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So what's the current state of MMM?

General mod discussion and requests.
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JabbaJabba
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Joined: Mon Nov 25, 2013 12:27 am

So what's the current state of MMM?

Post by JabbaJabba » Sun Aug 17, 2014 11:13 pm

Hi, I'm rather new to this forum, so please forgive me if I ignorantly missed anything.


As of now, the current progress of MMM confuses me. On one hand, this page has a version that's supposedly still buggy. Sesom (on February 9th, 2014) says he won't release the mod until he perfected it.


On the other hand, this page (also made on February 9th, 2014) has a version that supposedly works fine for the most part.


So does the conversion on the second page work? If so, is there anything I need to be warned about before playing with it?


Again, sorry if this is common knowledge or if this is the wrong place to post the question. In addition to ignorance, I also have ADHD, so it was hard for me to read through both pages completely. I skimmed through them for the most part, so I wouldn't be surprised if I missed something important.


Thanks for your time.


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RoyBatty
Gary
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PainTrain's works just fine

Post by RoyBatty » Mon Aug 18, 2014 5:04 am

PainTrain's works just fine for me so far. I'd very much like to have a version from Sesom, but it looks like that may take awhile or never be completed.


Just be sure to grab the fixes later on in the thread for it.


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JabbaJabba
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Joined: Mon Nov 25, 2013 12:27 am

Thanks for replying. Let me

Post by JabbaJabba » Mon Aug 18, 2014 3:20 pm

Thanks for replying. Let me get this straight so I don't screw up my game:


1) Install the Fallout 3 version of MMM (do I also have to install its NV counterpart?)


2) Install the mmm_for_ttw.zip from the original post.


3) Download and install your "MMM - NV Geckos really fixed" file


4) Download and install your "Install and overwrite MMM files" file


5) Play?


Also, if PainTrain's version of MMM really works, why does the FAQ section redirect users to the inconclusive thread instead of this one? Had I become lazy and neglected further research into the matter, I would have waited for sesom's version of MMM like a moron while PainTrain's working version sits idly by waiting to be downloaded.



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RoyBatty
Gary
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UHM, not sure why the FAQ

Post by RoyBatty » Mon Aug 18, 2014 3:58 pm

UHM, not sure why the FAQ points there...


As for installing MMM, you need to download the original mod and extract the archive. You need the meshes,sound and textures folders, put them in a new folder called Data.


Extract the MMM for TTW archive, and put all the files into the same Data folder you created.


Extract the Geckos really fixed archive, and put the file into the same Data folder you created and overwrite.


Extract the firefly fix archive, and merge the Data folder with the Data folder you created and overwrite.


rar, zip or 7zip the Data folder you created and call it MMM for TTW or whatever you want, and you can then install this with whatever mod manager you use.


 


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TJ
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The FAQ has been updated. I'd

Post by TJ » Mon Aug 18, 2014 4:09 pm

The FAQ has been updated. I'd still like for sesom's version to see the light of day, but I'm sure PainTrain's version will do just fine.


My project Dash is on Kickstarter!



JabbaJabba
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@TJ

Post by JabbaJabba » Mon Aug 18, 2014 4:29 pm

@TJ


Thanks for updating the FAQs.


@RoyBatty


If I wanted to play FO3 MMM along with FNV Monster Mod, should I just install the Monster Mod over MMM? Or would that be incompatible? Also, is the "firefly" fix you speak of the "install and overwrite MMM files" file?


EDIT: Also, do I have to deactivate the original gecko.esp when using your version of it?



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RoyBatty
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1. I don't know, I don't like

Post by RoyBatty » Tue Aug 19, 2014 5:43 am

1. I don't know, I don't like that mod because it's buggy and causes crashes.


2. Yes


3. I gave pretty clear install instructions? My fix should overwrite the original.


 


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