Genius384 Posted July 14, 2015 Share Posted July 14, 2015 (edited) Sorry for the double post, but does anyone know if christinecos.esp from WRP is actually needed together with WMX? Opening it up in FNVEdit shows some stuff that gets overwritten by WMX anyway.Found a good answer on this from Antistar (WMX Creator) on how to use Millenia's Textures with Christine's rifle, from: https://forums.nexusmods.com/index.php?/topic/289617-weapon-mods-expanded-wmx/?p=10161913 christinecos.dds -> 1stpersonsniperriflecarbonurban.dds, 1stpersonsniperrifleurban.dds, sniperriflecarbonurban.dds, sniperrifleurban.ddschristinecos_sil.dds -> sniperrifleurbansuppressor.dds You'll need to extract these ones from 'Fallout - Textures.bsa' or 'Fallout - Textures2.bsa' (or put up with the camo extended mags): textures\Weapons\2HandAutomatic\1stPersonG3AssaultRifleClip.dds - > 1stpersonsniperrifleurbanextmag.ddstextures\weapons\2handautomatic\G3AssaultRifleClip.dds - > sniperrifleurbanextmag.dds Place all renamed textures in \Data\textures\WeaponModsExpanded\oldworldblues\2handrifle\cossniperrifle\, overwriting all - and that should do it. I think the WMX/WRP instructions should be updated accordingly - 1. Move the christinecos.esp file to the optionals2. Install WMX3. Install the ChristineCOSRifle file from the WRP page with MO, renaming it to a new mod4. Open in explorer and make the above recommended changes5. Keep the new mod over top of the WRP and WMX mods in priority on the left hand side of MO Otherwise the christinecos.esp file is just doing nothing in the load order (or potentially causing graphical conflicts depending on where LOOT sorts christinecos.esp) edit: Here are some shots of this. With Christinecos.esp (default LOOT sorting ie. WMX overwriting) Without Christinecos.esp in the load order (ie. no change - saving an ESP spot): and with the above patch (no Christinecos.esp, Millenia Textures overwriting default vanilla/WMX:) Edited July 15, 2015 by Genius384 Link to comment Share on other sites More sharing options...
MosAnted Posted July 15, 2015 Share Posted July 15, 2015 Found a good answer on this from Antistar (WMX Creator) on how to use Millenia's Textures with Christine's rifle, from: https://forums.nexusmods.com/index.php?/topic/289617-weapon-mods-expanded-wmx/?p=10161913 I think the WMX/WRP instructions should be updated accordingly - 1. Move the christinecos.esp file to the optionals2. Install WMX3. Install the ChristineCOSRifle file from the WRP page with MO, renaming it to a new mod4. Open in explorer and make the above recommended changes5. Keep the new mod over top of the WRP and WMX mods in priority on the left hand side of MO Otherwise the christinecos.esp file is just doing nothing in the load order (or potentially causing graphical conflicts depending on where LOOT sorts christinecos.esp)Mmm, I wonder if other textures can be used for the magazines? Like these. Link to comment Share on other sites More sharing options...
Nozzer66 Posted July 15, 2015 Share Posted July 15, 2015 (edited) Strange, I've never seen that texture 'bug' with Electro-city. With the Engineers I just never talk to them so no real issue there. And to be honest I like the original christinecos rifle best of the three options presented. EDIT: Though I do understand what you're saying about how it shouldn't be making a difference, I can clearly see a difference on my (admittedly small) lap top monitor here. Maybe I'm just seeing things since by rights there should be no difference... Edited July 15, 2015 by Nozzer66 Link to comment Share on other sites More sharing options...
Genius384 Posted July 15, 2015 Share Posted July 15, 2015 (edited) Strange, I've never seen that texture 'bug' with Electro-city. With the Engineers I just never talk to them so no real issue there. And to be honest I like the original christinecos rifle best of the three options presented. EDIT: Though I do understand what you're saying about how it shouldn't be making a difference, I can clearly see a difference on my (admittedly small) lap top monitor here. Maybe I'm just seeing things since by rights there should be no difference...The first two shots are identical in texture/result (just a different camera angle), but without the christinecos.esp file which is currently installed per F&L - or at least no specific instructions to leave it out. In which case the ChristineCOSRifle file on the WRP page can be ignored. In the interest of reducing ESP count Edited July 15, 2015 by Genius384 Link to comment Share on other sites More sharing options...
TDarkShadow Posted July 15, 2015 Share Posted July 15, 2015 Solved the problem. Apparently previously MO unticked most of my bsa's, and I'm guessing with the new version of MO, it didn't like it. Once I ticked the bsa's in my Archives tab, it all worked fine. I haven't had a huge chance to play, and have been toying around with some mods to see what extra I can get working, but I seem to have it stable and working fine now. Impact seems to be working fine, along with SRB's patch for it. I can see that I'll need to play around with a few things with other mods I've added, but it's looking pretty good. To sum up, I'll post what's different to the guide below, in case anyone is interested.Essential ED-E and RexJIP Companions Command and Control has already an included functionality to make companions essential or not, even modded ones. So that should save you an esp slot :p Link to comment Share on other sites More sharing options...
