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anstand
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Are you planning to add some

Are there any plans to add some recipes (cooked boar meat for example) and make some adjustments to the food which you can gather from the MMM creatures?

Since the MMM food is way too good if you compare it to the normal food which Roy toned down with his TTW Project Nevada conversion.

deadboy
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I had thought about it when I

I had thought about it when I was reworking it.  I think at the time there was talk about another mod that was coming soon that would make it un-important.  That mod never came out, and I honestly don't even remember what it was now.  

PPA is pretty much done. I was thinking of going back to Moira and releasing the 2.0 version now.  Maybe I'll set that back and revisit the weird INI problems some people have. While I do that, maybe I can look at recipe stuff for the boars and deathclaws and what not.

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Just wondering, is the

Just wondering, is the version available in the OP here the most up to date version? Because I have the same issue as the person in this thread:

https://taleoftwowastelands.com/content/solved-missing-meshes-mmms-death...

and yet downloading this version here did not help. Any advice? Thanks.

deadboy
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Post your load order?

Post your load order?

RoyBatty
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Probably you didn't follow

Probably you didn't follow the installation instructions.

deadboy
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My thought was, did he

My thought was, did he download the original mod with all the resources? Are you using the HD pack? is there a replacer somewhere?

The message he referenced shows that using this version solved the issue so...

Vid
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Sorry, I did follow your

Sorry, I did follow your installation instructions in the OP. I already also tried uninstalling the mod and reinstalling it using the instructions again, but it didn't help.

What HD pack do you mean? Like an official one? Does that matter? Are there replacers or other mods that would conflict? The only mod I have that affects creatures is PN, everything else is just like weapons and lighting and stuff.

Lyndi
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1) He means the HD creature

1) He means the HD creature texture pack posted by TJ in this very thread. https://taleoftwowastelands.com/comment/40122#comment-40122

2) There could be another mod interfering or something might be out of place in your load order and that's why they ask people to post it.

deadboy
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I mean the HD pack listed in

I mean the HD pack listed in the OP. And if I am going to help you I need more information. Specifically the standard information that is always asked for.

  • load order linked from pastebin.com or some other similar service
  • specific details on the problem. In this case that would mean specifically:
    • base form of creatures you aren't getting (by going in console mode, clicking the thing, and typing GBO)
  • And DETAILS you can give to help me fix YOUR problem

No one else that's installed this correctly is getting this problem. That tends to point to it being something you've done either incorrectly or added that's conflicting.  I can't answer every possible mod that could conflict. And I can't assume you know which mods will and won't conflict.  

I NEED details to try helping you with this.

RoyBatty
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If I have to hazard a guess,

If I have to hazard a guess, it's because there was a change in how Windows Explorer works and folders are *overwritten* by default now instead of the old *merging* behavior that was the norm for 15+ years. So it's likely when you put the new meshes in, it deleted the other meshes.

fallout3123
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i experienced a problem with

i experienced a problem with the mod when entering the talon company warehouse and going underground i believe this has to also do with the fo3awop but the daethclaw boss called ironclaw wont attack me unless i disable mmm so if there is an incompatibility there could you fix it? The only mods i had enabled were fo3awop and mmm...

RoyBatty
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I've not had this issue but I

I've not had this issue but I'll look into it.

deadboy
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You're going to need to post

You're going to need to post a load order. These don't conflict and Roy isn't having that issue.

RoyBatty
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I looked into this, not

I looked into this, not having the issue. Make sure MMM is before AWOPFO3 in your load order.

fallout3123
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ok this is my load order and

ok this is my load order and mods maybe if you guys could tell me if any of this dont work together cuase i got a ctd for some reason?

