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bobvonholle
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WMX mods for some TTW weapons

ATTENTION: THIS MOD IS OUT OF DATE.  For an up-to-date patch for WMX and TTW, please see this thread.

~

~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~

~

Relies on Antistar's Weapons Mods Expanded (WMX).

This is a quick mod for TTW to provide WMX/WME mods to certain weapons in game.  It is based upon Yukichigai's Fallout 3 Weapons Restoration Mod, but no longer relies upon it.

Meshes and textures come from Lord Darius13, Antistar, and Linerunner.  All credit is theirs, all blame is mine.

I strongly recommend installing Ghostifish's Weapon Mod Vending Machine, and Pelinor's Weapon Mod Menu.

Instructions:

Download and install: WMX, wmx-ttw-unified.bsa (below), and the appropriate patch for your version of TTW and WMX (below).  Ser your load order so the patch loads AFTER all of the WMX components.

WME Users: Rename wmx-ttw-unified.bsa to wme-ttw-unified.bsa, and use wme-ttw-unified.esp not wmx-ttw-unified.esp.

Changes:

  • version 1.03: Ashur and Desmond have correct ammunition for combat shotgun, leveled lists for NPCs/Talon Company/Loot modified to use 20G shells for combat shotgun.
  • version 1.04: now works with TTW 2.0+, supports either WMX or WMX Unified, plus various bugfixes
  • version 1.05: bugfixes
  • version 1.06: bugfixes, new BSA, fixed animations

File Attachments: 

TTW Version Compatibility: 

v1.4
v2.0
v2.1
v2.2

Rating: 

0
Your rating: None
4.916665
Average: 4.9 (12 votes)
Edited by: thermador on 10/23/2014 - 14:50
JaxFirehart
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Why does it require

Why does it require Yukichigai's weapon restoration when all of those weapons are already in TTW?

bobvonholle
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The weapons are already in

The weapons are already in TTW, but not the modified meshes for some of them (such as the drum/laser on the Infiltrator).  If someone would rather, I could yank the dependency on it.

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Ah I see. Just curious.

Ah I see. Just curious.

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What about WME users?

What about WME users?

Are you playing games with me god damnit!

bobvonholle
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I don't use WME, I'd rather

I don't use WME, I'd rather have nails in baseball bats.  Even though WME caters better to a stealthy character.

There is a decent amount of similarity between the two, and other than the reliance on Yukichigai's meshes and statics, it could be ported to WME without trouble.

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All of the modified meshes

All of the modified meshes were essentially "gifted" to me by antistar for use in any other projects I decided to get involved in.  I wasn't sure if we wanted to add weapon mods to the few FO3-exclusive weapons as part of the base mod, but I was always planning on making an add-on to give them mod compatibility, if nothing else.

Anyway, the point is you might talk to antistar about just getting the meshes directly.  If he knows what it's for and that its for something I'm involved in (TTW in general) then he might give you the okay.  You certainly have my okay to just use the meshes directly, so long as you credit him for the work, me for where it came from, and don't go using them in a billion other things.  For what that's worth.

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Oh and the meshes from other

Oh and the meshes from other projects were released with no restrictions other than crediting the original authors.  Check the permissions notes on FO3WR for full details.

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Right, will do.

Right, will do.

bobvonholle
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Here's a very crude and

Here's a very crude and untested esp that adds some WME mods to some of the weapons.  Use at your own risk, it's likely to cause a CTD.  If it doesn't, at least it could be used as a starting point for a WME mod.  No meshes included.

File Attachments: 

reubenreuben
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Could you please make one

Could you please make one that isn't reliant on Fallout 3 Weapons Restoration mod?

Thank you in advance if it's possible.

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I use Classic Fallout weapons

I use Classic Fallout weapons and Yukichigai's Fallout 3 Weapons Restoration with WMX, also BOE New Vegas and PN with other weapons from Millenia (made a combined esp for all of his). End result??? Perfect immersion in my opinion with weapons and the other armors I have I'm now playing Fallout 3 the way it should have been!!!!!!

bobvonholle
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Already did it, as I got

Already did it, as I got permission from Yu and Antistar - will be uploading that a bit later on after I make a proper version for WME as well.

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Bobvonholle, Thanks for

Bobvonholle, Thanks for taking the time!!!! much appreciated.

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Out of curiosity, for the

Out of curiosity, for the Deathclaw Gauntlet, should I reference the WMX Honest Hearts esp for the improved parts?  And should I also provide mods for the Railway Rifle / Rock-It-Launcher (I've not checked to see if that's functional, w/o using Yu's scripts)?  I'm not going to make meshes for them, as I am not an artist.

