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RoyBatty
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TTW WMX

I think this release needs no introduction. :)

Enjoy.

Extra super special thanks to Antistar for allowing me to create this patch.

You should all go endorse his mod, or chupacabra will eat your babies.

See the compatibility patch thread for EVE, AWOP and other patches.

DO NOT BOTHER ANTISTAR WITH ISSUES YOU MAY HAVE

TTW Version Compatibility: 

v2.7
v2.8
v2.9

Rating: 

0
Your rating: None
4.96774
Average: 5 (31 votes)
Edited by: RoyBatty on 06/25/2015 - 11:29
FalloutAddict
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Thanks Roy! I just downloaded

Thanks Roy! I just downloaded. And yes, I will endorse Antistar, I don't want the chupracbra anywhere near me

Restoring the greatest country in the world to its former glory, well, heh heh... Well, that takes time, even for the Enclave.

thermador
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Promoted this to the front

Promoted this to the front page so people see it there too...

OK everyone - we need testers for this so that Roy can get some ca$h money for completing this very difficult modding bounty for TTW.

Ivegon
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For some reason, I'm missing

For some reason, I'm missing the textures folder in TTW WMX, with the meshes folder outside the Data folder, like stated.

Anyways, nice work, I'm going to test it the second I get it installed :)

RoyBatty
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There's no textures folder,

There's no textures folder, just copy/paste error on my part ;)

I'll release an update tomorrow that allows the modern weapons to be switched off via the MCM menu.

 

austen1000
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Thank you for putting your
Thank you for putting your time into this. After I installed it, I had to modify my DLC weapons integration mod to work without the WMX DLC esp. All I had to do was swap all of the referenced weapon mods from the WMX DLC for their counterparts in the TTW esp. Then, removed the WMX DLC esp as a master file. I did all of this with NVEdit. One question, though. I have a mod that integrates the pre-order equipment into the level list. Its WMX patch says not to use the WMX POP patch. I presume because it was integrated into that mod. With all that said, should I use the withoutPOP esp or should I use the withPOP esp anyways?
RoyBatty
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Yes anything which relies on

Yes anything which relies on the WMXDLCMerged or WMXPOPMerged will need updated for use with this. Feel free to contribute such patches if they stick to the base mods without any futher alterations.

As for which ESP to use, that's up to you. I would assume you want the nonPOP one.

- Update -

WMX has been updated to include an extra option in the MCM menu to enable/disable the Modern Weapons and mods.

austen1000
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I guess I could share my
I guess I could share my altered DLC Weapons Integration esp. The only change I made, like I said, was removing its dependency on the WMXDLCMerged.esp. I tested it, and it seems to work. How should I share it, exactly?
Pavel
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Wouldn't we get in trouble

Wouldn't we get in trouble for rehosting modified versions of other people's work?

 

in any case, I finished patching DLC weapon integration a few hours ago, and will PM you the esp once I get to my computer

RoyBatty
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A bug I fixed with A3-21's

A bug I fixed with A3-21's plasma caster crept in again, I think it's a bug in xEdit. I'll upload a fixed version in the morning as I'm too tired for now.

I'm working on a better EVE patch which has the unique FO3 EVE weapons with mods in it. So far I have A3-21's P95 plasma rifle and the Wazer Wifle.

 

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Thanks!

Thanks!

OPTWood
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This mod and https:/

This mod and WMX mods for some TTW weapons seem to be trying to achieve the same thing, but there are definite differences.  Any chance they could be merged, or at least given different names.  I have spent the last couple of hours trying to reconcile the differences, and some are just too great where the modded weapons are entirely different.  Also both mods have discrepancies with the TTW fixes mod.  They don't stop gameplay, but the TTW Fixes mod corrected some animations and sound effects, which this mod reversed.

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which compatibility patch for

which compatibility patch for WMX-EVE you are supposed to use if you have the TTW versions of both? The 107 CP readme instructions say 'use WMX-EVE-AllDLCMerged.esp if you are using EVE FNV - ALL DLC.esp and WMX-DLCMerged.esp'
The new WMX is simply called 'WeaponModsExpanded' so I am a bit confused.

RoyBatty
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Bug with A3-21's weapon mods

Bug with A3-21's weapon mods fixed AGAIN. Update in first post, this should be the last one until more weapon mods are added in TTW.

