Fallout 3 «Weapon Mod Kits 1.1.6 Rus»
Для работы необходим FOSE который имеется в архиве. Содержимое папки FOSE поместить в корневую папку игры и запускать ее через файл fose_loader.exe.
— Механизм «Автоматического огня» [Ао.]: добавляет возможность ведения автоматического огня оружию, иначе к этому не приспособленному (также увеличивает разброс стрельбы на 50% и уменьшает точность в VATS на 65%.
— Увеличенная обойма [Об+.]: Удваивает запас обоймы.
— Лазерный целеуказатель [Цу.]: Увеличивает меткость (уменьшает разброс на 33% и повышает точность в VATS на 25%).
— Оптический прицел [Опт.]: Увеличивает дальность стрельбы на 30%.
— Глушитель [Гл.]: Делает выстрелы бесшумными, но снижают урон и скорость полета поли (примерно на 10% оба параметра).
Револьвер кал. 32
— Глушитель [Гл.]
«Магнум» кал. 44
— Лазерный целеуказатель [Цу.]
— Оптический прицел [Опт.]
— Глушитель [Гл.]
Боевой дробовик
— Механизм «Автоматического огня» [Ао.]
— Увеличенная обойма [Об+.]
Штурмовая винтовка
— Увеличенная обойма [Об+.]
— Лазерный целеуказатель [Цу.]
— Оптический прицел [Опт.]
— Глушитель [Гл.]
Китайский автомат
— Увеличенная обойма [Об+.]
— Лазерный целеуказатель [Цу.]
— Оптический прицел [Опт.]
— Глушитель [Гл.]
Карабин
— Лазерный целеуказатель [Цу.]
— Оптический прицел [Опт.]
— Глушитель [Гл.]
Снайперская винтовка
— Увеличенная обойма [Об+.]
— Лазерный целеуказатель [Цу.]
— Глушитель [Гл.]
Бластер чужих
— Механизм «Автоматического огня» [Ао.]
— Увеличенная обойма [Об+.]
— Лазерный целеуказатель [Цу.]
— Оптический прицел [Опт.]
Лазерная винтовка
— Механизм «Автоматического огня» [Ао.]
— Увеличенная обойма [Об+.]
— Лазерный целеуказатель [Цу.]
— Оптический прицел [Опт.]
Плазменная винтовка
— Механизм «Автоматического огня» [Ао.]
— Увеличенная обойма [Об+.]
— Лазерный целеуказатель [Цу.]
— Оптический прицел [Опт.]
Огнемет
— Увеличенная обойма [Об+.]
Гатлинг-лазер
— Лазерный целеуказатель [Цу.]
Миниган
— Лазерный целеуказатель [Цу.]
Гранатомет
— Увеличенная обойма [Об+.]
— Лазерный целеуказатель [Цу.]
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Weapon Mod Kits
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About this mod
Adds Weapon Modification Kits to the Wasteland, which allow you to modify your weapons with silencers, extended magazines, auto-fire mechanisms, laser sights and scopes.
Off-site requirements
Mods requiring this file
Credits and distribution permission
Author notes
File credits
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Translations available on the Nexus
Straight donations accepted
Compatibility: I strongly recommend checking the Fallout Interoperability Program (FOIP) page for compatibility patches that allow WMK to work more smoothly alongside other popular mods. (Notably Fallout Wanderer’s Edition (FWE).)
WMK-FWE-RH_Ironsights: This is a popular combination requiring a special compatibility patch to work correctly. You can try this (third-party) one: RH_IronSights FWE- WMK compatible
WMK-FOOK2: If you’re wondering where to get all the custom weapons seen in the screenshots captioned with ‘WMK-FOOK’ or ‘WMK-FOOK2’, grab the WMK-FOOK2 package (FOOK2 required).
Q) Why is this weapon doing less damage after I modified it?
A) While silencers in WMK are intended to decrease weapon damage slightly, other mod kits should not have an effect on damage. If you see this happen, it means you’ve installed another mod that affects vanilla weapons, and it’s conflicting with WMK. Most commonly, this is FWE, and you’ll need to install the WMK-FWE patch available from the FOIP page (link above). If you’re using WMK, FWE and RH_Ironsights, you’ll need the WMK-FWE-RH_Ironsights patch linked to above.
