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TsurudaHimeko
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No idea someone already

I think someone already reported this issue. Double-barrel shotgun's sight looks strange when I look down on sight. Seems like it is issue with PN (even with delete of duplicate meshes) 

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TsurudaHimeko
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Can I ignore the two messages

Can I ignore the two messages; "error could not be resolved" in right panel?

 

http://imgur.com/NNU7Kd5

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RoyBatty
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Are you using the latest

Are you using the latest version?

 

TsurudaHimeko
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Thank you. Replaced esp to

Thank you. Replaced esp to latest version and NV edit shows correct values. 

By the way, does latest esp fix the scope issue with Painless hunting rifle?

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RoyBatty
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Yes it should.

Yes it should.

Hitchenson
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Pavel wrote:

Pavel wrote:

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

Hey, don't suppose you could send me that, too? Cheers, dude.

RoyBatty
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TheRealRudy: yes for many of

TheRealRudy: yes for many of them, not all of them yet I'm still working on it. I got a bit burned out on it as it's lots of work, but I will finish it. I only had a few weapons left to do.

 

RoyBatty
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Thank you, I appreciate the

Thank you, I appreciate the support. :)

RoyBatty
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sounds like something went

sounds like something went wrong when you built the package, they come with the wmx files, at least the ones that aren't vanilla.

Perhaps archive invalidation is needed.

 

RoyBatty
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The first post already has

The first post already has this under the "Notes" sticky. Further in the thread is some pictures of WIP.

All weapons will have mods.

Q2005
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Where to buy the TTW weapon

Where to buy the TTW weapon mod like "Double-Barreled Shotgun Turkey Chokes" (xx018040) without using console command ?

 

thanks

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Q2005 wrote:

Q2005 wrote:

 

Where to buy the TTW weapon mod like "Double-Barreled Shotgun Turkey Chokes" (xx018040) without using console command ?

 

thanks

Well you could always get this mod like I did

http://www.nexusmods.com/newvegas/mods/41267/?

and the TTW patch for it here

http://www.nexusmods.com/newvegas/mods/50009/?

but you better have a crap load of caps because the machine is damn expensive but thats kind of good and stops it being over powered

Q2005
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thanks.

@Jezz_X, thanks.

RoyBatty
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Vending Machines of the

Vending Machines of the Wastes works well too. But the chokes are sold randomly by Madame Panada in Point Lookout where you find the gun.

Q2005
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@RoyBatty, thanks.

@RoyBatty, thanks.

BTW, even if I disabled WMX Modern Weapon option in MCM menu, the "Gomorrah Cash room guard" 0x127950 still 50% chance holding Assault Shotgun, and many of Omerta-Thug has .44 Magnum Pistol...  

xx060c2c Zhu-Rong v418 Chinese Pistol has two weapon mod can't resolved...

xx0ebee7 WMXPNxCSorterMODContainer has same issue...

Did I mssing something ?

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I'll look at the modern

I'll look at the modern weapons being in loot lists, thanks for the report.

As for the Zhu-Rong issue, is your TTW up to date?

 

Q2005
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RoyBatty wrote:

RoyBatty wrote:

I'll look at the modern weapons being in loot lists, thanks for the report.

As for the Zhu-Rong issue, is your TTW up to date?

 

yes, TTW 2.81a, WMX + TTW-WMX updated yesterday.

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Did you use the updated ESP ?

Did you use the updated ESP ?

Also I looked into the lists, that will be fixed in the next version and there will be more Loot/NPC integration available.

Q2005
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RoyBatty wrote:

RoyBatty wrote:

Did you use the updated ESP ?

Also I looked into the lists, that will be fixed in the next version and there will be more Loot/NPC integration available.

 

Yes, I'm using updated ESP overwrite the WMX-TTW version of WeaponModsExpanded.esp

using FNVEDIT 3.10 to "check error" WeaponModsExpanded.esp -->> xx018034, xx018035 Could not be resolved, where xx is TaleOfTwoWastelands.esm, referred by yy01bee7 (yy=WMX-TTW), and referred by zz060c2c (zz=Fallout3.esm)

RoyBatty
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Strange, they are not broken

Strange, they are not broken here. I have literally done nothing to the plugin since that update.

Q2005
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RoyBatty wrote:

RoyBatty wrote:

Strange, they are not broken here. I have literally done nothing to the plugin since that update.

 

It's look like TTW esm v2.81 missing those 2 item ?

