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deadboy
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If you are playing with Mod

If you are playing with Mod Org you may need to make sure the config folder from your OverWrite gets moved to the MMM folder. Otherwise it will get wiped every time you restart the game

deadboy
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Posted the MMM-TTW Rep patch

Posted the MMM-TTW Rep patch here rather than just in the compat thread so as it would be more quickly found by a new user.

Runnerblank
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deadboy wrote:

deadboy wrote:

 

If you are playing with Mod Org you may need to make sure the config folder from your OverWrite gets moved to the MMM folder. Otherwise it will get wiped every time you restart the game

I changed the ini under Data\Config in the Mod (using Explorer) and in the Data panel of the right side of MO. I even made a separate mod to apply the ini so that it would load last. I never could get it to load my ini. And MMMzIncreasedSpawnsMax=5.0000 is bad news at the Dunwich Building. Finally had to remove it. Going to try to put the MMM.ini file in the actual Fallout New Vegas game folder \Data\Config and see if that helps.

Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

RoyBatty
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+1 for sound fixes, thanks

+1 for sound fixes, thanks Hitman.

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Not sure if this was asked

Not sure if this was asked before but not going to be arsed to check...will you ever try adding Mart's Mutant Mod to the Mojave Wasteland level lists? Would like to see them in New Vegas as well. 

Let us Hunt those who have Fallen to Darkness...

deadboy
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I have some thoughts about

I have some thoughts about perhaps making an esp add on to this mod that would add MMM function to the west, but I need to make a couple adjustments and I've got another project I'm trying to finish up first.

Fruckert
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I'm having trouble getting my
I'm having trouble getting my settings to save, too. I basically installed this for floaters and iguanas, and turned most other things off. It always ended up resetting them when I loaded the game back up. I noticed that there's a field in the ini called "presetcreated" that never got set to 1. Changing it to 1 got my monster settings to save, but now I'm having an issue where my increased spawn, ghoul recovery, and soft delevelling settings are being reset to some arbitrary values. 1-5, 70%, and 20% respectively. This doesn't happen on load, but after I play for a minute or so. It always ends up being changed back to those numbers for some reason. I don't use ModOrganizer.

And like, other stuff, I guess.

Computer Build

Fruckert
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I fixed the saving issue.

I fixed the saving issue. Made a little esp with the change so you can patch it over.

Basically, there was a missing line in saving the A settings.

I think I figured out why my other settings were changing, too, and it's user error. The dynamic player scaling setting was confusing me.

File Attachments: 

And like, other stuff, I guess.

Computer Build

Redisopel
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This is awesome!!! Works

This is awesome!!! Works great for me..... But I don't change any settings so.... Thanks Deadboy!... It would be awesome to see some added to Nevada!

bill
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So you got the iguanas in

So you got the iguanas in here, working and all?

The only reason why I'm installing this, for the most part, is to add the realistic immersion of the iguanas roaming around. And also the fireflies and creature variatuions

great job

 

That's not my real name...

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I have the same problem all

I have the same problem all the settings are reset and numbers go crazy.how i can fix it;; I don't use ModOrganizer.

deadboy
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This will be resolved,

This will be resolved, HOPEFULLY, within the next 30 minutes to an hour with a new version. Running a couple quick bug tests now.

 

EDIT: Beat the hour mark by an hour. YAY! No seppuku for me.

bill
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Oh, there's the mmmfix.esp!

Oh, there's the mmmfix.esp! Cool beans

I'v been looking for that and just happened to have stumbled upon it here!

I was looking for mmmfix.esm and alo the Project Nevada - All DLC.esp patch. Is there any place where it is archived and available for download? I can't seem to find it in the last hour I'v been looking.

That's not my real name...

Vector24
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I seem to be running into a

I seem to be running into a problem where the protectrons (one at least) added by Mart's is half-invisible? 


http://i.imgur.com/0Lgwyss.jpg

I've checked the esp and the meshes and textures. Everything seems to be in its proper place. Not exactly sure what's going on here.

RoyBatty
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Project Nevada - All DLC.esp

Project Nevada - All DLC.esp is part of Project Nevada Extra Options.

I don't think there is any mmmfix.esp in this nor is it needed?

deadboy
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bill wrote:

bill wrote:

Oh, there's the mmmfix.esp! Cool beans

I'v been looking for that and just happened to have stumbled upon it here!

