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Problem with plasma rifle awesomfied!


TheGrandSirPiggy

Question

  I really like the big S.T.E.P patch from the Wasteland Patch Collection, but I seem to have a big problem with the plasma rifle awesomefied mod... This mod really screws up some unique weapons [Wazer Wifle ( its now just a simple lazer rifle that tries to "zoom" in, making the screen green), A3-21 plasma rifle ( just a regular plasma rifle that also tries to "zoom" in)]. The only energy weapon that seems to work correctly is the Reservist Rifle ( Now Drifter`s laser rifle thanks to FWE), even though you can`t use the hold breath FWE feature with it. I tried running the game without multiple mods, heck even without the S.T.E.P patch and some other patches, but the weapons only seem to work if I don`t use the Plasma R A mod...

  That really sucks, not because I have some particular love for the mod, but because that`s one of the required mods for the great Wasteland Patch Collection S.T.E.P patch. Dose anyone else have this problem?

  P.S: I did run LOOT, carefully followed each install instruction, Added bash tags, cleaned mods, used the userlist.yaml, sorted masters and created a bash patch. 

    

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In FO3, as I described in a recent post, there are a large set of choices in the features for each weapon. Some of the patches might not choose the selection you prefer, and the last patch loaded that affects the weapon wins.  The large TWPC patch I use, (TWPC) DIFF3-RI-EVE-MMM-WMK-PRA-F3HMG-F3HF-20CWRE-Impact-UUF3P-FWE.esp , is the last patch that loads in my game and thus determines what weapons provide. The Wazer and A321 rifles, for example, do not have a scope when using this patch since they are based on the features of the EVE version. I'm not sure why the Drifter's rifle doesn't have all the FWE features.

 

You can always write a patch plugin that loads last with your own choices, but it's quite tedious (and for many users, complicated) to do so with all the choices and options and all the possible weapons. If you only want to modify a few weapons, however, it is fairly easy.

 

There is no simple answer that I am aware of.

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 Finally had the guts to tinker with FO3 edit conflicts patch feature. Holy cow! You were so right! Making an user patch for 1,2 weapons is really easy! Everything works well now! Thanks for all the support Kelmych and sorry for being such a tick, annoying bastard for the last 2 posts! Have a wonderful day! :D

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I'm thinking of expanding my post on weapon patches and adding it to the guide with a few examples. There are so many choices, all too often conflicting, in weapon features since the FO3 game engine doesn't include these. Some key weapon mod features from FO3 mods were added to the FNV engine itself, making weapon modding a lot easier. FO4 also added some weapon features to the engine, but I'm not sure they did it right.

 

20th century weapons was made optional partially because there are so many weapons already and it's so time consuming for a user to get the particular features they want.

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