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MMM-Hardened TTW

General mod discussion and requests.
poopoopapa
Posts: 17
Joined: Fri Nov 02, 2012 10:17 am

MMM-Hardened TTW

Post by poopoopapa » Fri Nov 02, 2012 10:17 pm

I would first like to thank the TTW team for their efforts.  This is really what I've been hoping for.


I am currently in the process of converting MMM for TTW use.  I am painstakingly changing all MMM errors in accordance with TTW's Fallout3.esm formids.  Then there are the scripts to recompile.  Then there is plain testing.  I would like it if others assisted in said testing, and I will be making the mod public at this point for testing/enjoyment purposes.


I will also be releasing a hardened addon for MMM that has some if not all of the creature features from FNV's Hardened mod.  I may also incorporate the MCM menu, but don't hold your breath.  I have other mod plans as well, which you can see below.


Further plans:


-Book perks from FO3 conversion to address the book issue.  This is also to address the surfeit of skills available in both games. DONE 11/28/12 See this post http://www.taleoftwowastelands.com/comment/1566#comment-1566


-Epic level challenges and monster scaling in both FNV and FO3 via IWS and MMM.  Both games suffer from a lack of challenge in higher levels, which is partially attributed to ridiculous player damage scaling but mostly due to zero scaled enemies outside of FNV expansions.


 


That's it for now.  I should have a beta version of MMM out by Sunday at earliest and Monday at latest.  Look to this thread for more info.  Spread the word, also.  I may create a nexus page, but I'm not entirely sure that would be a smart idea.


 


Also, a request.  I am aiming at recreating many of the reasons why I enjoyed modded FO3 so much, i.e. WMX-EVE-FWE-MMM.  Naturally some of these mods may not be necessary considering FNV mods, such as Project Nevada and FNV EVE.  Can someone tell me if classic fallout weapons pack for FNV works in the capital wasteland?  Does EVE function correctly?  Has anyone tried ammo packs like CASE?  I really want to recreate the scarcity of desired ammunition that FWE introduced. Update 11/28/12 : Classic Fallout Weapons works and combines well with Project Nevada and Project Nevada: Extra Options to create a very FWE-style  environment.



dmcgee627
Posts: 57
Joined: Fri Sep 28, 2012 3:19 pm

Is Martigen even active in

Post by dmcgee627 » Sat Nov 03, 2012 7:03 am

Is Martigen even active in the modding scene anymore? Someone else keeps MMM for FCOM up to date, and he never made anything for New Vegas or Skyrim.



poopoopapa
Posts: 17
Joined: Fri Nov 02, 2012 10:17 am

No, he's not.  I have

Post by poopoopapa » Sat Nov 03, 2012 5:12 pm

No, he's not.  I have grandfathered permission from him to use any of his assets in future projects, though.  Not really sure if he's ever going to do anything again.



JimmyFraska
Posts: 35
Joined: Sun Sep 23, 2012 2:08 am

I can't express how happy I

Post by JimmyFraska » Wed Nov 07, 2012 7:23 pm

I can't express how happy I was to see that someone was even attempting this. Sadly, as of this post I don't have the rig to do any sort of proper testing.



I assume you plan on integrating monsters from MMM into the Mojave where they fit (eventually)?



dmcgee627
Posts: 57
Joined: Fri Sep 28, 2012 3:19 pm

MMM had Geckos in it right?

Post by dmcgee627 » Wed Nov 07, 2012 7:51 pm

MMM had Geckos in it right? Are you going to use the NV gecko models for it, or keep the MMM ones for DC?



Darkersun
Posts: 189
Joined: Mon Sep 17, 2012 7:29 am

Having a FWE + MMM gameplay

Post by Darkersun » Thu Nov 08, 2012 9:32 am

Having a FWE + MMM gameplay for both games together would be awesome.


The only thing I didn't like is that it increase the number of different weapons to much.


(Just my opinion)


You project sounds amazing.


Regards,

Darkersun


- semi FNV Modder
- Wasteland lover

- System Spec: AMD Phenom II X6 1090T / MSI GTX 970 /12GB DDR3 RAM

poopoopapa
Posts: 17
Joined: Fri Nov 02, 2012 10:17 am

My initial plan was to simply

Post by poopoopapa » Fri Nov 09, 2012 10:59 pm

My initial plan was to simply convert the MMM from FO3 to TTW.  This is currently a success.  I could upload the changed esps and esm, but really, the conversion listed in the FAQ is enough.  Just follow those directions and MMM will work.