Nozzer66 Posted July 15, 2015 Share Posted July 15, 2015 The first two shots are identical in texture/result (just a different camera angle), but without the christinecos.esp file which is currently installed per F&L - or at least no specific instructions to leave it out. In which case the ChristineCOSRifle file on the WRP page can be ignored. In the interest of reducing ESP count No, I get that they SHOULD be the same but I can definitely see a difference. The original one has a more weathered look, at least to me. I guess eye of the beholder and all that... Link to comment Share on other sites More sharing options...
MosAnted Posted July 15, 2015 Share Posted July 15, 2015 No, I get that they SHOULD be the same but I can definitely see a difference. The original one has a more weathered look, at least to me. I guess eye of the beholder and all that...Do you mean "original" as in the vanilla game texture? Link to comment Share on other sites More sharing options...
MosAnted Posted July 15, 2015 Share Posted July 15, 2015 (edited) Mmm, I wonder if other textures can be used for the magazines? Like these.So while testing these I discovered the FO3 weapons PN adds use assets from the vanilla bsa's and that FO3 replacers work just fine for them. I'd recommend adding the Weapon Enhancement Pack to cover those guns and even some of the vanilla ones that aren't covered by WRP (Like the Laser Pistol). Also, while testing this out I came across what looks to be a mesh error in the WMX-PN patch: Edited July 15, 2015 by MosAnted Link to comment Share on other sites More sharing options...
Nozzer66 Posted July 15, 2015 Share Posted July 15, 2015 OK, must have just been the monitor cause now back on my home machine and close examination, there's no difference in the first two. Still prefer either of those to Millenia's on this occasion, though. Must be one of the first times I actually prefer a texture other than a Millenia one. Scuse me while I go take my temperature and see if I'm feeling unwell... Link to comment Share on other sites More sharing options...
Adonis_VII Posted July 15, 2015 Share Posted July 15, 2015 (edited) So while testing these I discovered the FO3 weapons PN adds use assets from the vanilla bsa's and that FO3 replacers work just fine for them. I'd recommend adding the Weapon Enhancement Pack to cover those guns and even some of the vanilla ones that aren't covered by WRP (Like the Laser Pistol).EVE already has 2k laser weapons done by Cabal. Also WRP for NV should be coming out soonish. Edited July 15, 2015 by Adonis_VII Link to comment Share on other sites More sharing options...
MosAnted Posted July 15, 2015 Share Posted July 15, 2015 (edited) EVE already has 2k laser weapons done by Cabal. Also WRP for NV should be coming out soonish.That's odd. I have EVE installed and it doesn't conflict with WEP at all (only some MFC textures). Also the point of covering the FO3 weapons from PN still stands I guess. Edit: Ok I've found out what the problem is. My Laser pistol & rifle ingame were still showing vanilla textures ,that's why I noticed the change with WEP. Seems the Bashed Patch it's not carrying over the WMX-EVE compatibility patch records properly even though it's merging it. Edit2: Ok fixed it, I'm not used at having to re-enable every bash tag inside the "Create Bashed Patch" function again for WF. I'm used to WB which does it automatically. Edited July 15, 2015 by MosAnted Link to comment Share on other sites More sharing options...
EssArrBee Posted July 15, 2015 Author Share Posted July 15, 2015 Great video by Dirty Weasel for WotNM and my Additional Millenia's page. https://youtu.be/RtpZmzUkIRg I added it to the guide. Merging at 29:00. Link to comment Share on other sites More sharing options...
Mikaal Posted July 15, 2015 Share Posted July 15, 2015 I've tested the "Generate Bash Tags" Script for FNVEdit Essarrbee mentioned and it seems to work fine. But I got more than one profile for ModOrganizer, so I have to bashtag every mod. When I activate another profile, some bashtags were added or removed for the same mod. But it works! Link to comment Share on other sites More sharing options...
EssArrBee Posted July 15, 2015 Author Share Posted July 15, 2015 I've tested the "Generate Bash Tags" Script for FNVEdit Essarrbee mentioned and it seems to work fine. But I got more than one profile for ModOrganizer, so I have to bashtag every mod. When I activate another profile, some bashtags were added or removed for the same mod. But it works! Well, the tags get saves to the plugin header, so if you have multiple installs of one mod then it won't work for the separate instances of that mod. Wrye can't read from the LOOT masterlist, but it can read from the plugin header, so that's why I want to use that script. How did you obtain and install the script? I've been wanting to make it as easy as possible to download and install. Link to comment Share on other sites More sharing options...
MosAnted Posted July 15, 2015 Share Posted July 15, 2015 (edited) I'm having issues with certain guns' ironsights and NV Enhanced Camera: Anyone experienced anything like that? Edit: Ok I've uninstalled Enhanced Camera and I'm still getting this. Help? Edit2: Ok nvm I found the culprit. I noticed all of the guns with this issue were guns from Fallout 3, and I had installed Hi Res replacers from FO3 to cover them. One of the replacers included meshes and that was what was screwing with the IS animations. Edited July 15, 2015 by MosAnted Link to comment Share on other sites More sharing options...
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