RoyBatty
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hrm perhaps I uploaded the

hrm perhaps I uploaded the wrong plugin for the non pop packs.

mods 1 2 and 3 end with 185ea, 185eb and 185ec

Yuni
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This is my first comment on

This is my first comment on this forum. I installed TTW just yesterday because I discovered how far it's come. I'm going to play my old favorite, Fallout 3, in an improved engine, so my dear ol' mother can watch. She loves the plot in this game, all thanks to you wonderful gentlemen.

I created an account just to comment on this thread. Hi. I'm Yuni. Please, please continue working on this mod conversion. It looks great so far, and I used and downloaded the original back when I last played New Vegas. I was actually wondering if this mod would get a conversion and affect the cool guns in the Fallout 3 portion as well.

I see you are modding the Alien Disintegrator Rifle. Yes, yes, a million times yes. Mothership Zeta had my most favorite guns in the game. Thank you so much for your hard work, and I eagerly await any updates to this mod, giving mods to Fallout 3 weapons along the way, and especially any mothership zeta gun mods.

I'm a programmer in training, so I know how hard this stuff can be. =D Thanks for your hard work, Hun.

Edit: Typo.

-- The Pink Candyfloss Carewolf

RoyBatty
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Well thank you very much Yuni

Well thank you very much Yuni, it's posts like this that make modding worth it. :)

I will work on it again soon, and finish it up. I've been getting my plate clean enough to do EVE and WMX in succession so that I can call them done and move on to other things.

All the Mothership Zeta weapons will have mods (already do). In fact all the weapons will have mods, cut ones included.

 

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I'm having a strange problem.

I'm having a strange problem.  I used the workbench to convert a "10mm pistol suppressor" to a "9mm pistol suppressor", but The Weapon Mod Menu says I need a "9mm silencer" so I can't attach it.

File Attachments: 

RoyBatty
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Suppressor is probably for

Suppressor is probably for CFW weapons and Silencer for vanilla weapons.

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Hey Roy, you said in the

Hey Roy, you said in the description that mods that require WMX-DLCMerged.esp needed a patch. I was wondering if you might have time to make a patch for this mod.

http://www.nexusmods.com/newvegas/mods/56829/?

RoyBatty
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Nah I don't use that mod

Nah I don't use that mod since I use Vending Machines of the Wastes.

 

mayoko
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I'm having some difficulties

I'm having some difficulties with PN - WMX patch when using PN - EVE patch, the game boots but the menu doesn't load when the PN - WMX patch is active, I looked in FNVEdit and it looks like it's calling for preload packs but I don't know squat... any ideas? it's been a long time since I made a merged patch, would this solve that issue?

 

To clarify using PN, PN - IMPACT, PN - EVE, PN - WMX. Thanks!

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Hey,  I'm new here, but maybe

Hey,  I'm new here, but maybe I can help you. I was having the same problem as you do, and I found this post (in the top of the second page of the compatibility thread) :

xCamoLegend wrote:

 

The WMX patch has unresolved records & breaks the main menu for me. All of the mods this patch is dependent on are updated completely. 

Attached is one of the records, they are in NVAllWeapons and TheProfessionalWeaponsList.

 

I just corrected those unresolved conflicts, and all is perfect now, I can boot my game (I encountered other problems after that with some merging, but oh well... unrelated to the problem at hand here).

ps : Sorry if I sound strange or if my english is not perfect, it's not my first language.

Yuni
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Hey. I'm just now doing

Hey. I'm just now doing mothership Zeta. Did this mod get an update I didn't notice or something? =O When I go to modify the alien weapons, it just says 'this weapon cannot be modified'.

That, and the Alien Disintegrator has no reload noise. Huh.

I hope if I finish Zeta before you end up putting in the Disintegrator mods, that I can still get them. @_@

-- The Pink Candyfloss Carewolf

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I haven't added them yet but

I haven't added them yet but they are done.

Yes you'll be able to apply them after completing Zeta.

The reload animation/sound is a bug in Vanilla due to the way the dev's reused the Destabilizer model/animations.

Yuni
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Hey. Just curious, is there a

Hey. Just curious, is there a list anywhere, as to where to find individual mods? Just for records purposes, or when I'm hoping to find a specific mod, it would be helpful. Also because it's impossible to give yourselves these with console mods in case of losing one, because there is no 'help' command to look up console codes like there is in Skyrim.

Please and thank you for your time. <3

-- The Pink Candyfloss Carewolf

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Flak and Shrapnel, Lucky

Flak and Shrapnel, Lucky Harith (after upgrading) and Gunrunners are going to have most of the mods. Madame Panada will have the PL specific ones more, and Friday will have The Pitt ones more. Still they will have them randomly chosen every time their inventory changes.

