Fallout 3

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smackerman

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smackerman

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About this mod

(Alpha) This mod adds \"Weapon kit - prototype kit\" to the WMK set of kits. Currently it adds the Mod Kit \"Prototype\" for your modding usage. It works at the bench for the weapons that you add to this mod manually. It replaces weapon from \"Weapon name\" to \"Weapon name (PR) if used properly. Highly compatible, uses FWE

Requirements
Permissions and credits
Mirrors
INTRO: (currently this is an example MOD for a new kit for WMK, called the Prototype Kit. add your own WMK compatible modded weapon to fallout using this *new* WMK - prototype kit just like you did for the original WMK kits(SI, SC etc).. or use it as an example to create your own WMK kit!)

mod alternate title: "Grand Children of Weapon Mod Kits".

*requires FWE, WMK, FOIP FWE + WMK compatability patch, currently *

This mod expands WMK with one new kit (alpha). I have permission from WMK, but not yet from the FOIP authors (I couldnt get in contact) or Henry Golden Boy (no response) - so instead of banning me please send me a message if there's any issue and I'll be honorable.

This mod is in alpha development. Currently it adds the Weapon Mod Kit "Prototype" for your modding usage as a resources I have yet to add it to the leveled lists etc. so you wont find the kit in the wasteland yet.
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Basic Description:
This is a modders resource that adds a prototype weapon kit to the weapon mod kit system. It currently works at the bench, but you have to mod-in your own weapons to utilize the kit basically, which isnt hard if you've ever modded in your own WMK weapon. same idea. I'll try to explain how this works, but you might as well just open FO3edit and poke around. The mod is fairly small currently.

Using this mod, basic WMK modding directions:
If you want to add a (PR) prototype gun to your game, its just like adding a weapon to WMK. You have the original gun "Assault Rifle" for instance and you also need a new entry to define the new gun, "AssaultRiflePR" (your 'prototype kitted' weapon) that has the new weapon's stats. Once you've done that, add the weapon to the "aaaPRgunsOrderedList" which is a list of weapons without PR mods.

Then add your AssaultRiflePR to the aaaPRguns2OrderedList (the other list).

the Weapon in the first spot on the aaaPRgunsorderedlist (the first list) will transform into the weapon on the first spot of the aaaPRguns2Orderdlist. And so on for the second item in both lists, etc. These lists also define "deconstructing" a weapon from it's mod, and what weapon results. - deconstrucing a weapon on list 2 yeilds the weapon in the same spot on list 1. pretty simple.

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Adding your Own kit: (buttstock... etc)

There are three dialogue entries in WMK that need to know about your new kit and the new aaa(kit)gunsOrderedList (and aaa(kit)guns2OrderedList)
If you want to add your own KIT and deconstruct it, poke around in the files and see what I've changed. The FOIP WMK + FWE patch makes the weapon mod kit system much more penetrable. I've isolated the important entries in this mod so it shouldnt be too hard for you too figure out the data system.


CREDITS:
---Full credit to the creators of WMK and Children of WMK + FWE (FOIP) compatability mod.
---Adding the "mod kit - prototype" kit to the system is a pretty small item.. but it took some doing and this is my second mod ever.I get a little credit.. LOL
---Borrows assets (mesh, texture) for kims 22 from Henry Golden Boy .22 MOD but was unable to get in touch with author - im pretty sure these assets are stolen frosm the lincoln rifle anyway. Anyway Kim's 22 rifle is not an original mod and the original author receives full credit for the original idea and implementation. please check out his mod!

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REQUIREMENTS: (and load order, incidentally)

Fallout.esm
CRAFT
CALIBR
Fallout Wanderers Edition (comes with CRAFT and CALIBR)
Weapon Mod Kits
FOIP: Fallout 3 interoperability patch (WMK + FWE Master Release)
Kim's Winchester 22 . esp(this is in the main download zip) (an example weapon using Protoype Kit)
WMK Expanded by Russ . esp
( example kitted weapon mod .esp)
(WMK + DLCs foip patches)
( Your other added weapons that use WMK kits in any form)
(merged patch of the last three examples) --- always necessary when using WMK with multiple kitted weapon addons.

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COMPATABILITY:

Works with anything except another mod that adds a new Weapon Mod Kit. Should be compatable with EVE + WMK, because those mods do not add an extra kit. going to try and work on the "FWE dependancy" issue and get more independent and compatible. make a mod that works with craft and calibr but ignores fwe. plans plans plans.

The only time this mod would require a "merged patch" is if you had another mod that altered the WMKs main dialogue files concerning weapon kits. My mod changes (over-writes to memory on load) forms, "aaaUpgradeList(1 and 2)", and "aaamodkitorderedlist" from the original WMK form lists.

This mod is not compatible with any mod that changes the dialogue entries in the WMK + FWE master.esp file. These dialogue entries is where i work in the new KITS to the weapon mod bench crafting system.

Load order eratta:
this mod is not very sensitive to load order because its a very simple mod... in general Load it *AFTER* FWE esps, and *AFTER* WMK esps. If you need more information on load order I highly recommend "fo3edit" for pointing out any conflicts (which there shouldnt be any).

It doesnt change any weapons that already use WMK and those can even be loaded after this mod with no changes to their behavior.

Any weapon mods that add additional Weapons and their kitted equivalents is compatable with this mod. Sometimes you might have to Make a merged patch containing all your patches that add extra kitted weapons, including weapons with PR kits. This is because when new kitted weapons are added to the original WMK, the original lists in WMK have to be changed. So if your new weapon changes the PR lists in *this* mod and changes the SI lists in the WMK original mod.. You need to "merged patch" these weapons together so that the lists get combined intelligently and both weapons can be made at the bench. Good luck! If this doesnt make sense look at the data structure using FO3EDIT.. its quite simple.

FUTURE OF THE MOD:
I have no idea.. ! some more weapon kits i guess... ! One of my goals is to make WMK more easily extendable.. and on the side I'd like to use the WMK data system to do other things within the game.
It might be a separate mod, or this may already be done, but I'm also thinking of a way to make it so weapons can use multiple scripts - im dreaming up an alternate WMK implementation thats maybe cleaner or neater or easier to expand on.. although the system in front of me is near perfect!

Currently it works like a recipe list.

item 1 + item 2 (always a certain kit or item) = item 3.

theres a lot you can do with that, even without kits and weapons... So i think WMK might be able to do more than just weapon kits. not sure what! WMK is a neat and flexible system when you get right down to it.

LAST WORD:
This mod took me about 10 hours to make.. Happy modding!

HONOR: i have permission from WMK author but i have no permission from FOIP yet.. please contact me.

PERMISSIONS: Use freely.. If you're going to make your own mod from this, please contact me.

DEVELOPEMENT: Contribute your patches and fixes or expanded functionality and i will see about integrating your changes.. this could be a community effort but right now it's just me and im spearheading the movement.

RATE OF DEVELOPEMENT: slow.. Im regaining my health these days and have plenty of fish to fry.. this mod was on the list i guess. I tend to develope in spurts.

FAQ
How come you're not developing for new vegas or some bigger better fps?
Because fallout 3 is the best game i have ever played.. go F yourself borderlands 2, dead island, skyrim, etc. Fallout 3 has more immersion in one decrepit destroyed building than the rest of you with your fancy dancy fps systems. When I play fallout i am in the wasteland... when I play these other games i am just playing a game like checkers.

Whats the future of the mod?
To infinity and beyond.

Who are you?
I'm a private developer from maine.. I am a mystic. check out my site. http://www.facebook.com/mainemystic

Have a nice day!