

Loot will not sort these games files correctly, Boss will not do so due to unsupported program.Įdited by Purr4me, 06 November 2015 - 06:38 AM.įO3 Wanderers Edition - Alternate Travel.espįO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espįO3 Wanderers Edition - Optional VATS Realtime.espįO3 Wanderers Edition - Optional Restore Tracers (automatics only).This section is transcluded from Assault rifle. My assertive was hasty ,this load order is incorrect.ĮDIT.The above was sorted using loot in MO as it says above. I'll be back to edit this in a moment, kinda busy but I'll highlight things you need to fix. Millenia AK-47 7.62 FWE WMK Ammo Patch.esp <-Notice the order of the files patching sequences? Project Beauty.esm <- wrong spot "ESM" does not go here "ever" RH_IronSights_Basic_PointLookoutPlugin.espĮVE.esm <- wrong spot "ESM" does not go here "ever" RH_IronSights_Basic_BrokenSteelPlugin.esp RH_IRONSIGHTS.esm <- wrong spot "ESM" does not go here "ever" These two are reversed and need to be "reversed"įO3 Wanderers Edition - DLC Anchorage.espįO3 Wanderers Edition - DLC Broken Steel.espįO3 Wanderers Edition - DLC Point Lookout.espįO3 Wanderers Edition - DLC Mothership Zeta.esp # This file was automatically generated by Mod Organizer. I'll post my load order as a attached txt. Which is why the clip won't move right? Another point of note is that you can't see the bullets when the weapon is shot.


Could it be a mesh issue perhaps? That would be unsurprising as the wmk 10mm SMG meshes don't use the right nodes for the two handed animation right? Using the SMG fix for the patch found here : This is confusing as the regular SMG reloads fine but the others don't the animation is wrong and the weapon floats awkwardly and the clip doesnt move. In FO3 edit its set as reloadG the same as the 1 handed 10mm SMG reload that still works on the two handed 10mm SMG that doesn't have any mod kits. My issue now comes when I try to reload with any of the modded variants they use a strange animation that I think looks like the laser rifle reload although I'm not certain. I went into FO3 edit and changed the animation types to be the same as the regular 10mm submachine gun in wmk using the two handed rifle animations and now they all are two handed and work well. However when adding mod kits the weapon goes backs to 1 handed and the iron sights are out of whack as the cross hair is centred on the bolt at the back of the weapon. Its reload is the normal 1 handed reload and is ok. Essentially the base weapon i now two handed and its sights work.

Basically I got my patches set up for my mod build and it all seems to work like a charm EXCEPT for the 10mm sub-machine gun.
