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SuBNeRoCL
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Indeed 

This is the final update, and no future updates will be seen!

I fixed the BAR animation, but the Ruger... the world may never know...

I also removed the hotkeys, they were out of place! Please download the latest, as it fixes some stuff... err... one or two things 

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Do I need the optional CFW

Do I need the optional CFW-DLC.esp from the original mod if I use this? I'm guessing no, but I would rather make sure since I always use it.

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You don't, I merged it into

You don't, I merged it into the main file.

Also, I don't think this will be the last version yet, there are still balance tweaks that need to happen ;)

 

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True, I didn't notice until

True, I didn't notice until you pointed it out 

There are already mod lists (tier 1, 2 and 3) which only need to be added to the vendor chests in vendorchestcell... I think that's what they're called...

I'll start working on it later, need to study.

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Make new chests and put them

Make new chests and put them in the cell with the vendor, and add the lists to the chest. The chest needs to be persistent and have respawn flag.

charwo
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What's the advantage for this

What's the advantage for this as opposed to regular new Vegas FCW? I've been playing with that, and the supermutants, raiders and enclave have all had FCW show up, so that's not an issue. Are there more weapons? More mod compatibility? I haven't even had a problem with weapon mod vendors. The only thing I'm not sure I've seen the weapons for sale, but that's a small matter.

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This is that plus other junk

This is that plus other junk (the FO3 version) Did you read the release post?

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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It adds more weapons, and

It adds more weapons, and makes it so they spawn along side the normal ones...

Also, I'll add the individual vendor chests. That will be a relatively easy thing to do.

As for the weapons being sold on vendors... They won't spawn on vendors (only the replacers in the original mod and the ones I added) so the MP5, HSG, etc may spawn. But you won't find weapons like the Garand or M1918 on vendors. You will find the ammo, but not the guns. I avoided modifying the vendor lists and completely defacing them. Not something I wanted to do. 

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Yeah they can be added to the

Yeah they can be added to the vendor chests you add, so no conflicts.

I also merged the DLC plugin into the main, so there's less plugins charwo.

 

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Updated 

Updated 

Added vendor containers and removed my dirty additions to the buried chests. This should solve future incompatability issues. 

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TJ wrote:

TJ wrote:

 

This is that plus other junk (the FO3 version) Did you read the release post?

Yes I did. I don't care about the .32 caliber stuff in any case. The question is what, if any, the difference between Fallout 3 CFW and New Vegas CFW? In terms of weapons, mods, balances? On the surface at least, I'd think not as there wasn't any more classic Fallout weapons to add to the pile between the games. I'm trying to clear that up definitively.

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Do I need the FOOK and

Do I need the FOOK and Project Nevada patches from the original New Vegas file if I'm using those mods or is everything included in the version here?

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You would need the patches,

You would need the patches, they aren't included here. If they rely on the DLC patch you'll have to fix them as that is merged into the main NV plugin.

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Uploaded the final version by

Uploaded the final version by Roy, be sure to thank him! 

You will, in the future, see more compatibility between this and other mods. All my current patches will be rendered irrelevant and replaced by newer, cleaner versions.

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The PPK12 meshes got left out

The PPK12 meshes got left out, don't trust/use the xEdit resources script. :/

Attached to first post.

 

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POST UPDATED. Added a patched

POST UPDATED. Added a patched version, which will include bug fixes. It currently includes the missing PPK-12 meshes and the fixed M2 Browning mesh (Thanks Roy ), along with integration into vendor and loot lists. 

The patched version every-so-often will be merged into the main download.

If you notice any bugs/balance issues please post a comment and I will include them in the patched .esp.

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I have updated the merge and

I have updated the merge and you can find the update on my dropbox: 

https://www.dropbox.com/s/gzbrrfokjdsz0pq/CFWTTW_Update%2012-21-14.rar?dl=0

I had to post it there since my internet was horrible and I couldn't be in Google. Getting 0.05-0.07 KB/s which is a PITA. 