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hmm, it seems that assault

hmm, it seems that assault rifle and chinease assault rifle show up as missing (red triangle)

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Having this same problem to?

Having this same problem to?

 

Update!!!! got it working for some reason I had to extract the Bethesda File archive with FOMM and manually put the textures and meshes in? I don't know why 

Jarco
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aah, awesome :) thnx!

aah, awesome :) thnx!

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This ones dead in the water.
This ones dead in the water. Is their any way to convert this???
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Does this work with WMXUE.

Does this work with WMXUE. (WMX 'Ultimate Edition') ?

That is the WMX version that most of us will be using eventually.

Omen of Bane
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I don't think this has been

I don't think this has been updated for 2.2 yet. I maybe wrong, but It's a hunch. 

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He hasn't been seen for

He hasn't been seen for almost a month :'(

anyone wanna make a new version?

Call me Pat. Senterpat is too much to type.

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@Redisopel

@Redisopel

I did for myself and it was very simple.  I looked through all the records of wmx-ttw-unified.esp with NVEDIT and replaced the references to fallout 3 weapons with the correct form ID.   

Ex; Chinese Assault Rifle, under weapons was (0000080B); the 00 was meant to reference Fallout 3 but it was trying to reference new vegas on the load order.  Simply changing it the first two 00's with 0A, fallout 3's position on the load order, fixes this. (0A00080B)

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Thanks man!!!!!!! Love you

Thanks man!!!!!!! Love you long time!!!!!!!! LOL I might be getting into trouble doing this but I'm gooing to send an update of WMX version of bobvonholle's mod for others can use this srry if this wrong but I missed this so much!!!!!!!!!! Or at least It worked for me Hope it does for. If I do get into trouble please someone let me know rather than just banning me.

 

You still need the resources yet. Just an ESP updated through FNVEdit

File Attachments: 

Her Imperious C...
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Looking at jaassu's post and

Looking at jaassu's post and Redisopel's updated ESP (nice work, dude, you're awesome) and seeing as bobvonholle is missing for a month, I have taken the liberty to convert the updated ESP for use with WMX Ultimate Edition with FNVEdit; just replace your old ESP with this one and you're set. It goes without saying that you need the resources for it to work, though. If you find any problems, hit me up with a good description of the nature of the problem and I'll see what I can do. Questions are also welcome.

EDIT: Updated to v1.04, courtesy of Q2005. Good job on updating it.

EDIT 2: As I have found out that the .esp file is broken, I've pulled it until I can fix it up properly. Sorry for the inconvenience.

EDIT 3: Now it should work as intended.

EDIT 4: Converted the 1.05 version for all your WMXUE needs. (now the vendors also sell TTW-exclusive mods!)

File Attachments: 

"Those who don't love me do not deserve to live, it will be hell for them."
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v1.04: (mod by RetupmocSoft)

v1.04:
Support TTW 2.2a
Fix GECK crash.
Fix Katana and Samurai's Sword sound.
Fix Slo-Burn flamer and Rapid-torch flamer issue.
Fix Alien Atomizer and Alien Pulverizer reloading animation issue.
Fix Experimential MIRV ammo type issue.
Fix Lever-Action Rifle and Backwater Rifle ammo type issue.

 

All credit goes to original author and OP.

http://www.mediafire.com/?lp979xalbwlg578  

( I forgot to say, this is WMX version.....@_@ sorry )

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Q2005, I'm attaching your

Q2005, I'm attaching your version to the first post so people can find it easier. 

Thank you gansch, Redisopel, Her Imperious Condescention, and Q2005 for updating this mod!

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Quick question: Does this mod

Quick question: Does this mod disperse the weapon mod kits to the Capital Wasteland so you can find them there? Or are they only found/sold in the Mojave Wasteland?

I didn't find this in the mod's description so perhaps it should be mentioned there?

Sorry, haven't used this mod yet, as I am currently testing others.

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That's a good question, I'm

That's a good question, I'm wondering that as well.

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I have seen mods for sale by

I have seen mods for sale by some merchants, like the weapon merchants in Rivet City.  

 

If I recall correctly, I have not seen them distributed across random loot in the capital wasteland. 

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the next verion (v1.05) will

 

v1.05:
Add some of merchant in D.C. support WMX in their shopping list:
Gustavo (Tenpenny Tower)
Moira Brown (Megatown)
Seagrave Holmes (Rivet City)
Flak & Shrapnel (Rivet City)
Tulip (Underworld)
 

http://www.mediafire.com/?7aj5wp15vkan7a8    (WMX only)

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Tested an working; added to

Tested an working; added to first post.  Thanks for the update, this was badly needed.

