amongst the team members too and coming to a consensus is difficult.

Dangerr69
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Works beautifully! Thanks Roy

Works beautifully! Thanks Roy! 

Puppettron
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RoyBatty wrote:

RoyBatty wrote:

 

I'm definitely interested in ideas for the craftable weapons. We've discussed this amongst the team members too and coming to a consensus is difficult.

right, the problem's always been whether we're overstepping or creeping.  this would be a thing for CFW though, giving you a lot more latitude.  so the only thing you'd have to worry about is getting someone to art the mods

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

help me fight starvation:  http://www.gofundme.com/vr56rc

Agamemnon
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Howdy, so I've run into a

Delete, I'm an idiot. Great mod though!

Postal-Dude
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Cant await getting a update

Cant await getting a update for WMX 1.1.4 and EVE 1.17.1 at some point! :P

The Mediocre Mr Rook
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A few questions, if you don't

A few questions, if you don't mind, since I'm not very knowledgeable about modding or how mods work.

Is it possible to install this without adding in the Modern Weapons from WMX? If it isn't, would there be a way to go through the mod afterwards in FNVEdit and just delete any weapons I don't want to spawn in game? Or would that break things? Looked it up before posting, saw there was an MCM option. Nevermind on this one!

Is there currently a way to run this with EVE? EVE updated (relatively) recently, and the compatibility patch for non-TTW WMX-EVE is now for a newer version of EVE than the one used in the TTW EVE patch (and the old compatibility patch is no longer offered at all). My basic understanding of how things work is that if a mod has a master that is newer than the version in your load order, the game is prevented from loading at all. If that is the case, could I just go through FNVEdit, take all the weapons with conflicts between TTW EVE and TTW WMX and copy as override into a new mod, and just manually change the mod/mod effects/model information to make things work? Or maybe I'm completely crazy and the fact that the new compatibility patch requires EVE 1.7.1 instead of 1.6.2 isn't a problem at all.

RoyBatty
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I'm not sure if it's a

I'm not sure if it's a problem at all. Sucks when people don't keep old versions.

I can't find the right one here... so you can try it and it will probably work fine. If not you'll have to wait until I do stuff over again.

 

 

CVB_Taihou
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Found a bug with a firelance

Found a bug with a firelance scope. Can't zoom properly when I attach a scope on it. 

http://pastebin.com/Te0kHWwS (My LO)

Spec: i5 6600 3.3 GHz, Win 10 OS, 16GB RAM

http://imgur.com/a/mbzD4

khumak
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The Mediocre Mr Rook wrote:

The Mediocre Mr Rook wrote:

 

A few questions, if you don't mind, since I'm not very knowledgeable about modding or how mods work.

Is it possible to install this without adding in the Modern Weapons from WMX? If it isn't, would there be a way to go through the mod afterwards in FNVEdit and just delete any weapons I don't want to spawn in game? Or would that break things? Looked it up before posting, saw there was an MCM option. Nevermind on this one!

Is there currently a way to run this with EVE? EVE updated (relatively) recently, and the compatibility patch for non-TTW WMX-EVE is now for a newer version of EVE than the one used in the TTW EVE patch (and the old compatibility patch is no longer offered at all). My basic understanding of how things work is that if a mod has a master that is newer than the version in your load order, the game is prevented from loading at all. If that is the case, could I just go through FNVEdit, take all the weapons with conflicts between TTW EVE and TTW WMX and copy as override into a new mod, and just manually change the mod/mod effects/model information to make things work? Or maybe I'm completely crazy and the fact that the new compatibility patch requires EVE 1.7.1 instead of 1.6.2 isn't a problem at all.

I know originally I had forgotten to install modern weapons and some of the raiders had those red triangles where their weapons normally would be.  When I installed Modern Weapons that fixed the textures.  I'm not using Eve at the moment.  I have that MCM option for modern weapons disabled but I think that only affects vendor lists.  You can still encounter NPCs with modern weapons like I did with the raiders.  I don't think I changed the option, I think it's disabled by default.

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