I use Vending Machines of the Wastes so I can just buy the mods at any time from Moira's or Gunrunners. They cost more, but then again I have nearly unlimited caps.

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lutana's got a search

lutana's got a search function that works almost exactly like the help function in fallout-with-swords

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

Yuni
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Hey there. I just finally

Hey there. I just finally tried Project Nevada. They already have alien disintegrator and alien atomizer mods too, if you wanna poke them for the meshes. I'm not sure if you already did that. I can barely wait for your update, because their version of the disintegrator uses artifical ammo they added, instead of the TTW ammunition. xD Ah well.

 

^_^ Keep up the good work, RoyBetty. I thought I'd just share what I found.

-- The Pink Candyfloss Carewolf

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Yuni wrote:

Yuni wrote:

 

Hey there. I just finally tried Project Nevada. They already have alien disintegrator and alien atomizer mods too, if you wanna poke them for the meshes. I'm not sure if you already did that. I can barely wait for your update, because their version of the disintegrator uses artifical ammo they added, instead of the TTW ammunition. xD Ah well.

 

^_^ Keep up the good work, RoyBetty. I thought I'd just share what I found.

Unsure if you're aware, but TTW has it's own version of Project Nevada. https://taleoftwowastelands.com/content/project-nevada-ttw It solves issues like duplicate guns.

I'm just a very clever shell script.

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Yuni: Thanks, I've already

Yuni: Thanks, I've already done the alien weapons tho. :D

I'm working on EVE atm, it will be done soon, then I will shift focus to WMX.

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Will ChristopherWallace's
Will ChristopherWallace's Chinese AR texture replacer (on F3 Nexus) work with TTW WMX when I attach scope and shorter barrel on it?

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I would hope so, although I

I would hope so, although I have not tested it yet. It does use the original UV's (unlike mill's) so I think it should work. Could you test and report back if it does or doesn't?

 

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Sure. This friday I may visit
Sure. This friday I may visit my parents' home and test wmx and CW's replacers so I can see how they work well. I am in dorm and cannot bring my desktop for some reasons.....T_T

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DO NOT USE THE ORIGINAL WMX

DO NOT USE THE ORIGINAL WMX ESP FILES, THAT WILL BREAK TTW WMX.

Does that include the WMX compatibility patch for Weapon Retexture Project?

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Those should be fine as long

Those should be fine as long as you don't use the one with the F3 weapon replacers. All that patch does is change texture sets so it should be OK.

That warning is for the WMX files itself as some people were leaving them in the install because can't follow directions. :D

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Really great mod conversion.

Really great mod conversion. Works like charm. Really adorsed.

But I have one little question:

Do you think you could update the mod to also include the Pipboy mod infos for Fallout 3 weapons? Because it only includes infos regarding the weapons and the mods of New Vegas. Just a small question, can understand if you dont wanna bother with it anymore.

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It's still very WIP,

It's still very WIP, eventually.

 

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Btw, I run into 2 bugs that

Btw, I run into 2 bugs that could be WMX fault. Or rather EVE and WMX fault.

My A-21 Plasma Rifle has a bugged scope with missing textures when its attached. Also when I add the mod "Tri Beam Laser Rifle Composite Stock" to my Tri Beam Laser Rifle I get a missing textures sign. This red and white "!" mark. Without the mod the Tri Beam Laser Rifle is fine though. No clue whats with other mods, didnt had the chance to test. Im having the WMX-EVE compability patch installed. Just saying.

Could it be that the Weapon Retexture Project Mod by Millenia causes this? As far as I know it doesnt change anything on Energy Weapons, could be wrong though and its only textures anyway. Im missing the whole Weapon Model when the mod is attached. Im also using the WMX compability patch for this mod. Is this known or new to you?

 

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I know about the issue with

I know about the issue with the scope.

The Tri-Beam is new, will check it.

 

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Thanks for checking.

Thanks for checking.

Thats so far the only mod/weapon I noticed being slightly bugged. Gauss Rifle Mod worked without problems and looks flawlessly. So it doesnt seem to be a common Energy Weapon problem.

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I apologize if I bother you

I apologize if I bother you but,

Could you add third mod kit for .22 Revlover?

I do use cut pistol Law Dog and Bill's sidearm so third mod kit could be

Match Barrel? (effect could be either decreased spread or increased dam)

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RoyBatty
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I've made a barrel extension

I've made a barrel extension mod for it, it will be in the next version.

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