Q) Why won’t the game let me modify this unique weapon?
A) If you’re using Fallout Wanderer’s Edition (FWE) and the WMK-FWE patch, it intentionally removes the ability to modify unique weapons. I am not the author of the WMK-FWE patch, for the record.
Q) I’ve uninstalled WMK-FWE and now I can’t access the weapon modification menu at workbenches anymore. What’s going on, and how can I fix it?
A) When installed, WMK-FWE makes some changes to WMK that it doesn’t revert when it’s uninstalled; resulting in this problem. Entering these commands into the console should fix it:
startquest WMKAddHiddenPerksOnStartQuest
startquest WMKAddHiddenPerksOnStart2Quest
1. Description
2. Requirements
3. Installation/Uninstallation
4. Playing the mod
5. Frequently Asked Questions (FAQ)
6. Save games
7. Conflicts/Known Issues
8. Credits
9. Modder’s Resource Info
10. Contact and Information
11. Legal Stuff/Disclaimer
12. Version History
— Auto-Fire Mechanism (AF): Adds full-auto firing capability to most guns that do not have it otherwise (also increases weapon spread by around 50% and reduces weapon to 65% of its default accuracy in VATS).
— Extended Magazine/Clip (EC): Doubles magazine/clip capacity.
— Laser Sight (LS): Increases accuracy (reduces weapon spread by around 33% and increases weapon accuracy in VATS by 25%).
— Scope (SC): Can use scope to sight targets, increases range by 30%.
— Silencer (SI): Makes weapon silent, reduces damage and projectile speed (by around 10% each).
In addition, the loving attention bestowed upon your weapon during modification results in durability improvements. Each successive mod applied to a weapon increases its durability by 25% (of its base durability).
Here is a list of weapons that can be modified; and which Mod Kits can be applied to them. Unique variants of these weapons can be modified in the same fashion as the standard variants:
.32 Pistol
— Silencer
Chinese Pistol
— Auto-Fire Mechanism
— Extended Magazine
— Laser Sight
— Silencer
10mm Pistol
— Auto-Fire Mechanism
— Extended Magazine
— Laser Sight
— Silencer
.44 Magnum Revolver
— Laser Sight
— Scope
— Silencer
10mm Submachine Gun
— Extended Magazine
— Laser Sight
— Scope
— Silencer
Combat Shotgun
— Auto-Fire Mechanism
— Extended Magazine
Assault Rifle
— Extended Magazine
— Laser Sight
— Scope
— Silencer
Chinese Assault Rifle
— Extended Magazine
— Laser Sight
— Scope
— Silencer
Hunting Rifle
— Extended Magazine
— Scope
— Silencer
Lever Rifle
— Laser Sight
— Scope
— Silencer
Sniper Rifle
— Extended Magazine
— Laser Sight
— Silencer
Alien Blaster
— Auto-Fire Mechanism
— Extended Magazine
— Laser Sight
— Scope
Laser Pistol
— Auto-Fire Mechanism (not usable on ‘Col. Autumn’s Laser Pistol’)
— Extended Magazine
— Laser Sight
— Scope
Plasma Pistol
— Auto-Fire Mechanism
— Extended Magazine
— Laser Sight
Laser Rifle
— Auto-Fire Mechanism
— Extended Magazine
— Laser Sight
— Scope
Plasma Rifle
— Auto-Fire Mechanism
— Extended Magazine
— Laser Sight
— Scope
Flamer
— Extended Magazine
Gatling Laser
— Laser Sight
Minigun
— Laser Sight
Missile Launcher
— Extended Magazine
— Laser Sight (not usable on ‘Miss Launcher’)
There is a chance when removing a modification, however, that recovering the Mod Kit will fail and the Mod Kit will be destroyed. The higher your Repair skill, the more likely you are to successfully recover Mod Kits. (This is a percentage chance equal to 25 plus three-quarters of your Repair skill).