 


FWE on the other hand...Too many scripts to debug.  What I am doing for now is just PN and another mod called game settings tuner.  I am also using Classic Fallout Weapons for FNV to increase the amount of weapons and ammo types in the game.


MMM geckos are remaining MMM geckos.  I think the separation between the two wastelands should be kept where it can.  I do plan to harden the Ants, the mutants, the mirelurks and many of the other creatures in the future, however.


 


The following is my current, working load order.


 


 



FalloutNV.esm


Fallout3.esm


DeadMoney.esm


HonestHearts.esm


OldWorldBlues.esm


LonesomeRoad.esm


GunRunnersArsenal.esm


CaravanPack.esm


ClassicPack.esm


MercenaryPack.esm


TribalPack.esm


Anchorage.esm


ThePitt.esm


BrokenSteel.esm


PointLookout.esm


Zeta.esm


TaleOfTwoWastelands.esm


Project Nevada - Rebalance.esp


StreetLights.esm


CFWNV.esm


EVE.esm


Project Nevada - Core.esm


Project Nevada - Equipment.esm


Project Beauty.esm


Mart's Mutant Mod.esm


Primary Needs HUD.esm


Project Nevada - Cyberware.esp


CASM.esp


The Mod Configuration Menu.esp


The Weapon Mod Menu.esp


EVE.esp


Project Nevada - Dead Money.esp


Project Nevada - Honest Hearts.esp


Project Nevada - Old World Blues.esp


Project Nevada - Lonesome Road.esp


Project Nevada - Gun Runners' Arsenal.esp


GameSettings.esp


WeaponModsExpanded.esp


Project Nevada - WMX.esp


EVE Operation Anchorage.esp


Fellout-Full.esp


Fellout-Anchorage.esp


Fellout-BrokenSteel.esp


Fellout-PointLookout.esp


Fellout-Zeta.esp


Project Beauty- Broken Steel.esp


Project Beauty- Point Lookout.esp


GalaxyNewsRadio100[M].esp


The Mantis Imperative - Mantis.esp


The Mantis Imperative - Jello.esp


Mart's Mutant Mod.esp


Mart's Mutant Mod - DLC Anchorage.esp


Mart's Mutant Mod - DLC Point Lookout.esp


Mart's Mutant Mod - DLC The Pitt.esp


Mart's Mutant Mod - DLC Broken Steel.esp


Mart's Mutant Mod - DLC Zeta.esp


Mart's Mutant Mod - Project Beauty.esp


Mart's Mutant Mod - Master Menu Module.esp


CFW-PN-DLC.esp


CFW-PN.esp


CFW-DLC.esp


PLweightadjust.esp


PLFewerItems.esp


WMX-EVE-TTW.esp


BookPerks.esp


Bashed Patch, 0.esp


 


Total active plugins: 66


Total plugins: 66


 


 


My bashed patch is only used to combine the leveled lists and formid lists.  No other bashed options, including merged patches, are selected as crashing occurred.  I want to add more mods, but I am reaching the limits of my hard drive space(22gb+ for the game atm).


 


I have currently played up to the super duper mart with only one loading screen hang.  My initial settings were max MMM spawns, but I think I may lower this.


 


I did have to create a patch for EVE, WMX and TTW.  This made sure that EVE's effects applied to various weapons.  This takes a bit of work so I uploaded it here.


dmcgee627
Posts: 57
Joined: Fri Sep 28, 2012 3:19 pm

So do they work just as

Post by dmcgee627 » Fri Nov 09, 2012 11:14 pm

So do they work just as simple as changing the master with FO3edit, or have you made tweaks to them?



poopoopapa
Posts: 17
Joined: Fri Nov 02, 2012 10:17 am

Just make the master changes.

Post by poopoopapa » Fri Nov 09, 2012 11:50 pm

Just make the master changes.  The only tweaks I made were to bookperks.esp, which had the old Fallout3 SmallGunsSkill stuff and the BigGuns skillbook.  The latter might have been removed completely from the game by TTW, but I wasn't sure.  I changed the script to simply give XP based on your (guns+energyweapons+explosives skill/3) and a pre-war book.



dmcgee627
Posts: 57
Joined: Fri Sep 28, 2012 3:19 pm

And are you using the old

Post by dmcgee627 » Fri Nov 09, 2012 11:54 pm

And are you using the old version of Project Beauty or the one currently on the Nexus?



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