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WMX lack of issues so far
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Zero132132
- Posts: 3
- Joined: Mon Apr 01, 2019 4:12 am
WMX lack of issues so far
This is the opposite of what usually probably goes here, but I've been using WMX (including ones for DLC) and I hadn't noticed any issues. Was looking at the list of incompatible mods (probably should have done that sooner) and saw it listed. I haven't had problems so far, and I like have access to more mods. If I don't remove WMX, what issues should I expect to run into? Is it just that some things won't look as good since WMX replaces some weapon meshes, or is there something more significant that could become a problem later on? Like, are there specific weapons where it'll break iron sights or something?
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Re: WMX lack of issues so far
It does break iron sights and other things, incompatible texture sets, fixes I made to the weapons and animations, particularly melee/unarmed weapons will have no sounds, or the wrong ones.
Be patient, I am still finishing working on *all* the weapons for TTW and Weapon Mesh Improvement Mod. Once this is finished I will begin to work on my weapons modding mod as a replacement for WMX which is designed for TTW and covers all the weapons as well as being a modders resource for anyone to use as a basis for their weapon mods.
Be patient, I am still finishing working on *all* the weapons for TTW and Weapon Mesh Improvement Mod. Once this is finished I will begin to work on my weapons modding mod as a replacement for WMX which is designed for TTW and covers all the weapons as well as being a modders resource for anyone to use as a basis for their weapon mods.

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Zero132132
- Posts: 3
- Joined: Mon Apr 01, 2019 4:12 am
Re: WMX lack of issues so far
Thanks for the reply. Good to know. It should be fine if I just take the mods off of the weapons and remove WMX, though some of the notes on the future of ToTW to make the mechanics more like F3 don't sound as appealing. It would be cool if the repair cap were optional, but I get why that might not be entirely feasible.
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Re: WMX lack of issues so far
FO3 repair already is optional.
I'm not sure what else you are referring to, perhaps leveling the wasteland so you aren't OP when you go to vegas?
I'm not sure what else you are referring to, perhaps leveling the wasteland so you aren't OP when you go to vegas?

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Zero132132
- Posts: 3
- Joined: Mon Apr 01, 2019 4:12 am
Re: WMX lack of issues so far
I think I just misread some patch notes if the FO3 repair setup is optional. Leveling things in Vegas so that it's still engaging is actually something I'm looking forward to. Didn't end up being a big problem this playthrough, since it made narrative sense to bail on DC when my character's dad died, but I look forward to it in future runs.
Any notion of when you're aiming to release your own weapon mod thing for TTW? Not asking for a solid date. I work in software development so I know that being that specific is usually a recipe for either disappointment or sloppiness. More just curious if it's on the roadmap as a goal or if it's basically something you'll get to after accomplishing more immediate/important goals.
Any notion of when you're aiming to release your own weapon mod thing for TTW? Not asking for a solid date. I work in software development so I know that being that specific is usually a recipe for either disappointment or sloppiness. More just curious if it's on the roadmap as a goal or if it's basically something you'll get to after accomplishing more immediate/important goals.
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Re: WMX lack of issues so far
I'll have to go with "when it's done" as I don't know myself, I'm working very hard on getting my modeling skills to a level where I feel comfortable that I can make high quality assets, then I have to work on texturing after that. With WMIM I'm going through all the vanilla weapons and fixing up any problems I find and doing some things like adding environment mapping and making the 3rd person textures better when the 1st person texture is much higher res by resizing that. I've also done a few things like put a proper iron sight on the automatic rifle because it drove me mad. I will probably finish up unique uniques for TTW first so that all the base stuff is done then move on to that.
That said WJS and I planned to make a new EVE type mod as well. I would like the weapon mod mod done first so that the new mod can build on that.
Once my modeling/texture skills are up to par I can bust out an ammo overhaul too.
That said WJS and I planned to make a new EVE type mod as well. I would like the weapon mod mod done first so that the new mod can build on that.
Once my modeling/texture skills are up to par I can bust out an ammo overhaul too.

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Mr Quinn
- Posts: 1
- Joined: Sun Sep 23, 2018 11:58 am
Re: WMX lack of issues so far
Any updates on the TTW weapon mods mod Roy? Trying to start a new TTW playthrough in 2020 and FCO, WMX, EVE, none of the mods that I always played with have patches out anymore. I love your work and hope that you will complete a WMX/EVE style update to TTW for all of the guns ect. Any suggestions for a FCO replacement that covers both wastelands and player character? Loving your work, seriously.
Thanks!
Thanks!
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Re: WMX lack of issues so far
I don't have time and motivation to finish fixing the weapons in TTW rn, I doubt I ever will for WMX/EVE and I'd just make my own WMX and work with WJS to make a new EVE.
Glad you are enjoying TTW.
Glad you are enjoying TTW.