Your Pip-Boy will keep track of the modifications added to a weapon by appending its display name with the appropriate initials for each Mod Kit (as described above). For example, a 10mm Pistol with a laser sight and silencer attached will be listed as ’10mm Pistol (LS, SI)’.
— Fallout 3
— Fallout 3 Script Extender (FOSE) version 1 or above. Get it from here: http://fose.silverlock.org
— Different versions of FOSE have different official Fallout 3 patch requirements. Check the FOSE documentation for details.
Automatic Merged Patch Creation:
Upgrading from version 1.0:
Upgrading from an earlier version (generally):
— If you wish to keep any weapons with modifications applied to them, you will need to remove all modifications from those weapons.
startquest WMKUninstall (if you have FOSE running) or:
There is a chance that high-level Brotherhood of Steel members (normal and Outcast), Enclave Troops, Raiders, Talon Company Mercenaries and Regulators may be encountered carrying a modified weapon.
Lever Rifles are non-unique, less powerful versions of Lincoln’s Repeater. Some Raiders carry them, and they can be found in some gun cabinets. Flak, Shrapnel and Lucky Harith also sell them.
Q) I’m using more than one add-on for WMK and I can’t apply mod kits to some weapons, even though the readme/s say I can. What’s going on?
A) You need to create an automatic merged patch. Please see the Automatic Merged Patch part of the Installation Instructions section, above.
Q) I’m having problems with FOSE/FO3Edit. Can you help?
A) If it’s not something that’s already covered in this readme, then probably not: you would be better off contacting the makers of those programs (I am not affiliated with them).
Q) What do I do to stop the ‘FOSE Not Detected’ message from displaying in-game?
A) You download and install FOSE (http://fose.silverlock.org), and run Fallout 3 via ‘fose_loader.exe’ or the ‘Launch FOSE’ button in Fallout Mod Manager (FOMM). DO NOT run Fallout 3 via the default launcher, or via ‘Fallout3.exe’.
Q) Why can’t Miniguns and Gatling Lasers be modified with Extended Magazine Mod Kits?
A) This was a planned feature, but the GECK does not allow a clip size larger than 255 rounds, and both Miniguns and Gatling Lasers have a default clip capacity of 240 rounds.
Q) Why are there some (listed) exceptions to which Mod Kits can be applied to some unique weapons?
A) ‘Col. Autumn’s Laser Pistol’ is fully automatic by default, and so cannot receive an Auto-Fire Mechanism Mod Kit. ‘Miss Launcher’ projectiles are fired on a limited arc (a bit like a grenade launcher), so a Laser Sight Mod Kit wouldn’t be very useful on it.
Q) Why are the ‘crafted’ weapons (such as the Railway Rifle and Dart Gun) not modifiable with Mod Kits?
A) For a variety of reasons (that differ from weapon to weapon), they are not well-suited to modification, and will not be implemented.
Q) Is WMK compatible with other mods that alter the standard Workbench?
A) WMK does not directly edit the workbench activator or its script, so it should be compatible with all mods that change or add to the workbench (unless the mod in question changes the workbench EditorID or physically replaces them in the game world with another object). WMK is compatible with (but does not require) CRAFT, to give a specific example.
Q) Do I need a compatibility patch for WMK and Mart’s Mutant Mod (MMM)?
A) No; WMK and MMM do not conflict and so do not need a compatibility patch.
Q) What do I do with the file I downloaded? It’s an unknown file type/I don’t know what to do with 7z files.
A) You need a program like 7-zip (http://www.7-zip.org) or WinRAR (http://www.rarlab.com) to open the file you downloaded. After you have that, follow the installation instructions above.
Q) I have just installed FOSE, and now when I run Fallout 3, all my save-games are gone! How do I get them back?
A) Move or copy your save-game files from My DocumentsMy GamesFallout3Saves[profilename] to My DocumentsMy GamesFallout3Saves
Q) How do I install FO3Edit?
