Weapon Mod Kits at Fallout. Nexus. IMPORTANT NOTE: There is a FAQ section and a Known Issues section in the readme below (and included with the mod). PLEASE READ BEFORE COMMENTING - particularly if you're having technical issues with the mod. Compatibility: I strongly recommend checking the Fallout Interoperability Program (FOIP) page for compatibility patches that allow WMK to work more smoothly alongside other popular mods. You can try this (third- party) one: RH. If you see this happen, it means you've installed another mod that affects vanilla weapons, and it's conflicting with WMK. Most commonly, this is FWE, and you'll need to install the WMK- FWE patch available from the FOIP page (link above). If you're using WMK, FWE and RH. I am not the author of the WMK- FWE patch, for the record. Q) I've uninstalled WMK- FWE and now I can't access the weapon modification menu at workbenches anymore. What's going on, and how can I fix it? Play Instructions: Install the game - Full Installation. Apply the official Operation Flashpoint v1.30 Beta Patch. Replace the original OPERATIONFLASHPOINT.EXE file with the one from the File Archive (129 directory).General Links: Important Serial Info; Game Fixes: Operation Flashpoint: Red River - Valley of Death v20150913 Oops sorry, wrong show :p Everyone say 'Thank you!' to Jerry Hopper who, besides his many other activities for the Community, is now also hosting our download server! Cervo and the OFPr.info team Comments. Browse Operation Flashpoint: Dragon Rising files to download full releases, installer, sdk, patches, mods, demos, and media. A) When installed, WMK- FWE makes some changes to WMK that it doesn't revert when it's uninstalled; resulting in this problem. Entering these commands into the console should fix it: startquest WMKAdd. Hidden. Perks. On. Start. Queststartquest WMKAdd. Hidden. Perks. On. Start. 2Quest. Installation/Uninstallation. Frequently Asked Questions (FAQ)6. Conflicts/Known Issues. Modder's Resource Info. Contact and Information. Legal Stuff/Disclaimer. Version History===============1. DESCRIPTION===============Weapon Modification Kits - or 'Weapon Mod Kits' - allow you to use standard Workbenches to modify your favourite firearms with a range of handy attachments: - Auto- Fire Mechanism (AF): Adds full- auto firing capability to most guns that do not have it otherwise (also increases weapon spread by around 5. VATS).- Extended Magazine/Clip (EC): Doubles magazine/clip capacity.- Laser Sight (LS): Increases accuracy (reduces weapon spread by around 3. VATS by 2. 5%).- Scope (SC): Can use scope to sight targets, increases range by 3. Silencer (SI): Makes weapon silent, reduces damage and projectile speed (by around 1. In addition, the loving attention bestowed upon your weapon during modification results in durability improvements. Each successive mod applied to a weapon increases its durability by 2. Here is a list of weapons that can be modified; and which Mod Kits can be applied to them. Unique variants of these weapons can be modified in the same fashion as the standard variants. Pistol- Silencer. Chinese Pistol- Auto- Fire Mechanism- Extended Magazine- Laser Sight- Silencer. Pistol- Auto- Fire Mechanism- Extended Magazine- Laser Sight- Silencer. Magnum Revolver- Laser Sight- Scope- Silencer. Submachine Gun- Extended Magazine- Laser Sight- Scope- Silencer. Combat Shotgun- Auto- Fire Mechanism- Extended Magazine. Assault Rifle- Extended Magazine- Laser Sight- Scope- Silencer. Chinese Assault Rifle- Extended Magazine- Laser Sight- Scope- Silencer. Hunting Rifle- Extended Magazine- Scope- Silencer. Lever Rifle- Laser Sight- Scope- Silencer. Sniper Rifle- Extended Magazine- Laser Sight- Silencer. Alien Blaster- Auto- Fire Mechanism- Extended Magazine- Laser Sight- Scope. Laser Pistol- Auto- Fire Mechanism (not usable on 'Col. Autumn's Laser Pistol')- Extended Magazine- Laser Sight- Scope. Plasma Pistol- Auto- Fire Mechanism- Extended Magazine- Laser Sight. Laser Rifle- Auto- Fire Mechanism- Extended Magazine- Laser Sight- Scope. Plasma Rifle- Auto- Fire Mechanism- Extended Magazine- Laser Sight- Scope. Flamer- Extended Magazine. Gatling Laser- Laser Sight. Minigun- Laser Sight. In April 2012, Dean Hall released DayZ, an open world survival horror modification for ARMA 2 which also required the Operation Arrowhead standalone expansion pack to work. DayZ received much critical acclaim in the video. Note: The cheats and tricks listed above may not necessarily work with your copy of the game. This is due to the fact that they generally work with a specific version of the game and after updating it or choosing another. Welcome to the Requiem 1.9.4 Patch Central! Here you can find a bunch of compatibility patches for Requiem 1.9.4. What has been patched? Hearthfire DLC 83Willows 101BugsHD Butterfly Dragonfly Luna-Moth Torchbug* Alternate. Operation Flashpoint: Cold War Crisis ist die erste vollwertige Milti Operation Flashpoint: Dragon Rising Guide - Walkthrough Mission Six: Hip Shot. Summary: This is a very tough stealth level that culminates in a smash and grab assault on a fuel depot. As it is a sneaky stealth level, we are. Missile Launcher- Extended Magazine- Laser Sight (not usable on 'Miss Launcher')To modify a weapon, take it - plus one or more applicable Weapon Mod Kits - to a standard Workbench. Activate the Workbench and select 'Weapon Modification' from the menu. You can then either add modifications to - or remove modifications from - your CURRENTLY EQUIPPED weapon. Successfully adding a modification only requires that you are carrying an appropriate Mod Kit. There is a chance when removing a modification, however, that recovering the Mod Kit will fail and the Mod Kit will be destroyed. The higher your Repair skill, the more likely you are to successfully recover Mod Kits. For example, a 1. Pistol with a laser sight and silencer attached will be listed as '1. Pistol (LS, SI)'.