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Enemies Not Using Mod Weapons

General help and troubleshooting.
Fallout Phoenix
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Joined: Fri Sep 25, 2015 12:54 am

Enemies Not Using Mod Weapons

Post by Fallout Phoenix » Fri Sep 25, 2015 1:20 am

I've been having issues with enemies using weapons. It seems to only affect enemies that spawn with weapons added by mods. Super Mutant Overlords, for example, will stand there with a VSS Vintorez from Weapons of the New Millenium and not do anything but look angry and ugly shouting at you to stand still while they try to glare you to death. I've downloaded compatibility patches and made merge patches, but it still doesn't seem to have fixed the issue. I'm hoping that someone here will have a solution and suggestions. I really appreciate anyone who takes the time to help me.


 


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RoyBatty
Gary
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First, they need to have the

Post by RoyBatty » Fri Sep 25, 2015 2:54 am

First, they need to have the animations in order to use the weapons. Marts Mutant Mod and Project Nevada both add these types of anims. They cannot use some weapons regardless.


Second, the weapons MUST be in the SuperMutantsWeapons form list or they will not use them.


Third, they MUST have the correct ammo for the weapon in their inventory.


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Fallout Phoenix
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Thanks for the response. The

Post by Fallout Phoenix » Fri Sep 25, 2015 11:17 pm

Thanks for the response. The third one isn't the issue as they have the ammo in their inventory when I loot them. As to the first, could installing Marts Mutant Mod resolve this issue? And second, how would I go about adding the modded weapons to the list. I assumed that the compatibility patch I downloaded from the site would have done so.



Arkngt
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Yes, weapons.of_.the_.new_

Post by Arkngt » Sat Sep 26, 2015 12:24 am

Yes, weapons.of_.the_.new_.millenia.ttw_.unified.distribution.esp adds the weapons to the SuperMutantsWeapons form list. I think your problem is that the list is overridden by Project Nevada - TTW.esp, which in its turn is overridden by WeaponModsExpanded.esp. You need to create a patch that merges those lists or alternatively use Wrye Flash's Bashed Patch, which does it automatically.


You might need MMM as well for the animations, not sure about that.


»You're no match for science!« Doctor Mobius

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RoyBatty
Gary
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Try making a merge or bash

Post by RoyBatty » Sat Sep 26, 2015 12:24 am

Try making a merge or bash patch and see if that solves the issue.


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Fallout Phoenix
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I made a merge for all my

Post by Fallout Phoenix » Sat Sep 26, 2015 2:35 am

I made a merge for all my mods, it's on the bottom of my load order, but do I need to make one for specific mods? How would I do that in FNVEdit?



Arkngt
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An automatically created

Post by Arkngt » Sat Sep 26, 2015 10:13 am

An automatically created Merged Patch won't fix it as it handles Form Lists badly. You'll have to either create an override patch with FNVEdit manually or, easier, build a Bashed Patch via Wrye Flash as it does it correctly and automatically.


If you choose the latter, you still need a Merged Patch for other stuff. Personally, I first create a Bashed Patch and then create the Merged Patch, loading it later, so:


Bashed Patch, 0.esp

Merged Patch.esp


Also, while an automated Merged Patch is better than none, you might want to edit it manually after creating it as it does some odd things. For example, if using a Bashed Patch as above you can delete the FormID Lists in the Merged Patch completely.


Personally, I'm using four manually created override patches beside the Bashed Patch and the Merged Patch. It takes some tinkering to get everything working as it should when using lots of mods, but FNVEdit as an awesome tool, which lets you easily see exactly which plugin that does exactly what and create manual override patches easily as well (although it takes a while).  


»You're no match for science!« Doctor Mobius

LightningManGTS
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my process is almost exactly

Post by LightningManGTS » Sun Sep 27, 2015 4:49 pm

my process is almost exactly the same as Arkngt, the only other thing I do is delete a bunch of records in the bash patch since formlist are the only thing it does well so it screws up on pretty much everything else.



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RoyBatty
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It has settings so you can

Post by RoyBatty » Sun Sep 27, 2015 11:46 pm

It has settings so you can turn on/off things.


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horredtheplague
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Wrye Bash does a lot more

Post by horredtheplague » Mon Sep 28, 2015 1:16 pm

Wrye Bash does a lot more than FormID's well, but you have to go through and manually set the Bash Tags on all relevant mods to get it right.There's a learning curve to it (and some effort), but it pays off--IMO.


 


This particular case, when it's only 1 file and there's already a Merged Patch, I'd recommend finding the SuperMutantWeapon file in the FormID lists inside of FNVEdit (start in FalloutNV.esm / FormID list, and then go to the last column on the right). If it's already present in your Merged patch, edit it there otherwise right-click on it and choose "Copy as Override Into" and choose your Merged Patch from the list that pops up.


Once you have the form in your merged patch, look at the various lists in a row. Chances are you'll have 4/5 or more columns.  You'll see some entries in mods (PN, e.g. or CFWNV) that aren't in your final list. It's as simple as drag/drop from the mod's form list to your merged patch list (just slide to the right). When done, save and congratulations you just made your first manually edited Form ID which will hopefully make your muties into arms specialists.



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