A) Just extract the contents of the archive file you downloaded for it anywhere you like, and then run the executable file. For more documentation, visit the FO3Edit download page: http://fallout3nexus.com/downloads/file.php?id=637
Q) Why am I seeing 3D exclamation points and/or missing texture notifications instead of items from the WMK mod?
A) This happens when the game can’t find the meshes and textures it’s looking for; in this case that means that WMK wasn’t installed correctly. Along with the WeaponModKits.esp file, you also need to place the [meshes], [textures] and [sound] directories from the WeaponModKits.7z archive file into your Fallout 3Data directory. Click on ‘Yes To All’ if a window pops up asking you if you want to replace files and folders (you won’t lose anything).
Q) Why are the textures for objects included in the mod not displaying properly or at all?
A) Please follow the ‘ArchiveInvalidation’ part of the installation instructions above. This is required for a wide range of Fallout 3 mods, and only needs to be performed once.
Q) Is creating an automatic merged patch with FO3Edit really necessary?
A) If you’re at all unsure whether or not it’s needed, then just do it: not using a merged patch can cause problems with certain combinations of mods, whereas using one will not cause problems. If you’re using more than one add-on for WMK then yes, it is necessary.
Q) Holy crap! [Insert weapon here] is doing eleventy-billion damage after I apply an Auto-Fire Kit to it. What’s happening?
A) The weapon is not actually doing that much damage: this is a visual ‘bug’ in the Pip-Boy display. See the Known Issues section below for more information.
Q) Will you tell me how to cheat to get the Mod Kits so I don’t have to go looking for them?
A) There are console commands to give your character any items you want; and with a bit of research I’m sure you’ll work it out. I’m not going to actively help people to cheat at my mod though: it goes against the intended design of WMK. Without some challenge in finding the Mod Kits, WMK wouldn’t be much more than a mod that simply adds some new/tweaked weapons.
Q) Why does my save-game crash when I try to load it, after uninstalling WMK?
A) This happens if WMK’s in-game uninstall script was not run prior to uninstalling the mod. Be sure to follow the uninstallation instructions above closely.
I strongly recommend checking the Fallout Interoperability Program (FOIP) page for compatibility patches that allow WMK to work more smoothly alongside other popular mods: http://www.fallout3nexus.com/downloads/file.php?id=4968
— There is a bug in the GECK that prevents the selection of the correct reload animation for the Combat Shotgun if it has been altered to fire in full-auto. Due to this issue there is a purely visual bug when reloading Combat Shotguns that have been modified with an Auto-Fire Mechanism Mod Kit. The optional ‘WMK AA-12 Combat Shotgun replacer’ download largely resolves this problem, and is highly recommended.
— For similar reasons to the above point, there is also a visual anomaly with the reload animation for Laser Rifles that have been modified with an Auto-Fire Mechanism Mod Kit and/or a Laser Sight Mod Kit.
— The laser sight on Missile Launchers and Lever Rifles/Lincoln’s Repeater currently doesn’t switch off when the weapon is holstered. This is being investigated.
— Modified weapons cannot be sacrificed to repair other weapons (except perhaps for another weapon that has been modified the exact same way). This is partially to avoid conflicts with other mods, and partially to avoid the player accidentally destroying a precious modified weapon to partially fix another weapon.
— Efforts were made to make this mod as conflict-free as possible, but it *may* conflict with mods that also alter these base objects:
— 10mmBulletSilencedProjectile
— BrotherhoodOfSteelWeaponEnergy (Leveled Item)
— ClutterMilitaryValue (Leveled Item)
— EnclaveWeaponBigGun (Leveled Item)
— ExplodesGasTrapsOnTouch (FormList)
— ExplodesGasTrapsOnHit (FormList)
— Flak (NPC)
— LootGunRiflesAll (Leveled Item)
— LootGunRiflesGunpowder (Leveled Item)
— MS10SetHaroldOnFireWeaponsList (FormList)
— OutcastWeaponEnergy (Leveled Item)
— PerkPyromaniacWeapons (FormList)
— Raider3WeaponGun (Leveled Item)
— RaiderLoot (Leveled Item)
— RaiderWeaponRifle (Leveled Item)
— RaiderWeaponSpecial (Leveled Item)
— Talon2WeaponGun (Leveled Item)
— Talon3WeaponGun (Leveled Item)
— TalonLoot (Leveled Item)
— Shrapnel (NPC)
— SniperRifleBulletProjectile
— SupermutantWeapons (Formlist)
— Weap10mmPistolSilenced
— Weap44MagnumScoped
— WeapUniqueBlackhawk
— Following the ‘Automatic Merged Patch Creation’ part of the installation instructions (see above) will minimise conflicts between WMK and other mods that also alter these base objects.