OPTWood: No they won't be merged, TTW has it's own mods now and that conflicts with them. That's also for a different (deprecated) version of WMX. For additional mods added for this mod, I stuck with Antistar's MO and created only a few mods which I felt were a good balance, f.e. the improved rifling mods for a few of the weapons. As for TTW Fixes, that's what merge patches are for, I'm not going to include someone elses work in this mod which is a straight patch for WMX. Feel free to make yourself a merge patch and add any animation/sound effect changes you like.

Tizerist: The patches thread contains the WMX-EVE patch which will probably be updated by the time you read this.

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Roy,  should #12 read,

Roy,  should #12 read, "Navigate to the TTW WMX folder you extracted and select the meshes folder, and copy or cut?"

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

austen1000
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Isn't the Merged Patch
Isn't the Merged Patch feature in FNVEdit going to be depreciated and removed once the Bashed Patch for Skyrim is fully functional? Thats what I heard from one of the devs.
RoyBatty
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They want to, but I'd rather

They want to, but I'd rather they did not remove features like that. Not everyone wants to use yet another tool to make patches.

-redacted angry old man rantings-

 

austen1000
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Personally, I use the Bash
(Sorry if this looks like one giant paragraph. I meant for it to be two) Personally, I use the Bash Patch for all of my games except Skyrim, where I use both Merged and Bash Patches. I also use Wrye Bash/Flash as my primary mod manager, as I find the BAIN installer very useful. But, I see where you are coming from. People shouldn't be forced to use something they don't want to, especially if there was an perfectly good alternative. Currently, the Wrye Bash development team is trying to integrate Wrye Flash for both Fallout 3 and New Vegas into the mainstream Wrye Bash. I'm currently testing it. One neat little feature that the test version has is the ability to manage all supported games from one installation, instead of having to maintain multiple installations. That will probably at least partially aliviate one issue that people may have, as most people use Wyre Bash/Flash exclusively for Bash Patches. Just thought I point that out.
thermador
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Locked the old WMX thread and

Locked the old WMX thread and put a link to this thread.  Updated links in FAQ too.

Why you should NOT use the old WMX patch:

  • It is for an old version of WMX and TTW
  • It conflicts with the current version of TTW
  • It has bugs that were never resolved
  • The author hasn't been online in over a year and probably isn't coming back
RoyBatty
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Yes we shouldn't be forced to

Yes we shouldn't be forced to have to use something we don't want to use. Edit is supposed to be a tool for authors and modders, why remove a feature that modders use on a regular basis in favor of a tool which is for completely different purposes. I fail to see the logic in that, other than favoritism by the authors.

I do not see eye to eye with them on many issues, but that's my right to do so.

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Is the xEdit programs open
Is the xEdit programs open-source? Perhaps a fork could be created that keeps the merged patch feature.
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Sorry if it's a stupid

Sorry if it's a stupid question, but I was wondering what I should do with WMX-EVE? I've installed both this and your merged version of eve, and I'm wondering if installing the normal WMX-EVE patch would work as it normally would, or if it would cause problems? Edit: Reading the rest of the page, my question has already been answered. Doh.

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DefectiveHumanModel wrote:

DefectiveHumanModel wrote:

 

Sorry if it's a stupid question, but I was wondering what I should do with WMX-EVE? I've installed both this and your merged version of eve, and I'm wondering if installing the normal WMX-EVE patch would work as it normally would, or if it would cause problems? Edit: Reading the rest of the page, my question has already been answered. Doh.

Always follow Chuck's advice:

"RTFM"

and you will be way more wise.

owningburrito
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can we have the eve patch and

can we have the eve patch and I like it before using it and a easer install like a fommod 

 

RoyBatty
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There's already an EVE patch

There's already an EVE patch in the Patches Thread.

I can't package it together, it's against Antistar's wishes, sorry.

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Would the "Weapon Retexture

Would the Weapon Retexture Project and Project Nevada patches that come with WMX work for this?

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The Weapon Retexture Project

The Weapon Retexture Project patch seems to be working for me. Works fine so far in game and checks out in FNVEdit. 

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Roy, When updating can we

Roy, When updating can we just replace the .esp file?

Restoring the greatest country in the world to its former glory, well, heh heh... Well, that takes time, even for the Enclave.

RoyBatty
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As for the PN patch, I don't

As for the PN patch, I don't know. I guess it would have to be made compatible with the PN TTW patch?

WRP is use at your own discression, I suppose it should work, I haven't tried it. I'd like a FO3 WRP patch which is compatibile with the new mods, but someone like Mill or Tricky would have to do that.