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Hey everyone,

Hey everyone,

I'm getting some issues with one of the reload animations. With the Chinese assault rifle the magazine isn't pulled out, and the gun is charged the same way as the assault rifle. Not sure what going on. 

Update: I have literally tried everything in my knowledge to fix the issue and nothing seems to work. Is it like this for everyone? 

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Redisopel wrote:

Redisopel wrote:

Having this same problem to?

Update!!!! got it working for some reason I had to extract the Bethesda File archive with FOMM and manually put the textures and meshes in? I don't know why 

Mod related meshes in your weapon/2h folder were corrupted. You overwrote them with the stock meshes. I just deleted the corrupted meshes and let the game get the meshes from the bsa.

"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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behemoth wrote:

behemoth wrote:

Update: I have literally tried everything in my knowledge to fix the issue and nothing seems to work. Is it like this for everyone? 

Remove all your mods. Stock TTW. Nothing else loaded. Still have the problem?

No? Tinker with your load order. BOSS and a merged/bashed will do wonders for your game.

Yes? Reinstall your game something's wrong.

Next up. So now you've got Stock cleaned and fully functional TTW. TEST THAT PLUGIN FIRST. Problem?

No? Cleaning and patching helped you out.

Yes? Open up xEdit and look at the weapon record for FO3. Look at the record for TTW. Finally look at the record for this mod. [ProTip: Expand this mod's tree in xEdit. Scroll down to Weapon and expand it. Scroll down to Chinese Assault and click. On the right side, you'll see listed on the farthest right (because if you listened to me above this would be the last mod loaded) your weapon as listed in this plugin. Other plugins AFTER will show their record to the right, or left if before.] In a perfect world everything for that weapon would be set to what TTW sets it as, the only changes being the mod information. If the reload animation is set to anything other than what TTW shows it should be that's your problem.

When you're done with all this start adding your mods back in one at a time. You can drop em all in there at once and hope for the best too, but if you do that you'll have no way of knowing which ones will cause problems. One at a time you can avoid the mod or fix it before you put it in your game.

"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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Thanks for the tips

Thanks for the tips tjmidnight. I'm going through them right now.

I don't know why I didn't mention this before, but I am only have these issues after applying the extended magazine mod. 

And the plot thickens for me...

It seems that all fallout 3 weapons, with extended magazine mods, all have the assault rifle reload animation. Now I have done everything except xEdit my way through everything. I think this may be pointless now, but not sure. I do however need a way to figure out how change the animations. Off into the internet I go...

Her Imperious C...
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Although Q2005's version of

Although Q2005's version of the mod does a great job adding WMX weapon mods to store inventories, I've noticed a severe lack of TTW-exclusive weapon mods; because of that, I did a stealth update of my WMXUE version of the mod so that vendors have TTW weapon mods in their inventory.

I'd do that to the normal version too, but I'm lazy.

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Just as a heads up, I was

Just as a heads up, I was getting the missing texture on the .22 revolver (called the .32 pistol in Fo3) in the 1.05 WMX update, It may have been as simple as a typo in the file path name, which is how I seemed to have fixed it anyway.

Q2005
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Her Imperious Condescention

Her Imperious Condescention wrote:

Although Q2005's version of the mod does a great job adding WMX weapon mods to store inventories, I've noticed a severe lack of TTW-exclusive weapon mods; because of that, I did a stealth update of my WMXUE version of the mod so that vendors have TTW weapon mods in their inventory.

the TTW-exclusive weapon mods is need a Workbench to make.

Q2005
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gnubee wrote:

gnubee wrote:

Just as a heads up, I was getting the missing texture on the .22 revolver (called the .32 pistol in Fo3) in the 1.05 WMX update, It may have been as simple as a typo in the file path name, which is how I seemed to have fixed it anyway.

missing texture on  a .22 revolver??

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Q2005 wrote:

Q2005 wrote:

the TTW-exclusive weapon mods is need a Workbench to make.

Oh, I see now. Thanks for clarifying.

"Those who don't love me do not deserve to live, it will be hell for them."
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behemoth wrote:

behemoth wrote:

It seems that all fallout 3 weapons, with extended magazine mods, all have the assault rifle reload animation. Now I have done everything except xEdit my way through everything. I think this may be pointless now, but not sure. I do however need a way to figure out how change the animations. Off into the internet I go...