— Huge thanks and credit goes to digicjm for contributing a more efficient back-end to the mod.
— Credit goes to banjo for his Classic Lever Rifle.
— Credit goes to Bethesda Softworks for the assorted weapon models I chopped and changed for this mod.
— Credit goes to Honnou for some sounds from his/her Realistic Gunshot Sounds resource.
— Credit goes to joefoxx for his Scoped Hunting Rifle.
— Credit goes to Madcat221 for his/her tweaked (‘Awesomefied’) Plasma Rifle model.
— Credit goes to Nopheros for his/her Laser Pointer beam effect.
— Thanks go to Bek and Luchaire for their invaluable suggestions and help beta-testing the mod.
— Thanks go to ElminsterEU for pointing out how to ‘use’ the standard Workbenches without directly editing them.
— Thanks go to Madcat221 for pointing out how to improve the behaviour of the Laser Sight beam effect, providing mesh and material fixes for the Scoped Hunting Rifle, pointing out the mesh fixes for the Laser Pistol and Laser Rifle in the Unofficial FO3 patch, and for some technical advice on exporting models (and other topics).
— Thanks go to Veliv/chai for the Custom Reload Animation tutorial at www.project-valhalla.org / www.svartberg.com
— Please ask my permission before releasing mods that alter or are based on the Weapon Mod Kits mod.
I often hang out at CanadianIce & Howndog’s Morrowind/Oblivion forum, under the alias ‘Antistar’: http://canadianice.ufrealms.net/forum2/index.php
By downloading and using this modification, you agree that the author of the modification cannot be held responsible for any damage to software or hardware directly or indirectly caused by the aforementioned modification. Use at your own risk, basically.
Version 1.1.9 (20-02-10)
— Removed several dirty refs accidentally added in Version 1.1.8. This is the only change, so compatibility patches for WMK v1.1.8 are also compatible with WMK v1.1.9.
Version 1.1.8 (31-01-10)
— New scope model for Lever Rifle and Lincoln’s Repeater.
— Increased chances that NPCs will carry Mod Kits and modified weapons.
— Added modified variants of relevant weapons to ‘SupermutantWeapons’ formlist. (To be clear, this list defines which weapons Super Mutants *can* use, not necessarily which weapons they spawn with.)
— Decreased rate of fire for the Auto-Fire variants of the following weapons (and their unique variants): 10mm Pistol, Chinese Pistol, Alien Blaster, Plasma Pistol, Laser Rifle, Plasma Rifle.
Version 1.1.7 (21-09-09)
— When attempting to modify a weapon that is not supported by WMK, the player now receives a message specifically saying their equipped weapon cannot be modified.
— Added modified Zhu-Rong variants to ‘ExplodesGasTrapsOnHit’ formlist.
— For modders only: Weapons that should specifically not be modifiable can be added to the new ‘WMKProscribedWeaponList’ formlist. (Only useful to stop already implemented weapons from being modified, for whatever reason.) Users must be advised to use an automatic merged patch if this is done.
Version 1.1.6 (15-07-09)
— Added a check to see if the player has FOSE running. If not, a message displays every ten seconds telling the player that WMK will not function without it.
— Minor tweaks to Plasma Rifle mesh.
— Changed how the leveled lists that give modified weapons to NPCs are organised (tidier now). NPCs with modified weapons should be encountered more often now as well (still only at higher levels, though).
Version 1.1.5 (27-05-09)
— Fixed Wanda variants to have correct clip size (30 or 60, rather than 24 or 48).
