Fallout New Vegas

About this mod

Welcome to TMMS, This is one mod separated into multiple parts for the ease of the downloader to pick and choose what they want. Keep in mind this mod is constantly being updated and some ESPs may get merged into others. From scrapping to a harder game this mod tries to do everything I consider to be "Makes Sense".

Requirements
Permissions and credits
Donations

This mod is currently having crash issues and will need to be re-made again. Be patient, please.
Version 9 and above work as of 12/28/2018
Welcome to the TMMS [The Mojave Makes Sense] page:

I can no longer call TMMS an Environment mod. Thus, it is now an Overhaul!
This is a new page in TMMS's book of life, a step forward into a more fitting category!
Hello everyone, please be patient with releases of new updates. It takes me a while to make time in my life to change/add/remove enough to think it worthwhile to publish an update. Every update has chances to create bugs or conflict with other mods. I would be thrilled if anyone would leave me feedback.
Yes, I am aware that some if not all the images are not present in the current build of the mod, they are however present back when the mod was called MSV. You can still find files from that timeline in the files list.
Want to chat with me about future updates? 
Here is my Discord contact: Ash Zulfor#8186
Changes:

This mod is separated into multiple modules in order to make sure the player[s] downloading are aware of every change not listed and are able to pick and choose what they want. Please be aware that not every single change will be outlined, instead, you will be provided basic summaries of what is changed.

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Map Markers.esp
This esp does what you'd expect, adds additional map markers to the game for ease of transportation. This includes marking every building of interest on the strip so you don't have to walk from the front gate all the way to the back for a quest or to shop. This makes traveling vastly better and makes the game feel less of a walking simulator.
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Ammo.esp
This esp vastly increases the price of ammunition for the most part, alongside adjusting the rates of which cases and hulls are dropped. Every time you fire your gun be it ballistic or energy [aside from a BB gun.] You will get a hull, case or shell. "Shell?" I hear you ask? Yes, a shell. When you fire anything that spits out explosives you'll get a shell, which you can then use [In Crafting.esp] to craft more ammo. Giving you more self-reliant alternatives to obtaining ammunition.
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Casinos.esp
This esp vastly increases the max payout of Casinos as well as how long you can actually gamble in them without being kicked out/banned. The rates change depending on the Casino, the worst paying one being the Vikki & Vance, the best being the Sierra Madre Casino. You can now gamble all day for those lovely, lovely caps.
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Perks.esp
This esp does what you'd imagine, adds perks. A lot of them really, alongside changing some base-game perks to be vastly more useful. This esp is best taken if you're looking to spice up your gameplay. I highly recommend you get a mod to increase the level cap and use this alongside it. I'm always looking for new ideas for this ESP, so feel free to DM me on discord or post here with your ideas!
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Weapon Lore Names.esp
This esp replaces some names of weapons to fit what they're properly known as. Example being the Plasma Defender being renamed to Glock 86 Plasma Pistol. If I get any names wrong, feel free to contact me.
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Worthwhile Safehouses.esp
This esp adds/changes items to the faction safehouses, making them more worthwhile to get and far more rewarding for your hard work and effort getting the faction[s] to like you enough to give you the key.
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Crafting.esp
This is the flagship esp of this entire page, this has more work put into it than any other module combined, even including my old versions of TMMS/MSV. I present to you, TMMSCrafting.esp. A complete reimagining of fallout new vegas' crafting. To craft ammo, you now must obtain gunpowder, which you can only get from a long tree of crafting. You can craft weapons in tiers of quality, from normal, to advanced, to master for some weapons and not all of them. Craft new weapon mods for guns that don't have them in their own category. There are many more crafting items than before, but I'll save those details for when you download this. There are more categories for recipes allowing you to find what you want faster and easier. Keep in mind some vanilla recipes might just be completely deleted and replaced with new ones. 

There's so much about this ESP I can't even imagine where to begin, so for the rest of the details, I'll leave up to playing the game to tell you.
Please inform me of any issues regarding this ESP, it's extremely important to me.
Want to chat with me about future updates? 
Here is my Discord contact: Ash Zulfor#8186

Compatibility/Issues?
This mod, as of version 4. is not in any way shape or form compatible with mods that change weapon stats.
From testing, this mod seems to be perfectly compatible with many mods that change the same cells.
This doesn't mean to say a conflict may not arise.
This could be Load Order dependent but mostly the file is clean meaning you shouldn't experience any issues.
This mod is compatible with Fallout: New California, however, some areas of the game will be extremely challenging and others may just be a cake walk. A "NCMS, New California Makes Sense" is a possibility for me to one day do, though don't expect this as it is merely a thought.