Figured I might start a thread about this. Hopefully this is the most appropriate section.
I started a new game with a slew of mods loaded and found that MMUE (v6) was incompatible with TTW (v1.1a). You'd get to the FO3 start area but you'd just stand there with all the NPCs doing nothing. After trying to figure out what exactly was breaking the CG00 quest I began finding a lot of MMUE records overwriting essential quest scripts. More prodding revealed a handful with really random content replacing the former material. If you care to look into it, some examples are:
CG00DadSCRIPT - xx02C9F6
CG00MomSCRIPT - xx05EDDD
CG00SCRIPT - xx03A17C
CG02JonasSCRIPT - xx0306D8
BoSBackStoryScript - xx0B4177
I imagine they're not the only ones. Replaced with stuff like "MMUEwpnrepbat," "SnowglobeDisplayScript," etc.
Funny thing is that these particular records are taken in the FalloutNV.esm by the exact same records as in Fallout3.esm, since Obsidian never really bothered to clean up the Fallout 3 reminants very well. I might really just be making an extremely stupid mistake -- I haven't tried my hand at FNVEdit or meddling with anything in terms of modding Fallout: New Vegas in a while. Though it kind of looks like the MMUE people overwrote a lot of "superfluous" records in the FalloutNV.esm that aren't quite so superfluous if you're running TTW. Not sure if it'll break after the chargen quest at some point (I only looked at a few of the script conflicts), but it's something to be aware of if you're trying to run the two together. If you run it after the chargen questline it might not even matter.
Anyway, it'd be possible to create a compatibility patch if you were willing to shuffle the records for MMUE around so they're no longer occupying any of the master record space. I might try my hand if someone more enthusiastic doesn't beat me to it.