— Miss Launcher (EC) now has the correct firing sound (rather than the standard Missile Launcher firing sound as before).
— Minor fix to ProjectileNode location in the Laser Rifle nif file.
— Reduced gunshot sound volume for silenced assault rifles.
Version 1.1.4 (04-04-09)
— Increased the chance that a Mod Kit will be carried by a relevant NPC to 3% (from 2%).
— Previously (as it turns out), Laser Sights and Auto-Fire Mechanisms only affected the minimum spread *achievable* by a weapon. Now they also affect the spread of a weapon directly.
Version 1.1.3 (29-03-09)
— Weapons can now be modified at standard workbenches (the player is given the choice to modify weapons or use the workbench normally). This was done without directly editing the workbench activator or its script, so it should be compatible with all mods that change or add to the workbench (unless the mod in question changes the workbench EditorID or physically replaces them in the game world with another object).
— The custom WMK workbenches were removed, as they are no longer needed.
— Removed all changes made to cells to facilitate the custom WMK workbenches.
— Moved hand-placed Mod Kits that were found on custom WMK workbenches to somewhere very near where they were found previously. Did not remove any of them.
— Mesh fixes for the Laser Pistol and Laser Rifle.
— Modified versions of weapons that do fire damage are now affected by the Pyromaniac perk.
— The relevant modified weapons should now ignite gas traps as their unmodified versions do.
— Modified versions of weapons that do fire damage can now be used in the. ‘fire-based solution’ to a particular side-quest.
— Updated note summarising the mod to reflect change from using WMK workbenches to standard workbenches.
Version 1.1.2 (15-03-09)
— Implemented Big Guns.
— Added chance that high level Enclave Troops will carry a modified weapon.
Version 1.1.1 (08-03-09)
— Removed testing containers that weren’t intended to be included in v1.1 release.
— Added chance that high level Brotherhood of Steel members (normal and Outcast) will carry a modified weapon.
Version 1.1 (07-03-09)
— Implemented Energy Weapons.
— Projectiles fired from silenced weapons now travel 10% slower than projectiles fired from a non-silenced weapon.
— Added in-game ‘uninstall’ script to make preparing the mod for uninstallation easier.
Version 1.0.3 (25-02-09)
— Lever Rifles/Lincoln’s Repeater can now accept scopes.
— Reload animation on auto-fire combat shotgun improved (but still a bit of a nasty hack).
— Added dedicated silenced gunshot sounds for rifles and automatic rifles respectively (they no longer use the silenced 10mm sound).
— Reduced chance of finding a Mod Kit in ‘military’ loot containers.
— Weapons with laser sights are now more accurate in VATS, and weapons with auto-fire mechanisms added are now less accurate in VATS.
— Material fix for lens on scoped Assault Rifles and Chinese Assault Rifles.
— Modified 10mm SMGs are now wielded in two hands (unmodified 10mm SMG remains unchanged).
— Disabled part of WMK that allowed unmodified weapons to be repaired with modified weapons (didn’t seem to work anyway, and is probably more user-friendly this way).
— Items are now correctly added to merchants’ inventories again (was broken going from v1.0 to v.1.0.1).
Version 1.0.2 (11-02-09)
— Scopes can now be applied to the unique 10mm SMG again (accidentally left out of v1.0.1).
Version 1.0 (27-01-09)
— Initial public release.
— More Weapon Mod Workbench menu refinements.
Beta 03 (25-01-09)
— Added chance that high level Raiders, Talon Mercs and Regulators will carry a modified weapon.
— Further refined Weapon Mod Workbench menu.
— Changed Mod Kit recovery chance formula to be less brutal.
Beta 02 (24-01-09)
— Reduced chance that Mod Kits will be carried by Raiders, Talon Mercs and Regulators.
— There is now a chance (based on PC’s Repair skill) that recovering Mod Kits from modified weapons will fail and the Mod Kit will be destroyed.
— Auto-Fire modified weapons now have increased weapon spread.
— Refined Weapon Mod Workbench menu slightly.
Beta 01 (23-01-09)
— Initial implementation of features.