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Need Help With Apocalypse Armory

General help and troubleshooting.
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Vex
Posts: 26
Joined: Sun Feb 16, 2014 5:44 am

Need Help With Apocalypse Armory

Post by Vex » Sun Feb 16, 2014 8:23 am

Ok, So I Wanted To Install Apocalypse Armory With TTW So I Would Have Better Weapon Drops In Capital Wasteland


I Have (The Armory) Installed Already For New Vegas, And That Works Good, But It Gives Me Very Few Weapons In FO3, Problem Is The Hunting Rifle With Apocalypse Armory, It Makes The Game Convert New Vegas's  Hunting Rifle To Fallout 3's Hunting Rifle


Ammo, (witch Is .32 Caliber) , New Vegas's Is .308, not only that it makes it so you cant install any gun mods on it


and any mods you have installed on it already are non functional. it lists the mods on the gun as mod 1, mod 2. mod 3. and there is no scope at all,  i tried to load up apocalypse armory.esm in FNVedit and delete the reference to the scoped hunting rifle that the mod adds, in the file header, under weapons, but my game had no


main menu after that, and i tried loading AA before falloutnv.esm , but again no main menu


So i'm at a loss on how to fix this mod, TTW would be so much more awesome if i had a weapon mod for fo3 too


Any Feedback On This Would Be Much Appreciated!



Trm8r
Posts: 142
Joined: Sat Sep 22, 2012 12:49 pm

"and i tried loading AA

Post by Trm8r » Sun Feb 16, 2014 5:35 pm

"and i tried loading AA before falloutnv.esm , but again no main menu"     I've never used AA but it probably has falloutnv.esm as a master.


If it was me, I'd make a new mod to override the hunting rifle back to TTW specs. The advantage of your own override is that every time a mod gets updated, you may not have to re-edit it. I have my own little mod chock full of cheats, hacks, carefully thought-out and well-balanced overrides.


Open FNVEdit, right-click on the offending weapon, and "Copy as override into", select "new file" or an esp you wish to add the weapon to. From there, the information can be 'drag-and-dropped' between mods. Ctrl+s or quitting FNVEdit saves your changes.


 



Vex
Posts: 26
Joined: Sun Feb 16, 2014 5:44 am

Thank You Very Much, Ill Try

Post by Vex » Mon Feb 17, 2014 8:28 am

Apocalypse Armory Is A Fallout 3 Mod


And its esm has to load after falloutnv.esm thats why it overrides the hunting rifle


what i need to do i think, is take the hunting rifle from fallout new vegas and put it into a esp that i can load at the bottom of my list so it overwrites the original overwrite that apocalypse armory did


how would i go about doing that? could i just do what u said


"Copy as override into", select "new file" or an esp you wish to add the weapon to drag and drop


Could i find the gun  in falloutnv.esm and drag and drop it into any random esp thats loaded after apocalypse armory ?


Apocalypse Armory Has Three Main Files In Addition To Its Textures, Meshes, & Sounds, If That Helps


Apocalypse Armory.esm, Apocalypse Armory.esp, & Apocalypse Armory - DLC Enhancements.esp


 



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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Have you run the TTW fallout

Post by Risewild » Mon Feb 17, 2014 9:36 am

Have you run the TTW fallout 3 conversion script in that mod?


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Vex
Posts: 26
Joined: Sun Feb 16, 2014 5:44 am

yes of course, it was just

Post by Vex » Mon Feb 17, 2014 4:00 pm

yes of course, it was just because AA has variations of fnv guns in its esm, and it makes the game revert fnv guns to fo3 versions, but i figured it out, i just had to do what trm8r said copy as override into


found the guns in fnv.esm and copy as override into , Apocalyse Armory.esm and i copied them into a new esp too just to be safe,


it was alot more that just hunting rifle that was messed up it was the missile launcher, gatling laser, combat shotgun, sawed off, minigun, sniper rifle and flamer


i still havent figured out how to fix the combat shotgun, because i couldnt find it in the fnv.esm


anybody have any idea how to find fnv combat shotgun so i can copy it into my own esp??