Anyways, this update (Which I will soon add to the main post) includes updated models of Lt Albrecht's and Vashts' FN FAL models from their mod (Which CFW used from.) Thanks LT!

Roy also added mods for the .32 and worked on some others!

Installation: Overwrite everything. If you still have the patched .esp, delete it. That's out of date and will do nothing but cause problems!

Enjoy!

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AK115 has look of Norinco

AK115 has look of Norinco Chinese AR, intentional? Just asking, Chinese AR looks as good as Heffy's AK's. Aaaannnd thank you soooooo much 4 fixing mesh issues. While playing vanilla NV, missing meshes forced me to use Mill's weapons. lastly weapons seem to work well with Heffy's animations for assault rifles

AMD FX6100 OC to 3.42 / Sandisk SSD240G /GTX960 2G /16GB system ram DDR3 /

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it's intentional, but mostly

it's intentional, but mostly due to the weapon models being based on the fo1/2/etc. weapons.  meaning they're developed from sprites.  plus, all AKs look similar, it's one of the charms of them (and yes, the CAR isn't a real AK, it's a Norinco knock-off, but it's based on the AK design)

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

help me fight starvation:  http://www.gofundme.com/vr56rc

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Why are the following

Why are the following resources being packaged with these weapons?

  • textures/landscape/rockwasteland01 & "_n.
  • textures/gore/handymeatcap
  • textures/effects/bronze_e, chrome_e, shinybright_e & shinydull_e

The rockwasteland texture is a higher resolution replacer. I don't think this was meant to go into the archive in the OP. Same with the cubemaps. 

Attached is a cleaned version.

Also, I noticed that the changes to the .22 revolver overwrote its 1stperson mod slots. I've edited the plugin to remove these conflicts. 

Nice work.

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Will include that Tricky. I

Will include that Tricky. I have no idea how that stuff could have slipped in. I am currently working on an update (It's basically done) which re-adds the FAL EM mod. I replaced it with a skeleton stock.

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Updated! Fixed a lot of

Updated! Fixed a lot of weapons with combined materials. The files may be bigger, but at least they are 100% original! I fixed the M60, Ruger, Garand, M1911, Browning HP, C96, etc. If I left any out, please tell me. Some weapons like the G11 mods and the plasma glock tear apart are still hideous. I couldn't stand knowing some were messed up, so I took about 10 minutes to fix them. In the future I might fix the others as well, but those were the ones most needed. Enjoy!

EDIT: Balls. Forgot to do the M1918.

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Best not to pull resources

Best not to pull resources out of your \Data folder, keep a separate copy with all needed resources and update that as you are working on things. I made that mistake when I started working on EVE originally. Also the EDIT resource script can't really be trusted so don't use that.

 

 

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I am updating from 12/24

I am updating from 12/24 version to 1/1 version. Will be using MO and.....can I keep older ESM and only overwrite new assets via MO?

AMD FX6100 OC to 3.42 / Sandisk SSD240G /GTX960 2G /16GB system ram DDR3 /

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Everything should work fine

Everything should work fine aside from mismatching models. The newest version has an extended mag model for the FAL in place of the skeletal stock model, while the older had a skeletal stock that did absolutely nothing. Another problem is you might have red exclamation marks when applying certain mods to the AC-556, as the newer version has different file names and un-merged materials. It would probably be better just to update.

And I agree Roy. I have been trying my best not to have to use the GECK to require any merge-work, so I have been using FNVEdit a lot more and doing work within it. I wanted to make a MCM menu for the cut lists I made (Oasis, Vault 101, and some others) so you have the option to toggle them that game. Have yet to try it.

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precise, did you added this

precise, did you added this patch?

http://www.nexusmods.com/newvegas/mods/56609

 

it fixes the G11 scope and the vindicator and L30 mesh and sound problems

 

 

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The .223 pistol mk1 (the

The .223 pistol mk1 (the blade runner look alike) and the M60 have wrong textures, I have fixed it on my end bud don't want to step on any toes by just posting it, pm me if you want me to send them to you. I just fix these as I come across them.

