3. INSTALLATION/UNINSTALLATION
========================

Installation:

- If you have not done so already, you will need to install Fallout 3 Script Extender (FOSE) version 1 or above. Get it from here: http://fose.silverlock.org
- Using 7-Zip (http://www.7-zip.org), extract the contents (everything - ALL files and folders) of the WeaponModKits.7z archive file to your Fallout 3Data directory. If asked if you want to overwrite files and folders, click 'Yes to all'.
- In the Data Files section of the Fallout 3 Launcher - or using a tool like Fallout 3 Mod Manager - place a tick in the box next to WeaponModKits.esp.
- If you have not done this already (this is needed for a wide range of mods), go to your My DocumentsMy GamesFallout3 directory, make a backup of the Fallout3.ini file there, and then:
- Open the Fallout.ini file and change the line "bInvalidateOlderFiles=0" to "bInvalidateOlderFiles=1". Save changes. (Alternatively, you can use the 'ArchiveInvalidation Invalidated' tool: http://www.fallout3nexus.com/downloads/file.php?id=944)


Automatic Merged Patch Creation:

- This is MANDATORY unless you use WMK on its own with no add-ons (such as compatibility patches or add-ons for DLC weapons); and even then it is strongly recommended as standard practice when using mods for FO3, as it may improve compatibility between mods you may be using (including - but not limited to - WMK).
- Download FO3Edit v2.5.0 or above (http://fallout3nexus.com/downloads/file.php?id=637) to create the 'merged patch'. This should be done after you have installed and activated all the mods you wish to play the game with (and have configured your load order using a tool like Fallout Mod Manager (FOMM)). This is how to do it:
- Run FO3Edit, and a list of all the plugins in your Fallout 3Data directory will come up, listed as per your load order. By default, the plugins you have activated in the Fallout 3 Launcher or in FOMM will have ticks next to them. This is what you want, so just click 'OK'.
- Once FO3Edit has finished loading, right-click somewhere in the panel on the left that lists your activated plugins, and select 'Create Merged Patch' from the context menu.
- Enter a name for the patch into the window that pops up (any name you like), and click on 'OK'.
- Once FO3Edit has finished generating the patch (it creates a new .esp file with the name you entered), which should only take a few seconds, close FO3Edit. Click 'OK' on the window that pops up to save the Merged Patch that was generated.
- Finally, make sure the Merged Patch esp is loading after all your other plugins (which it should already be, by default), and activate it using the Fallout 3 Launcher or FOMM.
- If you ever uninstall plugins - or install new ones - deactivate and delete the Merged Patch, and then follow these instructions again to create a new one.


Upgrading from version 1.0:

- If you have not done so already, you will need to install Fallout 3 Script Extender (FOSE) version 1 or above. Get it from here: http://fose.silverlock.org
- (Optional) If you wish to save a small bit of hard drive space, you can delete the mesh and texture files you installed when installing WMK v1.0, since some of those files will no longer be needed. Specifically, delete the Fallout 3DatameshesweaponsWMKweapons folder and contents, and the Fallout 3DataTexturesweaponsWMKweapons folder and contents.
- Using 7-Zip (http://www.7-zip.org), extract the contents (everything - ALL files and folders) of the WeaponModKits.7z archive file to your Fallout 3Data directory. If asked if you want to overwrite files and folders, click 'Yes to all'.
- Follow the 'Automatic Merged Patch Creation' instructions above.
- Load a previous save-game (or start a new game) and continue playing; no other actions are needed.


Upgrading from an earlier version (generally):

- Simply follow the installation instructions above, overwriting the files from the earlier version.
- Follow the 'Automatic Merged Patch Creation' instructions above.
- Load your save-game and continue playing - no other action is needed, and you won't lose anything.


Uninstallation:

- If you wish to keep any weapons with modifications applied to them, you will need to remove all modifications from those weapons.

- Access the in-game console (to access/hide the console, hit the ` button on your keyboard - usually located above the Tab button). In the console, enter:

startquest WMKUninstall (if you have FOSE running) or:

startquest XX029FE0 (if you don't have FOSE running, where XX is the position of WeaponModKits.esp in your load order - use Fallout 3 Mod Manager to find this number)

After entering this command and exiting the console you will receive a message confirming that WMK is now ready to be safely uninstalled. (Once this command has been entered, aspects of WMK will not function correctly until you either save your game again with WMK uninstalled, and then reinstall it - or you enter the following commands into the console: 'startquest WMKAddHiddenPerksOnStartQuest' and 'startquest WMKAddHiddenPerksOnStart2Quest')

- Save your game and exit Fallout 3.
- In the Data Files section of the Fallout 3 Launcher - or using a tool like Fallout 3 Mod Manager - clear the tick in the box next to WeaponModKits.esp.
- If desired, delete all files copied to your Fallout 3Data directory during installation (check the WeaponModKits.7z archive file to identify these files).
- Load your save-game, and continue playing.