I was looking for mmmfix.esm and alo the Project Nevada - All DLC.esp patch. Is there any place where it is archived and available for download? I can't seem to find it in the last hour I'v been looking.

There was very briefly a fix file posted but I removed it pretty quickly when I just folded the fixes in to the main ESM file.  I haven't heard anyone else having the protectron issue you're seeing. Post your load order and I'll see if I can see anything that might be fighting with it.

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I've been through FNVEdit and

I've been through FNVEdit and the only thing it was showing that touched the protectron records was the TTW MMM EVE Project Beauty patch, if that helps.

Load order:

http://textuploader.com/xn4l

RoyBatty
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Turn off transparency fix in

Turn off transparency fix in ENB, it will cause more issues than just that.

deadboy
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Are you using the most recent

Are you using the most recent version? If so then make sure there's not a vconfig folder in your Overwrite that's not getting changed.  I haven't heard of anyone having issues with it since the last update, which was a month or so back.

Vector24
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Thanks for the help guys,

Thanks for the help guys, disabling the transparency bugs in the ENB settings fixed it. I could've sworn I tested it with the ENB off entirely but I guess not. Is there a way to fix the transparency issues with ENB without using the fix transparaency bugs?

RoyBatty
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There's no transparency bugs

There's no transparency bugs in the game, it's just some nonsense in ENB leftover from Oblivion or something.

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I had a (probably dumb)

I had a (probably dumb) question in regards to using body replacers. I saw that someone had said you could make a merged patch or something to be make everything work well together but I've always been a bit hesitant and nervous to do that. I believe someone mentioned that you could just replace the files which I had attempted to do and then I got a few purple raiders. My question is, could someone tell me which files I should replace as I'm not confident that I wouldn't mess something up in trying to make a patch.

 

EDIT: Also feel like I should mention that in using the original mod, I had a bit of similar trouble but had managed to figure it out more or less. Unfortunately I cannot for the life of me remember what I did.

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It depends on the body mod.

It depends on the body mod. For breeze you install it after MMM and everything will be fine. For Roberts the upperbodymaleTAT1 - upperbodymaleTAT4 will have to be swapped out with the correct texture. A simple patch exists for type 3 on the fallout 3 nexus which will work.  

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I am having the same problem

I am having the same problem with the ini not saving.   I tried the manual saving and loading options in the preset menu but those don't seem to work either.

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So I recently installed MMM

So I recently installed MMM for TTW. It was the updated one with the MCM Config. For some reason,some enemy variations are invisible. I'm fighting an invisible mutant. Not only that,but there was an invisible protectron too. Can anyone point out what's happening?

coopmorgan
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Hey guys, i found out that

Hey guys, i found out that the MMM enemies sometimes wont spawn until i load the game, because when i load it they suddenly pop up, by the way i am using the european version of the game

deadboy
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What's actually happening is

What's actually happening is that when MMM is loaded it will periodically drop monsters on you.  Game load is one of those time it will do that.

deadboy
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Nelly01023 wrote:

Nelly01023 wrote:

 

So I recently installed MMM for TTW. It was the updated one with the MCM Config. For some reason,some enemy variations are invisible. I'm fighting an invisible mutant. Not only that,but there was an invisible protectron too. Can anyone point out what's happening?

If I had to guess I'd say that you're not using the latest version, which is unlikely since it's a couple months old at this point, or you need to make a merge patch to make sure that all the models are correct.

Gone
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the Mart's Mutant Mod TTW

the Mart's Mutant Mod TTW version will cause some texture problem with body mods (t6m type 3 roberts Breeze etc ...) http://www.nexusmods.com/fallout3/mods/9010/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D9010&pUp=1 This will fix the female raider

deadboy
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Did you make a merge patch to

Did you make a merge patch to attempt to correct the conflicts?

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I have a problem.

I have a problem.

My settings doesnt seem to save properly. They often change for no reason, especially the increased spawns which is a BIG problem for me. I cant play and use this mod like that. I read that this issue should be fixed in the last version but its obviously not. Makes no difference if I use Ini save or not.

Any fix for this problem? I did a merge patch.