 

 0  FalloutNV.esm  1  DeadMoney.esm  2  HonestHearts.esm  3  OldWorldBlues.esm  4  LonesomeRoad.esm  5  GunRunnersArsenal.esm  6  CaravanPack.esm  7  ClassicPack.esm  8  MercenaryPack.esm  9  TribalPack.esm 10  Fallout3.esm 11  Anchorage.esm 12  ThePitt.esm 13  BrokenSteel.esm 14  PointLookout.esm 15  Zeta.esm 16 TaleOfTwoWastelands.esm 17 TTWInteriors_Core.esm 18 TTWInteriorsProject_Combo.esm 19 AWorldOfPain(Preview).esm 20 AWOPDeadMoney.esm 21 AWorldOfPainFO3.esm 22 NevadaSkies.esm 23 Mart's Mutant Mod.esm 24 IWS-Core.esm 25 CFWTTW.esm 26 Project Nevada - Core.esm 27 Project Nevada - Rebalance.esp 28 Project Nevada - Cyberware.esp 29 Project Nevada - Dead Money.esp 30 Project Nevada - Honest Hearts.esp 31 Project Nevada - Old World Blues.esp 32 Project Nevada - Lonesome Road.esp 33 Project Nevada - Gun Runners' Arsenal.esp 34 The Mod Configuration Menu.esp 35 TTW_StashPackOptions.esp 36 TTW_SpeechChecks.esp 37 IWS-Core-Patrols.esp 38 IWS-Core-Guards.esp 39 IWS-Core-Civilians.esp 40 IWS-DM.esp 41 IWS-HH.esp 42 IWS-OWB.esp 43 IWS-LR.esp 44 Owned!.esp 45 populatedcasino.esp 46 outsidebets.esp 47 Busworld.esp 48 MTC Wasteland Travellers.esp 49 TTWOptions.esp 50 TTW_Reputation.esp 51 More Perks.esp 52 TTW_NoKarmaDCFollowers.esp 53 New Vegas Trade Center.esp 54 TTW Perk Overhaul.esp 55 AWOPDeadMoneyVendorPatch.esp 56 TTW_Roleplay Start.esp 57 TTW_AnchorageCustomization.esp 58 MTC Wasteland Travellers (Optional)- Crowded Cities.esp 59 NevadaSkies - Brighter Nights.esp 60 CAGE 1.9.3.2.esp 61 TTW_OutcastTrading.esp 62 NevadaSkies - TTW Edition.esp 63 MMM - TTW Reputation Patch.esp 64 Mart's Mutant Mod Merged Patch Helper.esp 65 Project Nevada - TTW Vision Patch.esp 66 merged patch.esp      

 

also for some reason when i installed ttw there was no maintitle music for the main menu playing?        

Lyndi
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First you need to go through

First you need to go through this thread: https://taleoftwowastelands.com/content/load-order-general-guide and organize your load order because it really needs to be rearranged. Make sure when you install a mod you actually read the directions as well. Reading directions would've prevented the most obvious error in your load order, Nevada Skies. It needs to be dead last in the esm list and the fixed TTW esp from the TTW FAQ page should be loading last in your esp list.

A correct load order can solve quite a few problems.

You should also consider exporting your load order as a text document and upload it so it's easier to read.

fallout3123
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is the ttw fix plugin

is the ttw fix plugin necessary?

also what about the maintitle music problem? could that be mod related?

deadboy
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You'll want to make a merged

You'll want to make a merged patch. Also, the TTW Rep fix should be AFTER the merge patch helper, if you opt not to make a merge patch and then scrap that particular file.

RoyBatty
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Load order is wrong, IWS is a

Load order is wrong, IWS is a crash fest.

anstand
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Is it normal that sometimes

Is it normal that sometimes enemies don't spawn on a certain spot unless you save your game and reload it?

These spots also tend to crash my game from time to time. Happened to me three times already.

First time in the church area near Arefu where you can rescue a prisoner in said church (no super mutants, crash, reloaded, two super mutants and one abomination spawned right next to me).

Second time near the Army truck near Vault 101. No Mister Gutsy and immediate crash after heading north east.

Third time near the Anchorage War Memorial where you can rescue another prisoner in a tent (no super mutants and no mirelurks until reload). No crash though.

 

 

deadboy
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It's not "normal that

It's not "normal that sometimes enemies don't spawn on a certain spot unless you save your game and reload it"

What's normal is that when you load there's a chance that if you're in an area where MMM will spawn new stuff that you'll get an encounter.

 

EDIT: No... that is not normal. Please post a load order so I can attempt to help you with your issue.

anstand
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I checked every plugin in

I checked every plugin in FNVEdit and got no relevant warnings.

