WMX mods for some TTW weapons

Mod releases and conversions for Legacy versions of TTW
DO NOT USE WITH TTW 3.2!
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bobvonholle
Posts: 10
Joined: Mon Mar 11, 2013 4:55 am

WMX mods for some TTW weapons

Post by bobvonholle » Mon Mar 11, 2013 5:33 am

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.


[collapsed title=Weapons list (click to expand)]


Weapons covered:

        .22 Revolver (formerly .32 pistol)

        A3-21's Plasma Rifle

        Alien Atomizer

        Alien Disintegrator

        Ant's Sting

        Assault Rifle

        Atomic Pulverizer

        Auto Axe

        Axe

        Backwater Rifle

        Black Bart's Bane

        Blackhawk

        Board of Education

        Breaker

        Burnmaster

        Butch's Toothpick

        Callahan's Magnum

        Captain's Sidearm

        Chinese Assault Rifle

        Chinese Officer's Sword

        Chinese Pistol

        Clover's Cleaver

        Col. Autumn's 10mm Pistol

        Col. Autumn's Laser Pistol

        Combat Shotgun

        Curse Breaker

        Destabilizer

        Eugene

        Excalibat

        Experimental MIRV

        Fawke's Super Sledge

        Fertilizer Shovel

        Firelance

        Fisto!

        Highwayman's Friend

        Infiltrator

        Jack

        Jingwei's Shock Sword

        Law Dog

        Lever-Action Rifle

        Lincoln's Repeater

        Love Tap

        Man Opener

        Metal Blaster

        Miss Launcher

        MPLX Novasurge

        Occam's Razor

        O'Grady's Peacemaker

        Ol'Painless

        Paulson's Revolver

        Plunkett's Valid Points

        Precision Gatling Laser

        Protectron's Gaze

        Rapid-Torch Flamer

        Reservist's Rifle

        Ritual Knife

        Samurai's Sword

        Shock Baton

        Slo-Burn Flamer

        Smuggler's End

        Stabhappy

        Steel Knuckles

        Steel Saw

        Sydney's 10mm "Ultra" SMG

        The Break

        Shock Baton

        Slo-Burn Flamer

        Smuggler's End

        Stabhappy

        Steel Knuckles

        Steel Saw

        Sydney's 10mm "Ultra" SMG

        The Break

        The Dismemberer

        The Kneecapper

        The Mauler

        The Shocker

        The Tenderizer

        The Terrible Shotgun

        Toy Knife

        Vampire's Edge

        Vengeance

        Victory Rifle

        Wanda

        Wazer Wifle

        Wild Bill's Sidearm

        Xuanlong Assault Rifle


[/collapsed]


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


 


 


 


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JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Why does it require

Post by JaxFirehart » Wed Mar 13, 2013 3:36 am

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



bobvonholle
Posts: 10
Joined: Mon Mar 11, 2013 4:55 am

The weapons are already in

Post by bobvonholle » Wed Mar 13, 2013 3:49 am

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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JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Ah I see. Just curious.

Post by JaxFirehart » Wed Mar 13, 2013 4:21 am

Ah I see. Just curious.


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Dentaria
Posts: 48
Joined: Mon Dec 17, 2012 5:38 pm

What about WME users?

Post by Dentaria » Wed Mar 13, 2013 3:23 pm

What about WME users?


Are you playing games with me god damnit!

bobvonholle
Posts: 10
Joined: Mon Mar 11, 2013 4:55 am

I don't use WME, I'd rather

Post by bobvonholle » Wed Mar 13, 2013 9:37 pm

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.



yukichigai
Posts: 58
Joined: Wed Sep 12, 2012 1:28 am

All of the modified meshes

Post by yukichigai » Wed Mar 13, 2013 9:46 pm

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.



yukichigai
Posts: 58
Joined: Wed Sep 12, 2012 1:28 am

Oh and the meshes from other

Post by yukichigai » Wed Mar 13, 2013 9:53 pm

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.



bobvonholle
Posts: 10
Joined: Mon Mar 11, 2013 4:55 am

Right, will do.

Post by bobvonholle » Wed Mar 13, 2013 10:13 pm

Right, will do.


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bobvonholle
Posts: 10
Joined: Mon Mar 11, 2013 4:55 am

Here's a very crude and

Post by bobvonholle » Wed Mar 13, 2013 11:27 pm

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.


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