 

[X] FalloutNV.esm [X] DeadMoney.esm [X] HonestHearts.esm [X] OldWorldBlues.esm [X] LonesomeRoad.esm [X] GunRunnersArsenal.esm [X] CaravanPack.esm [X] ClassicPack.esm [X] MercenaryPack.esm [X] TribalPack.esm [X] Fallout3.esm [X] Anchorage.esm [X] ThePitt.esm [X] BrokenSteel.esm [X] PointLookout.esm [X] Zeta.esm [X] TaleOfTwoWastelands.esm [X] TTWFixes.esm [X] Mart's Mutant Mod.esm [X] TTWInteriors_Core.esm [X] TTWInteriorsProject_Combo.esm [X] StreetLights.esm [X] TTWOptions.esp [X] TTW_StashPackOptions.esp [X] TTW_StartupMenu.esp [X] TTW_SpeechChecks.esp [X] TTW_OutcastTrading.esp [X] TTW_NoKarmaDCFollowers.esp [X] TTW_Reputation.esp [X] ttw_wildwasteland.esp [X] DarNifiedUINV.esp [X] The Mod Configuration Menu.esp [X] CASM with MCM.esp [X] Zan_AutoPurge_SmartAgro_NV.esp [X] Mart's Mutant Mod Merged Patch Helper.esp [X] MMM - TTW Reputation Patch.esp [X] EVE FNV - ALL DLC.esp [X] EVE - TTW Reputations.esp [X] TTW MMM + EVE.esp [X] WeaponModsExpanded.esp [X] WMX-ArenovalisTextures.esp [X] WMX-EVE.esp [X] ArmourRepairKits.esp [X] dD - Enhanced Blood Main NV.esp [X] PerkEveryLevel.esp [X] Sprint Mod.esp [X] pipboyx3.esp [X] MergedPatch.esp [X] TTW Realistic Wasteland Lighting - Enhanced.esp   Maybe forcing MMM to load the settings from the INI all the time would fix it already. Always when I click on Load INI the wanted values are there again. They only seem to reset when I wait for a long time like 72 hours. (Cell reset). No clue if the Cell is actually reset with the values I wanted or with the rediculous ones from MMM.   Man I really love this mod but its unplayable like that so I will wait until there is a fixed version here which maybe also covers the Mojave.
RoyBatty
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I thought that bug was

I thought that bug was squashed already.

 

deadboy
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I'm not getting it but I'll

I'm not getting it but I'll look at it again.

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Thanks a lot. Hope you can

Thanks a lot. Hope you can fix that pesky little bug once and for all.

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I have been using MMM TTW ed.

I have been using MMM TTW ed. for several weeks and do not have any issues with the ini resetting. In fact I broke my save, and had to re-validate some files from Steam and the ini settings remained as I set them 3 weeks ago. 

Untick the patch helper in your load and make sure that you followed the build instructions in the first post. Also check your three Fallout ini files and untick Read Only and see if that makes a difference.     

If Devil Bunny needs a Ham, so does the Glutton!

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Well, I dont know how long I

Well, I dont know how long I could play without the reset. I didnt check the settings all the time. After 15 hours of playing I just noticed that its reset and waiting for a long time makes it reset again. If I just load the settings and dont sleep or wait they doesnt seem to change. Strange thing.

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Attached is a MMM - HD

Attached is a MMM - HD Retexture pack. Every creature has a highres retex except:

  • Molerats
  • F3 Geckos
  • Wanamingos
  • Mirelurks
  • Robots
  • Floaters*

For all retextures I've either used free to use assets, or have gotten permission from the author of the asset. What this means is that some of these assets are not free to use in other projects, so don't ask. Additionally, if you can skin one of the above and would like to include it in this pack for the good of the community, please get in contact with me.

*TrickyVein is looking into reskinning this one.

Credits: macintroll, id2301, cancausecancer, sinvence, pogo29, KDStudios.

File Attachments: 

"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."

deadboy
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I can not properly express

I can not properly express how cool this is.  And the turnabout from the feeling of dread I had when I saw a new post (assuming it would be someone with a problem) only to have it wind up being something this cool is a-freaking-mazing.  I'm definitely going to have to see about reprioritizing the esp for dropping some of this stuff into the mojave.

bill
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You are missing the mmmfix

oops lol disregard / delete this post

O_o

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Hello all,

Hello all,

Having trouble with this despite following the merge patch instructions.

I have created a folder called MMM-TTW with the data files in (Including the HD pack above) and then I have exported to FOMOD.