MergedFixex2 consists of

 OWB Sonic Emmiter Fix.esp
  DeadMoneyFemaleTuxedo.esp
  ExtendedDialogueVulpes.esp
  DeanTurnaround.esp
  RESIDENT EVIL PACKNV.esp
  dotw_-_nv.esp
  Centered 3rd Person Camera - Unraised.esp
  Poisoned Darts.esp
  Loot the paralyzed.esp
  Reuse Needles.esp
  Reload Speed Game Start Fix.esp
  UnconsciousLooting.esp
  Vault_34_better_reactor.esp
 

Also, only exterior crashes. Not even one in interiors.

And like I said, every time I crashed and reloaded my game the game often spawned monsters right next to me or to some location not far from my standpoint which I have not seen before the crash. And since only MMM fiddles with the spawn points I suspect that MMM is the culprit.

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deadboy
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Loading ONLY MMM and TTW will

Loading ONLY MMM and TTW will potentially cause spawns to appear.  Are you using NVAC and/or NVSE as well? Have you looked at the logs? You're running 90+ mods so it's getting to the point where it' can get sketchy.

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NVAC, yes.

NVAC, yes.

And RoyBatty's NVSR for i5+ cpus.

And which .logs exactly?

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Ok this is my latest load

Ok this is my latest load order i did what you guys said but i still get the issue im not using ttw fixes cause then i would have to start a new game if you see anything wrong please tell me...

Also will mmm increased spawns work in new vegas too and do i need the project nevada dlc plugins for the project nevada vision patch form here if anyone here would tell me please?

https://taleoftwowastelands.com/content/project-nevada-patch

i know theres abetter patch with the extra plugins but i dont want it at the moment...

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fallout3123
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Also i disabled and enabled

Also i disabled and enabled project nevada and mmm quite a few times in my saved games i was wondering if that messes with the saves in a negative way or if my saves are still good?

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Getting the following crash

Getting the following crash in Wrye Bash (307.0) using this when trying to import factions into the Bashed Patch (per LOOT keywords):


Dumping: BloatflyFaction 596125 <bash.brec.MelStructs instance at 0x02D0B648>
> header: <bash.game.falloutnv.records.RecordHeader object at 0x0B688C30>
> recType: 'FACT'
> fid: 596125L
> flags1: <bash.bolt.Flags object at 0x0A055830>
> size: 199
> flags2: 0
> changed: True
> subrecords: None
> data: None
> inName: bolt.Path(u"Mart's Mutant Mod.esm")
> longFids: False
> eid: u'BloatflyFaction'
> full: u'Bloatfly Faction'
> relations: [<bash.brec.MelObject object at 0x11CCD3F0>, <bash.brec.MelObject object at 0x0A68FD10>, <bash.brec.MelObject object at 0x0A3F7690>, <bash.brec.MelObject object at 0x0A3F7B70>, <bash.brec.MelObject object at 0x0A3F7830>, <bash.brec.MelObject object at 0x0B49BD50>, <bash.brec.MelObject object at 0x0B40D810>, <bash.brec.MelObject object at 0x0B40D170>, <bash.brec.MelObject object at 0x0DC1E430>, <bash.brec.MelObject object at 0x0DC1ED10>, <bash.brec.MelObject object at 0x0DC1E310>, <bash.brec.MelObject object at 0x0DC1E290>, <bash.brec.MelObject object at 0x0DC1EA90>, <bash.brec.MelObject object at 0x0DC1E390>, <bash.brec.MelObject object at 0x0DC1E890>, <bash.brec.MelObject object at 0x0DC1E830>, <bash.brec.MelObject object at 0x0DC1E350>]
> flags: <bash.bolt.Flags object at 0x0C5A7A50>
> flagsFact: 0
> unknown: '\x00\x00'
> crimeGoldMultiplier: None
> ranks: []
> reputation: None
Traceback (most recent call last):
  File "bash\balt.pyo", line 1784, in _conversation_wrapper
  File "bash\basher\patcher_dialog.pyo", line 224, in Execute
  File "bash\bosh.pyo", line 530, in safeSave
  File "bash\bosh.pyo", line 550, in save
  File "bash\record_groups.pyo", line 204, in dump
  File "bash\record_groups.pyo", line 194, in getSize
  File "bash\record_groups.pyo", line 194, in <genexpr>
  File "bash\brec.pyo", line 1595, in getSize
  File "bash\brec.pyo", line 1686, in dumpData
  File "bash\brec.pyo", line 1263, in dumpData
  File "bash\brec.pyo", line 1045, in dumpData
  File "bash\brec.pyo", line 982, in dumpData
AttributeError: 'MelObject' object has no attribute 'groupCombatReaction'
 


I had a look in FNVEdit - there were a few missing XNAM-Relation entries in MMM, so I pulled them over from the TaleOfTwoWastelands.esm, but that hasn't helped.

deadboy
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I don't use bash. Couldn't

I don't use bash. Couldn't begin to,tell you what that means.