The reason it's using the AR reload (or the 10mm pistol reload for pistols, and so on if there are any other weapon types affected) is because those are "ReloadA", which is what the "Reload Animation - Mod" field is set to by default. Wish they had a "use normal reload animation" default but oh well. So yeah until it's fixed you'll have to change it manually (using FNVedit is probably faster because it lists each mods entries separately), open up each weapon the mod edits, check the "Reload Animation" and "Reload Animation - Mod" fields on each weapon, to check that they're the same, and if not, edit the latter to match the former (though as some mods may actually need a change in reload animation setting, it isn't always easy to tell, but if it's set to reloadA, then odds are it's one that needs changing). 

Also, while I haven't checked whether it causes the same issue in-game, the .22 pistol, smuggler's end and eugene, amongst others, also have Reload Animation - Mod set to ReloadA instead of their normal reload animations. 

Relevant info: Checked this in FNVedit using an unmodified version of the mod's .esp (V 1.05) after noticing the same in my game.


EDIT: Here's a version 1.05 esp with anything that had Reload Anim - Mod set to ReloadA instead of their normal reload animation changed so the two match, done manually in fnvedit haha. Judging from previous posts in the thread this is okay to do, right? I don't think there was anything in there where the reload anim had to change for a mod, and I'm pretty sure I got them all (and I didn't touch anything else). Based on a freshly downloaded v1.05, with the .bsa included in the zip. 

File Attachments: 

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Quick update: I also did the

Quick update: I also did the same as th1nk (don't worry, dude, you did just fine), and fixed the reload animations for modded weapons in my WMXUE version; redownload the file to see the changes.

"Those who don't love me do not deserve to live, it will be hell for them."
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Haha, that's good to know

Haha, that's good to know anyway, I certainly don't mind :)
I noticed a couple of other things related to the Pitt as I played through it yesterday, firstly the Perforator is missing. That's a pretty simple fix (altering the compensator to make it reduce spread by .1 (to .05) provides a similar and sensible (IMO) ratio to the infiltrator, and then you just have to copy the mod-related fields over in FNVedit's compare function).

The other one is a bit bigger. This mod, or at least the 1.05 I have as my only reference on it, reduces the metal blaster to a single beam (number of projectiles field is set to 1 for some reason), but the metal blaster, as a laser rifle has the beam splitter addon (which is also set to 1 beam in its own field). Obviously I think the former should be fixed, but the latter causes some lore stuff, because 18 beams is probably not the best idea. Personally, I'd have it so the mod reduces spread a bit (by focussing the 9 beams more precisely, though 9 is an odd number and with two ports that's kinda weird...) and boost the damage of the focus optics a bit to compensate (IIRC it's already on the very low side compared to the stock laser rifle anyway as the MB has much higher DMG/shot so the beefing up would probably be good), but I'm not that great with balancing etc so really I'm just jotting down suggestions.

 

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Thanks for the tip :D

@ gansch

Thanks for the tip gansch :D

Was having problems with the chinese assault rifle and assault rifle... Mine was referencing 06, as I have the courier packs also running. 

For me, 06 is the Caravan Stash pack, and the Fallout 3 is 0A. WMX-Unified indicated 06, which would be right if you didn't have the courier packs running, lol ;)

Not bothering to change it in FNVEdit, as I will be dumping the courier stash packs shortly, so it will default right eventually (in this case 06 for me, which it is at), lol ;)

Member of the People's Revolutionary Front of Canada and sworn enemy of their arch-rival: The Canadian People's Front. Hoping for a Fallout game around the Great Lakes... Highly unlikely ever, but why dreams exist.

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Sadly, WMXUE messes up a lot

Sadly, WMXUE messes up a lot of modifications for the weapons if used with WRP. ANd WRP is a must-have mod , aswell as WMX...

 
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Are you using the WRP patch

Are you using the WRP patch for WMXUE?

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Yes i am, and the load order

Yes i am, and the load order is sorted and corrected..

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Think I am getting my load

Think I am getting my load order wrong what is needed for WMXUE? I have the same exact issue with the Chinese Assault Rifle's Mod's are not showing correctly.

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Ok so I've tried to rearrange

Ok so I've tried to rearrange my Mod List and still get weird textures on some WMX mods. Tried to reinstall the mod as well. What could I be doing wrong?

Good thing its such a small detail that can be over looked but man I love to play my games with at least a FOV of 95. Doing so makes me notice stupid little details like the drums on the CAR weapon.

Thanks

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It's not just to do with load

It's not just to do with load order, it's more to do with the order you installed the mods. I can't remember what order was needed, but I did have these same issues, the main one being the .22 cal pistol missing texture, after some playing around and reinstalling mods in a certain order it was fixed. 

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