I have activated the fomod.

When I load the game it hangs on the NCR Verteran Ranger screen.

I tried disabling the MMM.ESP as advised on page 1 with no luck.

Load Order:

FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
CaravanPack.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
TaleOfTwoWastelands.esm
Project Nevada - Core.esm
Project Nevada - Equipment.esm
Project Nevada - Cyberware.esp
Project Nevada - Rebalance.esp
AWorldOfPainFO3.esm
AWorldOfPain(Preview).esm
TTWInteriors_Core.esm
TTWInteriorsProject_Combo.esm
TTWInt_FollowerGoHome.esm
bittercup_comp.esp
Sydney Follower.esp
Mart's Mutant Mod.esm
Project Nevada - Honest Hearts.esp
Project Nevada - Old World Blues (No Cyberware).esp
Project Nevada - Dead Money.esp
Project Nevada - Lonesome Road.esp
Project Nevada - Gun Runners' Arsenal.esp
Project Nevada - TTW.esp
TTW_StashPackOptions.esp
TTW_SpeechChecks.esp
TTW_OutcastTrading.esp
TTW_Reputation.esp
DclawSanc test.esp
AWorldOfPain(Preview)TTW.esp
TTW_Companions_Essential.esp
TTW_NoKarmaDCFollowers.esp
Better Breaching.esp
More2Megaton.esp
TTW My Home Is Your Home.esp
ttw_-_barrelcrafting.esp
TTWOptions.esp
TTWIntMojaveExpressBoxes_Combo.esp
LFox Bottle That Water.esp
The Mod Configuration Menu.esp
TTW_NCR_Vault.esp
MojaveDelight.esp
LucyWestCompanion.esp
lucywesttweak.esp
FollowersReadyToFightTTW.esp
Sydney Follower - Load Order Fix.esp
sydney_follower_a55override.esp
CASM.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - Master Menu Module.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Natural Selection.esp
MMM - TTW Reputation Patch.esp

Total active plugins: 69
Total plugins: 77
 

CDTalmas
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If you have all those MMM esp

If you have all those MMM esp's down at the bottom, I don't believe you followed the directions. Also, merged patches.

deadboy
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CDTalmas wrote:

CDTalmas wrote:

If you have all those MMM esp's down at the bottom, I don't believe you followed the directions. Also, merged patches.

Exactly so.  ALL the ESM/ESP files that come with the original file from nexus need to be deleted.

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So... I do apologize but I am

So... I do apologize but I am not able to get mmm to work, I followed the instructions you gave us and I am still not getting it to work. Not sure what i'm doing wrong. It's not even showing up in my load order after I install and activate it.

RoyBatty
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*puts magical mind reader and

*puts magical mind reader and remote computer control harness on*

Darkpunk1
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Sorry, this is the most

Sorry, this is the most recent version of the compressed file i've been trying to use. I do apologize for being so vague about it, I'm just not certain how I would figure it out exactly.

deadboy
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Well, I can see from that

Well, I can see from that file that you didn't follow the instructions. It looks like you just randomly threw all the archives randomly into the same folder but didn't worry about the directory structure or deleting the old esp or esm files.

Badger118
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deadboy wrote:

deadboy wrote:

 

CDTalmas wrote:

If you have all those MMM esp's down at the bottom, I don't believe you followed the directions. Also, merged patches.

 

Exactly so.  ALL the ESM/ESP files that come with the original file from nexus need to be deleted.

 

Ah, I see where the problem the other poster and myself have encountered lies.

Current instructions say: "Extract MMM 1-RC61 and move the meshes, sounds and textures folders into the Data folder you created"

It might be wise to update the OP to say something along the lines of:

"Extract MMM 1-RC61. Move ONLY the meshes, sounds and textures folders into the Data folder you created. The other files are not required and are built in to the replacement .ESM"

CDTalmas
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Badger, that's rather self

Badger, that's rather self-explanatory and picking nits there. The instructions look completely readable and understandable already.

Anyhow, yes. JUST those aforementioned folders. You're building a mod by combining resources.

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Yes, it doesn't say move ALL

Yes, it doesn't say move ALL the files, it's rather specific about which folders already. Your reading comprehension level is not the mod authors responsibility, it's yours.

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How bad an idea would it be

How bad an idea would it be to use this with TTW 2.9?

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