FalloutAddict: Yes you can just replace the .esp

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Roy, I'm not sure if this is

Roy, I'm not sure if this is a bug or not, but the "Weathered 10mm Pistol" from the Classic pack isn't showing its mods. Or at least not showing its Silencer mod, (since it's the only mod i have been able to afford for it.) The mod itself works since the gun is now silenced, but rather the guns model doesn't change.

Well now, after I looked on the wiki it seems that it's a vanilla bug. I thought I had a version of that gun with mods and they showed from WMX but now i can't be certain.

 

RoyBatty
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Use the POP pack version and

Use the POP pack version and it should work.

 

AnvilOfWar
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That's the thing Roy, I am

That's the thing Roy, I am using the POP pack version, since the WMX esp also lists Caravan, Classic, Mercenary, and Tribal as masters correct?

WMX is almost at the bottom of the load order and I auto created a merge patch for the whole list. I'm at a loss to explain it. :/

FalloutNV.esm=1
DeadMoney.esm=1
HonestHearts.esm=1
OldWorldBlues.esm=1
LonesomeRoad.esm=1
GunRunnersArsenal.esm=1
CaravanPack.esm=1
ClassicPack.esm=1
MercenaryPack.esm=1
TribalPack.esm=1
Fallout3.esm=1
Anchorage.esm=1
ThePitt.esm=1
BrokenSteel.esm=1
PointLookout.esm=1
Zeta.esm=1
TaleOfTwoWastelands.esm=1
URWLTTW-001-Weather.esm=1
TTWInteriors_Core.esm=1
TTWInteriorsProject_Combo.esm=1
TTWInt_FollowerGoHome.esm=1
TTW Redesigned.esm=1
Project Nevada - Core.esm=1
Project Nevada - Cyberware.esp=1
Project Nevada - Rebalance.esp=1
Project Nevada - Extra Options.esm=1
oHUD.esm=1
Project Nevada - Cyberware Additions.esp=1
Project Nevada - Rebalance Complete.esp=1
Project Nevada - All DLC.esp=1
Project Nevada - TTW Vision Patch.esp=1
DarNifiedUINV.esp=1
TTWIntMojaveExpressBoxes_Combo.esp=1
ttw_bullet_sponge_fix.esp=1
TTW_XPReduction.esp=1
TTW_StashPackOptions.esp=1
TTW_SpeechChecks.esp=1
TTW_MoreCookingItems.esp=1
TTW_NoKarmaDCFollowers.esp=1
TTW_Bobbleheads.esp=1
Delay DLC - TTW.esp=1
The Mod Configuration Menu.esp=1
CASM with MCM.esp=1
The Weapon Mod Menu.esp=1
RepairKit.esp=1
Easy Hacking.esp=1
FasterDialogZoom.esp=1
ToysThatDestroy.esp=1
EMR-StealthSuitMkII.esp=1
Vending Machines of The Wastes.esp=1
WeaponModsExpanded.esp=1
URWLTTW-002-DeadMoney.esp=1
URWLTTW-003-Interiors.esp=1
Merge Patch.esp=1

videogamewonder
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Thank you for replying, sorry

Thank you for replying, sorry for being a massive pain in the ass when it comes to asking questions about mod compatibility. I'm so used to having this many mods that it's damn near impossible to play Vanilla now(especially without Project Nevada)

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New problem: I can't seem to

EDIT: I just saw that the TTW-WMX-EVE compatibility patch needed to be updated, nevermind.

AnvilOfWar
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Roy, just an update to the

Roy, just an update to the odd behavior I had encountered.

I did some testing, and there seems to be some kind of interaction with the TTW stash pack options esp.

At first I had the stash pack options before WMX higher in the load order. Which resulted in me getting the classic pack items, (due to a known bug with the stash pack esp) but no menu that would come up for the others. Next I tired putting the stash pack esp below WMX, this resulted in the menu box for the options to pop up as expected, however the gun I got is the games default weathered 10MM one (with its visualless weapon mods.) Removing the TTW stash pack options esp from the load order,  gave me all the stuff, and most importantly when I first equipted the weathered 10MM, WMX scripted pop up offering the mod visable replacement model came up.

So there is some odd behavior with the stash pack options and not obtaining the "new" weathered 10MM pistol that WMX offers.

Figured I'd share my findings and let others know what's up. WMX by itself will give the corrected weapon as expected.

