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RoyBatty
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It works perfectly fine with

It works perfectly fine with 2.9.4

deadboy
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Awful?  Just kidding. It

Awful?  Just kidding. It works great with 2.9.x  Pretty much anything that says compat. with 2.4+ should work fine with any current version of TTW.  I just must not have updated that.  I'll do so now.

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Hello! First time posting

Hello! First time posting here. I have a problem with MMM, I followed the installation directions as told. But when I attempt starting up the game I am frozen on the loading screen with the NCR Vet Ranger and it never loads. But the moment I take it off the mod loads immediately! What could be the issue here? The other mods I have running are -

Taller DC Skyscrapers

Devastated City

Project Nevada

Powered Power Armor

Nevada Skies

 

Could any of these mods be caused a problem? Or? I'm not good with converting mods for TTW. Well, installing them at least. Using the latest build of TTW.

deadboy
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Well, I use PPA, Nevada Skies

Well, I use PPA, Nevada Skies, and Project Nevada in my current play through.  If you're hung up on the main menu I'd guess there's something with your load order but couldn't say what without seeing it.

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Well basically the game never

Well basically the game never loads up to the load screen. I waited up to around 15-20 minutes, and it would not load up to the main menu. I'd hear the music, and all. The game would also -never- crash. Despite this I'd have to manually force the game close with task manager because it'd just never load. The cursor would never appear and the main menu would not load up. I'd get up to the loading screen with the NCR Ranger and boom, nothing else would occur. Nothing.

 

The most I can do is launch it up again later, and do so when I have to do something for roughly 20-30 minutes.

 

Is there any ESP/ESMs you're not supposed to enable? MMM comes with like, 5-7 of them.

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Re-read the installation

Re-read the installation instructions in the OP Myxine. MMM should only have one file (two if using the reputation mod). There's a third there for making merged patch files but is by and large unnecessary.

Myxine
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Well that should in theory

Well that should in theory fix my problem, since I reinstalled it and only have the 3 ESP/ESMs now. The MMM ESM and then the Rep ESP and the Merge ESP. Though now I'm at the problem of having to figure out what in my new batch of files has been preventing me from starting. (I'm a glutton for pain, I know.) But thanks for highlighting that discrepancy for me!

 

While my troubles with MMM should be at an end, I'll leave my load order here if anyone happens to know if any of the mods here have trouble or whatnot. Thanks again regardless for the help! http://pastebin.com/J0ZGv4zK

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Yowza. One thing you have to

Yowza. One thing you have to remember about your load order... even unchecked files are STILL loaded to some degree, especially loose files. They should be uninstalled, not just unchecked.

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Good news! (For me at least.)

Good news! (For me at least.) I figured out the problem, it was more perks. Apparently LOOT didn't load up the crap packs properly. I readjusted their place in the load order and now everything is running smoothly. Can't wait to actually try these out finally!

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Ah yes, More Perks does have

Ah yes, More Perks does have a strange load order but it DOES work. Happy gaming. Let us know of any further problems. Also, if you haven't already, grab yourself NVAC and NVSR as well as the 4GBNV (and if you have some extra RAM to spare, look into the ENBoost feature).

deadboy
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Yeah, don't use LOOT.  It's

Yeah, don't use LOOT.  It's not as good for FNV as it is for Skyrim. And for TTW it's just terrible.

Myxine
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Unsure of what NVAC is,

Unsure of what NVAC is, chances are I have it. Same with NVSR.

I grabbed 4GB ages ago.

 

As this is directed towards Deadboy or whoever is most qualified-

Is there any intention to make compatibility patches for Momod and MMM? I tried running Momod and it crashes at menu, I read earlier in the thread that apparantly it should run fine, but others also had the same problem. So I might as well ask myself about it since from what I can see, Momod and MMM have no place being together at the moment, or rather..Momod and TTW.

paragonskeep
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http://www.nexusmods.com

If life is but a test, where's the damn answer key?!?!?

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Well damn, thanks for babying

Well damn, thanks for babying me here. I sincerely mean that! I did have both of these before I wiped my FNV file to install TTW, thanks to all for reminding me!