RoyBatty
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Means bug in bash. You should

Means bug in bash. You should be using Wrye Flash with New Vegas.

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Sorry to bother you folks,

Sorry to bother you folks, but how hard would it be to change the files in this to work solely with Fallout New Vegas itself? I want to play with this mod, but my current machine can't handle TTW all too well. So how would it be done?

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TTW MMM doesn't affect Mojave

TTW MMM doesn't affect Mojave at all, so that would pretty much mean making a completely new MMM version.

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

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There is a WIP plugin to
There is a WIP plugin to bring spawns to the mojave.

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First of all I'd like to

First of all I'd like to thank everyone for this amazing project. I appreciate all your guys hard work. I made an account to post about my invisible creatures. Once I uninstall MMM all the monsters are fixed and aren't invisible. Not sure what the issue is. I've got it to run previously but unfortunately I can't get it to work. I'll post my screenshot as soon as I'm at my computer. I've searched Google and found a few occurqnces of the issue I have but they haven't done anything. I'll retry the install again. I'm assuming missing textures ? Not sure. I'd appreciate any help.

Edit: I ended up installing the HD Textures and it fixed everything. Incase anyone else had this problem. Just install the HD Textures. I figured the textures were optional. 

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Hey there, having a problem

Hey there, having a problem with MMM. I did the installation required, back the files into an archive and deleted what it said. But for some reason I have partially invisible protectrons, my load order as well as images of my problem are attached below. 

 

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AlexFroe
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This is a known issue for

This is a known issue for some ENB presets. You can try to toggle the setting FixTransparencyBugs in your ENB configuration and see if it helps.

RoyBatty
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Yep it's transparancy bugs

Yep it's transparancy bugs setting, which should not be enabled.

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Was there ever a definite fix

Was there ever a definite fix for the ini changing bug?

RoyBatty
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I don't get this bug. So I

I don't get this bug. So I believe he fixed it.

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Everything else saves except

Everything else saves except for the spawning rates. It also only seems to happen whenever I wait.

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That's doesn't happen for me

That's doesn't happen for me either, odd. I certainly had issues early on, think I was one of the first to report the issue.

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Hmm, once I turned off

Hmm, once I turned off Dynamic Player Scaling and Soft Unleveling my settings stopped changing.

I'll try turning each one on separately and report back my findings..

Narrowed it down to DPS, once I turn that on it messes up my settings. Anyone that had that problem try turning off DPS. Soft Unleveling seems to work just fine though.

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Hi everyone! I'd like to say

Hi everyone! I'd like to say thanks for TTW! It seems to be a very well thought out conversion and most of what I've tested so far seems to work great! I would highly recommend it for anyone wanting to play F03 (it's more stable this way). I am having a few problems I'm attempting to work out, one is with MMM saving the INI settings. It seems to "lose" a few of the MCM settings, or not use what MCM settings are being shown (the script is seeing something different that what the MCM shows?, if it's using scripting to spawn creatures). I'm using Mod Organizer and my current load is attached.

1) When changing the MMM options in the MCM I set unleveling to 12% and levels to 5, the ghoul rise chance is set to 50%. After exiting the MCM and going back in to check the options, they're set to 14%, 6 and 55%. Reseting the inis, saving the new changes to both A and B, moving the "Config" folder from the overwrite folder to the MCM Config sub folder doesn't seem to help. The odd part is, it's only MMM that seems to be losing it's "settings", but from the MCM's point of view, only 3 settings are being changed/reverted. It seems to happen when I exit the MCM then go back in. While changing other options in the MCM for other mods, the settings seem to remain.

