Jump to content


Photo

General Feedback

guide

  • Please log in to reply
1043 replies to this topic

#1036 NFDan96

NFDan96

    Prisoner

  • Members
  • 3 posts

Posted 10 February 2018 - 04:48 AM

I managed to find a solution to the incompatibility between Point Lookout Reborn and In the Shadow of the Swamp in regards to the Punga Fruit script. Turns out that by deleting (or overriding) the Activator records xx004269 and xx00426a to restore the default Punga Fruit script (xx004e2e) which is modified by ISS will fix the problem (xx = Point Lookout DLC esm).

 

As far as I know, the Point Lookout Reborn script is very similar to the vanilla script just with its own edits that allow the plant to regrow, something done with the Unofficial Patch. The edits In the Shadow of the Swamp makes are to give the player a random Punga Fruit which are essential to the quest. It was something that was apparently missed with The Wasteland Patch Collection.

 

Also, the Point Lookout Reborn script (xx0045c8) script didn't appear to work anyway, since I got no message that I received a Punga Fruit.


  • 0

#1037 Kelmych

Kelmych

    Dragon King

  • Super Moderators
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • 3,922 posts

Posted 10 February 2018 - 02:59 PM

Thanks for the update. I looked at some of the Punga records but couldn't see where the Point Lookout Reborn records/scripts were overriding. This will be added to the guide.

 

By the way, although the In the Shadow of the Swamp text says that the alternate Punga fruit happens 10-15% of the time, in a playthrough without PLR the frequency of the altered (mutated, poisonous) fruit was unfortunately much lower than this.



#1038 GamerPoets

GamerPoets

    Jarl

  • Contributors
  • PipPipPipPipPipPipPipPipPip
  • 702 posts

Posted 11 February 2018 - 03:25 AM

@kelmych 

I've created a compatibility mod between Millenia's Weapons (6 pack and working on his individual replacers now.. 2 or 3 of them I think) and Weapon Mod Kits. Finished the Retexture Project already. Need to wait to get permission before I can upload it. Emailed both authors. If I can't upload it I'll show how I did it. Its not a quick process.


  • 0

#1039 Kelmych

Kelmych

    Dragon King

  • Super Moderators
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • 3,922 posts

Posted 11 February 2018 - 11:36 PM

That's great. It will be good to have this support for Millenia's weapons.

 

At the same time, my biggest issue with FO3 weapons is that almost every weapons mod author chose to modify the vanilla weapons rather than create their weapons as standalone; this would have required adding the weapons to the appropriate levelled lists for NPC and store inventory but to me that is a small price to pay. If Millenia's weapons are used then many other choices in weapons aren't always available including features like RH_Ironsights (which I think adds a lot of immersion; it was put into the game engine for FNV)



#1040 GamerPoets

GamerPoets

    Jarl

  • Contributors
  • PipPipPipPipPipPipPipPipPip
  • 702 posts

Posted 12 February 2018 - 12:51 AM

The Fallout Weapon Project seems to work with Iron Sights right out of the box (at least with the WNK compatiblity patch I've made they do. I didn't try the weapons on their own and I only tried the FWP weapons.. all seemed to have ironsights fine). Creating 2 plugins. 1 is just for the FWP weapons and the second will allow you to use FWP and his other weapons (3 i think? not sure how many.. just finished the mauser) with WMK. 

 

If you have suggestions on compatibility let me know. I don't think I'll take the time to do something like this again for a while but as I'm working on it day and night (mostly learning) at the moment I don't mind learning new things. Not sure I want to touch leveled lists yet. All of his weapons are replacers in these patches. 


perhaps I can attempt to make the weapons ironsight compatible if they aren't (any that I end up using). My list is smaller than I thought it would be (still have a ways to go) but I can keep it in mind.

 

I have permission from Antistar. Mellenia gave Roy permission a while back but I rather get direct permission first. If I don't hear from him I may see if Roy cares to put his name on it with me for permission purposes.  

 

EDIT: I'm deciding to make just one patch I think for all weapons. Getting confusing trying to manage 2 plugins with how things are set up. And I hit the first RH issue. The AK47 doesn't work with it right out of the box. The Mauser is working though. Will see what I can do.

 

EDIT2" The ak47 uses ironsights but you have to start shooting first for it to kick in. I'll look at it further. All the rest of mellenias weapons work with ironsights. Not sure if they did before but they do now.


  • 0

#1041 GamerPoets

GamerPoets

    Jarl

  • Contributors
  • PipPipPipPipPipPipPipPipPip
  • 702 posts

Posted 12 February 2018 - 03:26 PM

So yeah. Every one of Millenias weapons work with Iron Sights and WMK now (just need to figure out the final permissions situation). AK47 is the only oddity in that it still only works with Ironsights after you start shooting. Holding aim doesn't center the rifle but firing it does. Once I get this in order I'll upload this. Whenever that will be = ) .. and link it for some feedback


  • 0

#1042 Kelmych

Kelmych

    Dragon King

  • Super Moderators
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • 3,922 posts

Posted 13 February 2018 - 07:57 PM

That sounds great. With your changes Millenias weapons can be used as good vanilla replacers. Are you having to change the models (meshes) in order to do this?

 

When it's finished I can make a small patch to allow mods like Impact to work with these weapons.



#1043 GamerPoets

GamerPoets

    Jarl

  • Contributors
  • PipPipPipPipPipPipPipPipPip
  • 702 posts

Posted 13 February 2018 - 11:27 PM

Had to recreate the nif's using both files (which is why I still need permission from Millenia). Each WMK variable has a number of models that needed to be remade. Then I need to upset the .esp as the 3D parts then point to wrong pieces of the weapon to hide. So adding a scope may give you a laser or you have guns with no triggers or bodies so I had to redo all of that. Carried the first person records over from the vanilla game to get some things to work too.


  • 0

#1044 tsc0815

tsc0815

    Prisoner

  • Members
  • 7 posts

Posted 14 February 2018 - 09:36 PM

Thanks for your work. Much appreciated :).


  • 0


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users