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Hey so when you install the

Hey so when you install the mod, the guide says to delete the spinebreaker files.  I did exactly that and never gave it anymore thought.  But I recently wandered into Old Olney and I've encountered something odd.  All of the deathclaws meshs and textures are missing.  Even tried spawning in some deathclaws to verify it.  

 

Are the spinebreaker files the meshes and textures for the deathclaws? If so why would you recommend deleting them if they are in fact responsible for the deathclaws?  

edit: After doing another reinstall, I've found out that the inclusion or exclusion of the spinebreaker files doesn't appear to affect deathclaws.  However running a MMMless save brings the Deathclaws back. 

RoyBatty
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The spinebreaker files are

The spinebreaker files are Super Mutants, and they'll cause issues with NV super mutants if they are left.

Are you using any texture packs that change the Deathclaws?

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Also, are you using the HD

Also, are you using the HD Texture package?

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Diablo Cow wrote:

Diablo Cow wrote:

 

Hey so when you install the mod, the guide says to delete the spinebreaker files.  I did exactly that and never gave it anymore thought.  But I recently wandered into Old Olney and I've encountered something odd.  All of the deathclaws meshs and textures are missing.  Even tried spawning in some deathclaws to verify it.  

 

Are the spinebreaker files the meshes and textures for the deathclaws? If so why would you recommend deleting them if they are in fact responsible for the deathclaws?  

edit: After doing another reinstall, I've found out that the inclusion or exclusion of the spinebreaker files doesn't appear to affect deathclaws.  However running a MMMless save brings the Deathclaws back. 

 

Had exatly the same problem so i checked the esm in FNVEdit and most of the deathclaws seem to have a file pointing to Creatures\DeathClaw\MMM_Skeleton.nif which doesn't seem to exist in downloaded assets. I even downloaded r5 to check if it was present there and it is not.

Anyway, you can either fix it by editing most deathclaw entries through FNVedit to Creatures\DeathClaw\Skeleton.nif instead of the latter OR the lazy faster way is to just unpack the vanilla deathclaws skeleton.nif file and rename it to MMM_Skeleton.nif 

Fixed the deathclaws for me.

Thank you for upkeeping this mod deadboy !

RoyBatty
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You guys didn't install it

You guys didn't install it correctly. The download here needs to go with the official assets and the original supermutant nif's need to be deleted.

 

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Ominus is right, though. The

Ominus is right, though. The TTW MMM esm points to creatures\deathclaw\MMM_skeleton.nif, which isn't there. The "vanilla" MMM esm points to Creatures\DeathClaw\Skeleton.nif

»You're no match for science!« Doctor Mobius

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Thats the thing, i went and

Thats the thing, i went and reinstalled it three times, following the instructions. Every other mob added worked perfectly fine, even the baby deathclaws, only problem was with the adult deathclaws.

Just to make 100% sure i did it right here are the steps i took.

1. Downloaded Marts Mutant Mod 1-RC6.1 and extracted the "meshes", "sound" and "textures" folder to a new folder i named data.

2. went and deleted the spinebraker nifs

3.downloaded Martigan's Mutant Mod w/MCM for TTW v2.9.0 and extracted "fomod" folder and the esps and esm into same folder as the resources.

4. deleted "Mart's Mutant Mod Merged Patch Helper.esp" since i didn't need it.

5. Ziped up the folder and loaded it into FOMM and enabled.

6. optimized load order, started up the game and started a new game

 

Did i miss anything?

 

RoyBatty
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I really don't know what you

I really don't know what you guys are doing wrong.

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They are in neither Marts

They are in neither Marts Mutant Mod 1-RC61-3211.7z nor Marts Mutant Mod 1-RC61 FOMOD Ready-3211.7z for me (both from Nexus):


»You're no match for science!« Doctor Mobius

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That file is not present in

That file is not present in the nexus link download :S

 

Edit: ninja'd FFFF

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Also, here's the result

Also, here's the result ingame:


»You're no match for science!« Doctor Mobius

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There were some resource

There were some resource files I forgot were part of the original package when I uploaded the most recent version. grab it again and drop it in on top of your current install of MMM.

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That was quick. Awesome,

That was quick. Awesome, thanks!

»You're no match for science!« Doctor Mobius

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One really minor issue with

One really minor issue with the installer: you can't uncheck the optional reputation esp during the install.