===============2. Requirements===============- Fallout 3- Fallout 3 Script Extender (FOSE) version 1 or above. Get it from here: http: //fose. Different versions of FOSE have different official Fallout 3 patch requirements. Check the FOSE documentation for details.========================3. INSTALLATION/UNINSTALLATION========================Installation: - If you have not done so already, you will need to install Fallout 3 Script Extender (FOSE) version 1 or above. Get it from here: http: //fose. Using 7- Zip (http: //www. ALL files and folders) of the Weapon. Mod. Kits. 7z archive file to your Fallout 3. Data directory. If asked if you want to overwrite files and folders, click 'Yes to all'.- In the Data Files section of the Fallout 3 Launcher - or using a tool like Fallout 3 Mod Manager - place a tick in the box next to Weapon. Mod. Kits. esp.- If you have not done this already (this is needed for a wide range of mods), go to your My Documents. My Games. Fallout. Fallout. 3. ini file there, and then: - Open the Fallout. This should be done after you have installed and activated all the mods you wish to play the game with (and have configured your load order using a tool like Fallout Mod Manager (FOMM)). This is how to do it: - Run FO3. Edit, and a list of all the plugins in your Fallout 3. Data directory will come up, listed as per your load order. By default, the plugins you have activated in the Fallout 3 Launcher or in FOMM will have ticks next to them. This is what you want, so just click 'OK'.- Once FO3. Edit has finished loading, right- click somewhere in the panel on the left that lists your activated plugins, and select 'Create Merged Patch' from the context menu.- Enter a name for the patch into the window that pops up (any name you like), and click on 'OK'.- Once FO3. Edit has finished generating the patch (it creates a new . FO3. Edit. Click 'OK' on the window that pops up to save the Merged Patch that was generated.- Finally, make sure the Merged Patch esp is loading after all your other plugins (which it should already be, by default), and activate it using the Fallout 3 Launcher or FOMM.- If you ever uninstall plugins - or install new ones - deactivate and delete the Merged Patch, and then follow these instructions again to create a new one. Upgrading from version 1. If you have not done so already, you will need to install Fallout 3 Script Extender (FOSE) version 1 or above. Get it from here: http: //fose. Optional) If you wish to save a small bit of hard drive space, you can delete the mesh and texture files you installed when installing WMK v. Specifically, delete the Fallout 3. Datameshesweapons. WMKweapons folder and contents, and the Fallout 3. Data. Texturesweapons. WMKweapons folder and contents.- Using 7- Zip (http: //www. ALL files and folders) of the Weapon. Mod. Kits. 7z archive file to your Fallout 3. Data directory. If asked if you want to overwrite files and folders, click 'Yes to all'.- Follow the 'Automatic Merged Patch Creation' instructions above.- Load a previous save- game (or start a new game) and continue playing; no other actions are needed. Upgrading from an earlier version (generally): - Simply follow the installation instructions above, overwriting the files from the earlier version.- Follow the 'Automatic Merged Patch Creation' instructions above. In the console, enter: startquest WMKUninstall (if you have FOSE running) or: startquest XX0. FE0 (if you don't have FOSE running, where XX is the position of Weapon. Mod. Kits. esp in your load order - use Fallout 3 Mod Manager to find this number)After entering this command and exiting the console you will receive a message confirming that WMK is now ready to be safely uninstalled. PLAYING THE MOD=====================Weapon Mod Kits can be found in the Wasteland - particularly amongst military supplies - but be prepared for an intensive search: they are not common. Some Raiders, Talon Company Mercenaries and Regulators are also known to carry Mod Kits - but again, they are rare and highly prized. Moira Brown, Flak and Shrapnel, and Lucky Harith carry (and periodically restock) some Mod Kits, but they are not cheap. Some Mod Kits may be found lying around in the open as well; particularly in armouries and other weapon caches, and around workbenches in high- population areas. There is a chance that high- level Brotherhood of Steel members (normal and Outcast), Enclave Troops, Raiders, Talon Company Mercenaries and Regulators may be encountered carrying a modified weapon. Lever Rifles are non- unique, less powerful versions of Lincoln's Repeater. Some Raiders carry them, and they can be found in some gun cabinets. Flak, Shrapnel and Lucky Harith also sell them. Magnum Revolvers are no longer scoped by default - they need to be modified with a Scope Mod Kit like any other weapon that can have a scope attached. The 'missing' unique weapons Law Dog and Wanda can be modified like other weapons - but you will need another mod that adds these weapons to the game world if you wish to be able to find and use them. Note that WMK does not *require* a mod like this for it to function correctly, however.===============5. FREQUENTLY ASKED QUESTIONS (FAQ)===============Q) I'm using more than one add- on for WMK and I can't apply mod kits to some weapons, even though the readme/s say I can. What's going on? A) You need to create an automatic merged patch. Please see the Automatic Merged Patch part of the Installation Instructions section, above. Q) I'm having problems with FOSE/FO3. Edit. Can you help? A) If it's not something that's already covered in this readme, then probably not: you would be better off contacting the makers of those programs (I am not affiliated with them).
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. Archives
January 2017
Categories |