MUW Issue

Post » Sat Jan 08, 2011 6:50 am

Hello again.

I downloaded MUW (Moddable Unique Weapons) since I would love to be able to mod the Gobi Rifle (haven't found a sniper suppressor yet thou). But I did find a Lucky Scope, BUT I cant mod the weapon even when I have the Lucky Scope and the Lucky in my inventory and press X default key for modding said weapon.

Anyone else had this issue?
Haven't found anything else to mod yet (Unique that is).
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Katey Meyer
 
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Post » Sat Jan 08, 2011 2:26 pm

Same problem here.

Got Lucky, got the scope. Can't mod the pistol, mod does not appear in the list so that it can be added to the pistol.

I created an .esp (named ModUniqueWeapFix.esp) which basically just repeats the weapon definition - one small change was "Kill impulse" from 0 to 9 . Now Lucky can have the scope added and the scope does work correctly.

I think that there is a problem with the scope because the MUW is a master, when the same record(s) in an .esp works properly. Why?... I don't know.

It's possible that ALL the weapons really need entries (a weapon record) in a companion .esp to make the weapon mods work properly. I haven't found the other unique weapons yet so I haven't tried them. I could (and I might...) console the weapons and mods in just to test them. I think the solution is to have a companion .esp MOD even though it doesn't seem necessary.

Now, here is a BIG problem - can you uninstall this Mod without breaking your savegame?

Because it is a master you ordinarily cannot just remove it from the MOD list, at least that is how Fallout3 worked. There was a method in Fallout3 to mark the MOD not as a master which would allow you to remove it, I expect that still might work. FO3Edit was used for that purpose, FNVEdit might do the same thing now.

Another question is why was the MOD made as a master in the first place? Possibly to avoid breaking the unique weapons should a user remove the MOD.

[EDIT] On the other hand, the problem could be a MOD conflict. I am using pintocat's Inventory Sorter MOD, I have just downloaded a newer release (v2.0) and a MUW compatibility patch. That may fix the problem otherwise I'll have to look at one or other of my other installed MODs to see if there's a conflict.
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Flash
 
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Post » Sat Jan 08, 2011 3:52 pm

I dont have a mod that changes weapons or the uniques so I doubt it's a conflict from my side at least.
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Kellymarie Heppell
 
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Post » Sat Jan 08, 2011 9:04 pm

I checked the mod in NVEdit and the esm. has completely different entries unlike the .esp(which in fact, is the older version, but still needed for the master file).
Well, I just copy-pasted the "new" lines and everything worked like a charm.
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Rudi Carter
 
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Post » Sat Jan 08, 2011 2:55 pm

So what we need to do is to copy-paste the old lines from the .esm to the .esp in NVEdit?

Or would it be possible for someone to upload a working esm/esp?
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Bones47
 
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Post » Sat Jan 08, 2011 7:19 am

Well, I just copy-pasted the "new" lines and everything worked like a charm.


So what we need to do is to copy-paste the old lines from the .esm to the .esp in NVEdit?

Or would it be possible for someone to upload a working esm/esp?

The easy (and dirty) solution is to create an .esp that just repeats all of the weapon definition records and load that .esp late (last) in the load order. That .esp would override any changes made by any other .esp which would effectively make all the moddable unique weapons work as designed.

@Smert: That's what you did, made a .esp to override any changes made by any other .esp. You do realize that according to the author you're not supposed to use an .esp with the new .esm, the old .esp version is to be removed and replaced with the .esm version. You're not supposed to use both. In any case, I think the only way the MUW works properly (now) is to have an .esp that overrides changes made by other MODs.

The problem I have with this solution is that it makes the .esm sort of redundant. Making an .esp and retaining the .esm really just makes the .esm kind of a template for the weapons, that's not necessarily a bad thing but it does seem redundant. Wouldn't it be just as effective to make the MUW an .esp, and load it last, instead of having an .esm at all?

@Adaqueril: I would much rather the author fixed the problem but if I can fix it by just creating an .esp then that's what I'll do - create an .esp that just repeats the weapon definition records. I would also rather not publish that kind of a fix.

[EDIT] Just tried the newer Inventory Sorter MOD along with the MUW compatibility patch. None of that fixed the problem. I'm convinced now that an .esp must be created to enable the mods for all of the unique weapons. That .esp basically only has to have copies of the weapon definition records. This is an adequate but not satisfying solution. I am going to try just turning the current .esm into an ordinary .esp and see what happens. There is still the problem of removing a master from the load list when using the changing .esm to .esp method.

[EDIT a little later]
The Inventory Sorter MUW compatibility patch DOES NOT work. It needs to have the "Moddable Unique Weps.esm" added as a master dependency, once that is done it works properly.

I tried changing the "Moddable Unique Weps.esm" to an .esp, and that DOES NOT work. Interestingly the game did not crash so apparently you CAN now remove a master and the game will still load.

The only thing that did work was to create an .esp with just copies of the weapon records in it. I loaded "Moddable Unique Weps.esm" into the GECK, changed something in each weapon record (to cause the GECK to flag that as a changed record) and saved the results. That .esp loaded after the .esm enabled the unique weapons and their mods to work properly.
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katsomaya Sanchez
 
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Post » Sat Jan 08, 2011 4:28 pm

So now we just need to get in contact with the maker of MUW and announce the problem so he can solve it.
Anyone know if he got an account on here?
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darnell waddington
 
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Post » Sat Jan 08, 2011 6:57 pm

@Smert: That's what you did, made a .esp to override any changes made by any other .esp. You do realize that according to the author you're not supposed to use an .esp with the new .esm, the old .esp version is to be removed and replaced with the .esm version. You're not supposed to use both. In any case, I think the only way the MUW works properly (now) is to have an .esp that overrides changes made by other MODs.


Thing is that for some reason my game then refuses to start(crashes) because of it. :wacko:
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Caroline flitcroft
 
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Post » Sat Jan 08, 2011 4:21 pm

Thing is that for some reason my game then refuses to start(crashes) because of it. :wacko:

I thought you said your modded (old) .esp was working?

Nevermind. Take out the old .esp, create a new .esp in the GECK with just copies of the weapon definition records from the .esm, that's what worked for me.
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Carlos Vazquez
 
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