»You're no match for science!« Doctor Mobius

RoyBatty
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hrm I will check that out, I

hrm I will check that out, I'm new to making fomod scripts and I'm bound to make such mistakes. :D

Sorry about the files, it was a lack of communication between us.

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With the new update, the

With the new update, the problem has been fixed on my end ^_^ thanks for the quick fix

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Arkngt wrote:

Arkngt wrote:

One really minor issue with the installer: you can't uncheck the optional reputation esp during the install.

I can verify this. It tells me I must select one pluggin from this group. Since the TTW Reputation Patch is the only item showing and it is checked it will not allow you to uncheck it.

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I'm fairly new to using mods

I'm fairly new to using mods on Bethesda games so please bear with me. I'm having some texture issues with Raiders. Earlier in the thread someone said if you are using custom texture / mesh packs then you may have to create a merged patch. Is there a tutorial somewhere for doing this and can you point me in the right direction?

I'm vaguely familiar with using Wrye Bash to make a bashed patch but I can't figure out how to use it to force this mod to use my modified textures (or even if I'm supposed to be using that tool to do this.)

I'm using Breeze's bodies for males and Beware of Girl Type 3 bodies for females. I'm also using EVE.

Thank you guys for all the hard work that has gone into TTW and the conversions and mods for it. I didn't even know it existed until this past May and playing Fallout with TTW has been a real blast. :D

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For the females you need

For the females you need Alternate Female Raider Skins (both variants if using MMM). Not sure about Breeze's as I seldom use it, but I think it has MMM textures included in its FOMM installer if I remember correctly (well, that's obviously in its FO3 version if so).

»You're no match for science!« Doctor Mobius

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Thanks for the reply.

Thanks for the reply.

The Female skins you linked worked perfectly. I reinstalled Breeze's and it saw MMM and installed the correct raider skins so they are showing up too. The males still have pink heads though. I'm not sure what's causing that so I'll have mess around with things.

Thanks again :D

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Just an update. I got the

Just an update. I got the pink heads fixed. Mostly it was that I didn't follow the directions :P

I deactivated my body mods in FOMM, installed MMM following the instructions in the first post precisely, then reactivated the body mods. The Raider textures for Breeze's apparently only install if you run the Breeze FO3 installer after MMM is installed. A box pops up saying it detected MMM and proceeds to install the male raider textures.

Everything is working peachy now. :D

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I want to be able to increase

d

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Any more than that and the AI

Any more than that and the AI can't handle it. The extra creatures will just be frozen and do nothing.

Arkngt
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cohfan5 wrote:

cohfan5 wrote:

Edit: Also, this only works with a new game save :( very frustrating.

If you mean MMM with "this", it works when added to an ongoing game as well, you just have to wait until a cell reset. Add the mod, edit the settings as you want them in MCM, wait 4 days in a secluded cell, such as the player home. That goes for when changing spawn rates etc. as well - and for other mods that add stuff to the leveled lists etc. (The cells reset after 72 hours so waiting 4 days ensures that they are reset.)

»You're no match for science!« Doctor Mobius

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cohfan5 wrote:

cohfan5 wrote:

 

I want to be able to increase spawns higher than 6 without having to go into NVEdit/global. Is there a way to increase the cap for MCM.

 

Edit: Also, this only works with a new game save :( very frustrating.

 

Yeah, it'll add to any game.  And increasing it beyond 6 gets wonky for the AI as well as the impact that can have in a smaller, interior cell is WAY different than an exterior cell so...

 

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Arkngt, I wish it were that

e

cohfan5
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Whenever I had an issue with

l

cohfan5
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So, I spent a few hours

e

deadboy
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My suggestion would be to

My suggestion would be to learn MCM scripting

cohfan5
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So I got the MMM.esm opened

t

cohfan5
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I THINK I found the correct

e

deadboy
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You've been told to NOT do it

You've been told to NOT do it because the engine doesn't handle it.  That's a lot of help that you're not accepting.

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yeah... You can't really edit

yeah... You can't really edit an esm with notepad.

"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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I'm not trying to be

d


 

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oh, I gotta use Geck! Thanks

e

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Over 12 hours working on this

l

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