This is a great mod, now i have good gun drops for both wastelands, i dont understand why everyone doesnt use them


"Apocalyse Armory" For Capital Wasteland And "The Armory" For Mojave, without AA i was getting way too many assualt rifles and 9mm pistols, and incenerators from mutants


And Thanks For Your Help Trm8r! i wasnt gonna go back to the capital wasteland until i figured that mod out, now i can


I Got Another Problem To Figure Out Now, Missile Launcher is only saying i can install guidance system mod but there is another, that increases ammo capacity by 1, so u can have 2 missiles loaded which is awesome as hell, maybe its a problem with "Weapon Mods Expanded" anybody else having this problem? also cant finish quest in goodsprings to kill those powder gangers for ringo, not sure what's causing that, everyone just stands around like there is more dudes to kill but i wasted them all, ringo says there is more of them out there, but when i use console command "movetoqt" it just says get dead 1.00 , 6 times meaning there all dead, so gay, cant sell to chet, maybe if i kill him then resurrect him via console that will reset him



Trm8r
Posts: 142
Joined: Sat Sep 22, 2012 12:49 pm

Vex, you're welcome.

Post by Trm8r » Mon Feb 17, 2014 6:10 pm

Vex, you're welcome.


"i still havent figured out how to fix the combat shotgun, because i couldn't find it in the fnv.esm"


I don't see it either, but it is in Fallout3.esm and in TTW.esm. WeapShotgunCombat "Combat Shotgun" [WEAP:0A004327].  In the upper left of FNVEdit you can sort by name. 


I found 3 missile launchers.


1 in Fallout 3, WeapUniqueMissLauncher "Miss Launcher" [WEAP:0A0B2644] 0 mods


2 in FNV and TTW, WeapMissileLauncher "Missile Launcher" [WEAP:00004340]


     1 mod ModNVMissileLauncherGuidanceSys "Miss. Launcher Guidance Sys." [IMOD:0010C86E]


The 3rd is for a sentrybot.


 


 


 


 



anstand
Posts: 223
Joined: Tue Feb 11, 2014 10:41 am

Other than the few missing

Post by anstand » Wed Feb 19, 2014 5:09 pm

Other than the few missing weapons / references, does AA2.0 work without problems in the Fallout 3 part of TTW?


I at first wanted to bring "the Armory 2.5" to DC, but considering the fact, that AA is a pretty big collection of weapons as well, it definitely is a good idea to use one big mod for NV and one for DC.


Also, will there be any problems if I use the F3 and FNV EVE together (since AA2.0 makes use of F3's EVE)?


 


 



Vex
Posts: 26
Joined: Sun Feb 16, 2014 5:44 am

i just use fnv eve and it

Post by Vex » Sat Feb 22, 2014 5:29 pm

i just use fnv eve and it seems to work fine, (wish i knew how to get rid of the eve death animation, that destroys the corpse completely) and i'm pretty sure "the armory" and "apocalpyse armory" are compatible together, ive even been getting a few apocalypse armory guns in new vegas even, i havent been back to capital wasteland since i installled AA but im going soon, but i dont anticipate any problems, but it does add some animations, i had to go in and delete all 2hdareload animations in meshes/_1stperson & _male folders, becuase they messed up the markmen carbine reload and u could see the bullet shooting out of the gun (ya know the fast streak) which i didnt like


But i think there awesome together so far (SO MANY GUNS! OH MY!)


 



anstand
Posts: 223
Joined: Tue Feb 11, 2014 10:41 am

Vex wrote:

Post by anstand » Mon Feb 24, 2014 7:55 am

[quote=Vex]


 


i just use fnv eve and it seems to work fine, (wish i knew how to get rid of the eve death animation, that destroys the corpse completely) and i'm pretty sure "the armory" and "apocalpyse armory" are compatible together, ive even been getting a few apocalypse armory guns in new vegas even, i havent been back to capital wasteland since i installled AA but im going soon, but i dont anticipate any problems, but it does add some animations, i had to go in and delete all 2hdareload animations in meshes/_1stperson & _male folders, becuase they messed up the markmen carbine reload and u could see the bullet shooting out of the gun (ya know the fast streak) which i didnt like


But i think there awesome together so far (SO MANY GUNS! OH MY!)


 


[/quote]


Thanks for the answer, that sounds great.


edit: I just remembered that Fallout 3 had no iron sights! This definitely is a bigger annoyance if the weapons from AA2.0 have no iron sights. Is there a mod which adds them to these weapons?



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