Speaking of stepping on toes, I just read the description, you don't have to worry about contacting toxa or his being banned on the nexus - those weapons by him are as far as i know the weapons from S.T.A.L.K.E.R. games, whose developer are ok with using their resources elsewhere as long as credited. (I "fixed" the M60 by copying the original textures off stalker and creating mipmaps for them.

Kill me again or take me as I am, for I shall not change.

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There's other bugs too, the

There's other bugs too, the RPG-7 has the wrong ammo list, the AK112 spawns with the wrong ammo, and quite many of the WithAmmo lists need fixed. The BAR has no repair list either.

Probably something else I'm missing too... Oh yes Vendors not selling .32 ammo.

 

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In my game i have found two

In my game i have found two types of .32 ammo. One that comes in sparing amounts can be used by the .32 weapons. The other type is plentiful and can't be used by anything or used in ammo recipes.

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I have to wonder - so are

I have to wonder - so are there functioning patches for CFW and Project Nevada?

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Placeholder
Hi all,   I have encountered a few minor issues related to weapon use among NPCs and mutants.  I first noticed this issue when I entered Megaton for the first time and was approached by Sheriff Lucas Simms.  Simms was not equipped with a rifle.  I shot Simms just to see his inventory and he had an AK-112 5mm (I'm using CFW-TTW), and 5.56 rounds.  Later in the minefield, Arkansas wasn't shooting, either at the cars to cause the explosion or at me in plain sight.  He did throw bobombs though.  I killed him and he was armed with a MSG1 rifle, but he had no ammo of any kind.   I also noticed an issue with a handful of super mutants who ended up being armed with a Ruger ACR 5.56.  They will charge and attempt to melee, but they will not equip and shoot their weapon.  I haven't noticed super mutants have issues with other weapons including the assault rifle, which I read has been a problem for others.   I originally used LOOT to sort my load order and then created a merged patch using FNVedit.  Once I started having the weapon issues, I tried to resort a few pluggins according to the load order advice posted on this site.  I moved the compatibility patches all to the bottom and re-created a merged patch.  I got into FNVedit and tried to find out what's going on but I'm new to modding and I haven't gotten very far.  I found SupermutantWeapons under FormID List, the merged patch appears to bring all weapons from the various pluggins together, but I do not see Ruger ACR 5.56 included.     I found Lucas Simms and Arksanas and tried to follow their level list through but I thought maybe I should ask for help before I mess something up.   Aside from those minor issues with the weapons, I have had great stability while playing about 12 hours with only 2 CTDs, which both occurred when I encountered a BOS patrol near the supermarket.  I approached the BOS leader after they killed a bunch of raiders and when I tried to talk the game crashed.  It worked fine after I loaded the game again.  I had issues with BOS patrols when I modded Fallout 3 so I may not use that pluggin if it happens again.  As far as the crashes that's nothing compared to my Fallout 3 mods, I used to think it was a miracle if I got through an hour without a single CTD.   I love TTW.  I haven't had this much fun gaming in years.  Thank you everyone who had a hand in putting TTW together.  I tried to search the forums to see if anybody else has had this issue, I didn't find anything exactly like this, so I'm convinced I did something wrong.  Any help or advice is greatly appreciated.   Please let me know if any other information is needed.     System Info:   Intel I7 920 2.67 GHz, 9GB Ram, Vista 64x   Using FOMOD, NVSE, FNVedit, stutter remover.  Both FO3 GOTY and FNV Ultimate were purchased on Steam.     Thanks.  

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These are known bugs and will

These are known bugs and will be fixed in the next version.

The AK112 uses 5mm ammo not 5.56 so it spawns with incorrect ammo type.

You are correct the 5.56 is not in the super mutants weapon list.

There is no MSG1 , so not where that came from.