RoyBatty
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I've fixed the ttw stash pack

I've fixed the ttw stash pack options already and it will be included in the next release.

 

RoyBatty
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Coming soon - more weapon

Coming soon - more weapon mods

  • Alien Atomizers and Atomic Pulverizer - 3 mods
  • Alien Disintegrator and Destabilizer - 3 mods
  • Alien Blaster (dirty version) - 3 mods
  • Captains Sidearm (clean version) - 3 mods
  • Infiltrator and Perforator - 3 mods
  • Chinese Pistol, Dragoon PIstol, Zhu-Rong - 3 mods
  • Alloy Steel 10mm SMG - 3 mods
  • Alloy Steel Assault Rifle - 3 mods
  • Alloy Steel Combat Shotgun - 3 mods
  • Dragoon Assault Rifle - 3 mods
  • 22 Revolver, Wild Bill's Sidearm, Law Dog - 3 mods

I may also try to get the Axes done if the head is the only difference between the Point Lookout and Fire Axe, I have to check the meshes.

This is going to take a bit as it's a lot of nifskope work, just giving people a heads up. So try not to annoy me with "when is it gonna be released?" questions tooooo much hmmkay?

 

thermador
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hooray!

hooray!

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Wow i was waiting for this

Wow i was waiting for this for a long time 1 of the many things that Fallout New Vegas did great was the weapon mods. Now i can finally enjoy all the weapon mods and some new weapon mods in the world of Fallout 3.

Man u guys are so awesome for making TTW and all the other mods

RoyBatty
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Some preview shots, decided

Some preview shots, decided to add a scope to the Atomizer/Pulverizer. Model is by JoeFoxx and scope textures are by JoeFoxx and vanilla and the re-texture was done by me.

some shots of the alien disintegrator , same scope as above and retextured laser sight.

Alien Rifles done, retextured Mag Accel

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Impressive, where is the

Impressive, where is the mounting point on the alien disintegrator?

or do they just "float" in place? too bad you can't have passive weapon animations (to my knowledge)

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hey can i get the Wep ID of

Comment removed

 

RoyBatty
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Pavel: They are alien, I

Pavel: They are alien, I think they use some kind of mag-lock system. ;)

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great work like the train

great work like the train

just got to start playing

and i like the mod falcon

please keep the great work up

thank you

note: thanks, but try not to double post - Roy

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May I ask if the weapon mods

May I ask if the weapon mods are intergrated into the levellists like the original mod does? I only ask because I have yet to find any weapon mods in loot since installing TTW WMX, thanks.

RoyBatty
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WMX weapon mods are not in

WMX weapon mods are not in the leveled lists for either wasteland. Vanilla mods are in the leveled lists in NV by default. You can only buy the WMX mods from vendors or create them, and that is how it was designed and I will not deviate from how Antistar has built his mod. The mods are fully integrated into all the vendors who sell weapons and ammo. You will not find GRA or NV specific weapon mods in DC and vice versa unless you use a mod which adds a machine or some alternate way of aquiring them.

Better integration of the vanilla mods will be forthcoming in TTW.

I will try to make other mods which rely on WMX to be compatible with this version in the future. Mods like the The Weapon Mod Vending Machine and Vending Machines of the Wastes will work fine.

The parts for the craftable mods are in the container lists and thoroughly tested in my own game, and they appear on a regular basis in both wastelands.

 

unforbidable
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Many thanks for this! At

Many thanks for this!

At first I was taken aback by the number of steps required. Turns out it is a bit easier with MO. I'll share the steps I took in case I got it right and someone finds it useful.

RoyBatty
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I'd still recommend just

I'd still recommend just creating a new package, it will be easier to install, manage and update.

Anyways some more update pics

10mm steel alloy SMG

10mm steel alloy pistol

steel alloy assault rifle

steel alloy combat shotgun

axe

chinese officers sword

dragoon assault rifle

chinese pistol

dragoon pistol

shock sword

trench knife

thermador
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Lookin' good man, nice work! 

Lookin' good man, nice work! 

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I was under the assumption

I was under the assumption that the dragoon weapons should never appear in-game?

RoyBatty
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I'm adding mods for all the

I'm adding mods for all the cut weapons Pavel.

I want to make a cut weapon restoration mod, and the work will already be compatible with WMX. OR someone else may decide to make one or use the weapons in their mod, so again they will already be supported by WMX.

 

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