2) When I'm using the left mouse button to fire, and the right mouse button to scope in, randomly, it seems to only fire on the second click, then suddenly minimizes the FNV window (like the mouse clicks are being sent elsewhere, other than the FNV game). I can unminimize the window and continue and it's back to normal.  Not sure if this one has come up before or it's something I mightv'e done on my end.

Thanks again for TTW and the conversions! You guys did a great job!

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RoyBatty
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The problem was solved and is

The problem was solved and is posted in the post directly before your own.

deadboy may fix it some time when he's not obsessed with Fallout 4.

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Thanks guys! I played F4 for

Thanks guys! I played F4 for a bit, then held off till the CK comes out. That way I can mod it out a bit before I really sink some time in it. Plus, I like to give Beth time to "work" out some of the kinks in their newly released titles. Tell DB it's no hurry.

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RoyBatty wrote:

RoyBatty wrote:

 

The problem was solved and is posted in the post directly before your own.

deadboy may fix it some time when he's not obsessed with Fallout 4.

Ohhh so obsessed.  I can build settlements.  It's like the sims meets sim city meets Doom.  If only they worked in some Fallout it would be the perfect game.

 

Edit: I think I have FNV installed.  I can probably dl the GECK and look at this this weekend if I get some free time.  Should be pretty straight forward to find.  Fixing something is never straight forward though.

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Thanks for the quick reply!

Thanks for the quick reply! Lol, It was like Doom 2 LMS when I entered The Dunwich Building. One of my favorite locations in the game and I have no idea why. Lol After changing the settings of ghould rampage to 3, it decided... naw, 4 is better! Lol! The first wave has ~15, then a minute late the second wave from the left has another ~15, while fighting them, half the first wave rezzed back up behind me... It was AWESOME!!!

Yeah, FO4 is interesting, why look for my son and resolve any personal conflict I have when... I can... BUILD SETTLEMENTS and incessantaly dog run for Garvey! :P

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Don't get me started on the

Don't get me started on the ham fisted son bullshit...

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HAH. Sounds interesting that

HAH. Sounds interesting that MMM settings resetting have been fixed with disabling DPS.

I was so annoyed by this problem last year and honestly avoided this mod completely but now...

Actually I wonder, does this bug go for everybody, or just for some? Did most of you have DPS disabled by default and therefore not get it? Just seems kind of odd since most ran totally fine with the mod.

Maybe there will be another proper fix for this setting reset problem come out once? Especially now since the FNVs Mojave is supported too by another extra plugin posted by Roy.

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Hi everyone! New to the

Hi everyone! New to the community, love all the work that's been done. Spent the past week modding and tweaking my versions of FO3 and New Vegas so I can have the ultimate wasteland experience.

 

I'm having some trouble with MMM, and had some questions. None of the new creatures are spawning for me. I checked out the capital and places where supermutants hangout just to test it, and there doesn't seem to be anything but regular supermutants. No floaters, failed FEV's, or anything else wandering the wastes.

 

I checked the mod in MCM, and everything was turned off for some reason. All the spawn rates were set to zero. So I enabled everything, but still no new monsters are spawning. Would I have had to have MMM settings turned on before I ran all over the DC wasteland in god mode testing out? Did I already load all these cells without new monsters and that's why they aren't showing up? Why would MMM be turned off by default in MCM?

 

If anyone has any advice or solution to my problem I'd greatly appreciate it. In the meantime, I'm going to keep messing with it until I get it to work. Again, thanks to this community for all the awesome mods, TTW is sure to beeh best Fallout game I've ever played.

Postal-Dude
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Joined: 05/21/2015 - 08:13
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Wait something like 30 days

Wait something like 30 days inside Vault101 for example. Or somewhere else inside. Just not in the wasteland. This makes a complete cell reset.

Can be that less days are fine too already, I dont have the exact amount of days for a cell reset in mind but you should be fine with 30. Or alternatively start a new game, in case you shouldnt be too far.

If you are annoyed of waiting 30x24 hours, use Roys Modified Darnified UI, there is a option for extending the waiting time bar to around 30 days in MCM.

EDIT: Oh, I actually forgot that Roy removed it due to nasty comments and annoying butts. No clue if this ever get picked up again. I still have his latest official version though. For me it worked totally fine. I never ever had a problem with it... In case you want it I can PM it to you, unless Roy doesnt want me to do this, In this case I wont.

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