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Thanks for responding.  I'm

Thanks for responding.  I'm sorry about the typo.  I originally thought it was a PSG-1 from seeing it on Rainbow Six years ago.  When I opened the game back up and saw it was an MSG I tried to correct it but left the 1.  I meant to say the MSG/90 Rifle (.308).  I think the issue with Arkansas in the Minefield is that he had no .308 ammo.

On the Ruger, is the issue that super mutants shouldn't spawn with a Ruger, or that it needs to be added to the Supermutant formlist?  I'm just trying to understand a little more about modding.

Thanks

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I added the ruger, the m1

I added the ruger, the m1 garand, the .32 hunting rifle and the AK112 to the supermutant lists. I fixed it to have 5mm ammo like it should too. I also fixed the RPG to use rockets instead of missiles. I also did check the MSG and it spawns with .308 ammo as it should... so I don't know why Arkansas wouldn't have any, especially since there is some saying laying out for him to take too.

The reason we havent released an update is because plum did a whole lot of work on the mod, but he disappeared again... and I don't want to duplicate work.

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For those that liked the FO3

For those that liked the FO3/FNV versions for the page having the item codes

 

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"Sanity? Sorry, but I don't remember having such a useless thing in the first place."

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cds29 wrote:

cds29 wrote:

 

In my game i have found two types of .32 ammo. One that comes in sparing amounts can be used by the .32 weapons. The other type is plentiful and can't be used by anything or used in ammo recipes.

 

I've been having this exact issue, along with another issue of weightless Energy Weapons ammo in hardcore mode. I'm unsure if the latter issue is caused by this mod, but I still need help with the former.

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Replied in your other thread.

Replied in your other thread.

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Hotfix uploaded to correct

Hotfix uploaded to correct issues with lists, ammo, ammo weight, and some other misc stuff.

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Not sure if this should go

Not sure if this should go here or the PNV post (or the compatibility post), my apologies if it should be else where but is there any "easy" way to replace either the 2mm Electronic Cartridge (from CFW) or the 2mm EC (from PNV) so there is just one type of 2mm ammo?

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Yup, we'll address that later

Yup, we'll address that later when the update comes out.

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Hey Roy, I tried to use the

Hey Roy, I tried to use the PN patch on the original mod page, but it needs the CFWNV.esp as a master. Is there a way to fix it in FNVEdit, or are you already making a patch for the 2mm ammo problem?

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We'll be making patches for

We'll be making patches for PN.

 

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So, I picked up an AK 112

So, I picked up an AK 112 only to find out that it uses the Chinese Assault Rifle model, but with severe model errors. Also, the Ruger AC 556 has weird clipping textures in first person. Thought I should let you know.

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AK112 seems to work ok here.

AK112 seems to work ok here.

We did make the assets, and yes some of them aren't great. Make better ones and we'll replace them ;)

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Sorry, probably something on

Sorry, probably something on my end then. I'll check it in the geck.

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I'd greatly recommend

I greatly recommend installing these animations alongside this:

https://taleoftwowastelands.com/content/wip-super-mutant-animation-expan...

Hitman has added support for almost all the rifle animations in this game so supermutants can use them. So if supermutants aren't using any weapons and are punching you it's recommended you install them.

Just thought I'd add that in here, since people are saying the M1 Garand isn't working for supermutants.

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The Garand wasn't working

The Garand wasn't working because it was missing from the super mutant weapons list, as well as a few others.

 

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I think I'll wait for the PN

I think I'll wait for the PN patch if there are other incompatibilities besides ammo, but this looks good and I am looking forward to trying it out!"

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There is other news lately

There is other news lately too.

ryss5an has given me permission to use his classic 10mm pistol and 10mm smg (auto pistol) in it as well as his classic DKS-501 if I want. Z06Frank also made a nice G11 mesh which is better, just need to get a couple more mods on it and a G11E variant.

We also removed the .223 pistol because that's what That Gun is, and it was ugly as sin anyways.

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I have 2 different versions

I have 2 different versions of the Hunting Rifle. The .308 version from TTW and the .32 version from this. Is this normal?

Lucent ENB for TTW

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