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TTW Team
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TTW 2.9.3 Released

Tale of Two Wastelands 2.9.3 has been released. This version brings with it some neat changes that we think you'll like which you can see in the change log. We had a somewhat rocky week as it was brought to our attention that some of the previous fixes since 2.8.1 were missing from the master files, but they should all be in place now. As usual you can get it here. Use this thread to talk about the changes as well as report any issues, and please remember the required information. Have Fun!

Was going to make a 'paid mod' joke but honestly that's probably played out, and you all should already know we'll never charge for TTW.

TTW Version Compatibility: 

v2.8

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Edited by: thermador on 11/10/2015 - 06:51
paragonskeep
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LOL. Awesome timing. I *Just*

LOL. Awesome timing. I *Just* finally got 2.8.1 installed. Damn I am sooo behind. Oh well not that far into a playthrough and I could really remerge some plugins for stability. 

 

Awesome stuff. 

*yeah that "pay" stuff I'm still on the fence about. But that's for a totally different thread. 

If life is but a test, where's the damn answer key?!?!?

KeltecRFB
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Thank you Team for your

Thank you Team for your continual support!

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

TJ
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I'm getting reports of some

I'm getting reports of some bsa issues. If you see any missing meshes / textures please report here. 

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

mayoko
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Thanks for this, I'll let you

Thanks for this, I'll let you know if I have any difficulties...

 

The only odd thing I'm noticing is the MCM TTW option menu is really slow and sometimes doesn't display checkmarks next to items I've clicked.

RoyBatty
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The slow menu thing is just a

The slow menu thing is just a quest delay issue, it will be fixed.

Please check the station in Freeside and also the Columbus Circle worldspace for any issues. If someone else can verify they are having the problems I am.

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I'm fairly certain that the

I'm fairly certain that the INI Settings file needs to go in a folder called INI Tweaks, in order for MO to see it.

I'm just a very clever shell script.

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I haven't got to check in

I haven't got to check in-game yet, but was unpacking the BSA's for my 99% BSA-free install while waiting on an AO map to finish baking. I noticed that meshes/architecture/unionstation/nvpcfunstnsign.nif was a zero-byte file. A double-check in BSAOpt confirms it. That's the trademark sign as depicted (hopefully) in this screenshot. Fairly popular mesh in that vicinity, I'd wager...

 

Hope it helps! Thanks for your hard work!!

File Attachments: 

dmcgee627
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Any major plans for 3.0 yet?

Any major plans for 3.0 yet?

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We're actually going to 2.0.0

We're actually going to 2.0.0.1 after 2.9.9 is released.

DarkValor
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Awesome! Thank you to

Awesome! Thank you to everyone who made this a reality.

Cheers,

Dark.

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BSAopt and FOMM's bsa manager

BSAopt and FOMM's bsa manager both are breaking repacking the BSA right now... thanks for confirming.

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People always confuse version

People always confuse version ids with actual numbers. After 2.9 will come 2.10. TTW 3.0 will come when we make a large or far reaching change.

Puppettron
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i speak for a lot of people

i speak for a lot of people when i say "but on the plus side, people understand decimals."

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

help me fight starvation:  http://www.gofundme.com/vr56rc

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Does 2.93 fix freezing zeta

Does 2.93 fix freezing zeta aliens? 

AMD FX6100 OC to 3.42 / Sandisk SSD240G /GTX960 2G /16GB system ram DDR3 /

paragonskeep
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TsurudaHimeko wrote:

TsurudaHimeko wrote:

 

Does 2.93 fix freezing zeta aliens? 

I'd say they still need their coats. Space is mighty chilly. 

If life is but a test, where's the damn answer key?!?!?

Puppettron
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TsurudaHimeko wrote:

TsurudaHimeko wrote:

 

Does 2.93 fix freezing zeta aliens? 

that fix is in.  if it's not in or not working, do let us know.

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

help me fight starvation:  http://www.gofundme.com/vr56rc

TJ
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JaxFirehart wrote: After 2.9

JaxFirehart wrote:

 After 2.9 will come 2.10. TTW 3.0 will come when we make a large or far reaching change.

 

I'm not sure 3.0 will ever come at all. I'm not rebuilding the mod, and I doubt you're up for it again either. 

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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TTW XP reduction and some

TTW XP reduction in TTWOptions.esp seems to behave bit differently on this version. I am getting more xp with this compared to previous version.

teeest
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Since this release has some

Since this release has some problems, should I wait for a hotfix or just go and install it?

Puppettron
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your call, but since it looks

your call, but since it looks like all the issues are with the BSA, and seem to be a rather small selection of errors, it should be ok.  besides, we're still in alpha, so every release is likely to have issues until we're ready to move to beta.

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

help me fight starvation:  http://www.gofundme.com/vr56rc

TJ
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jaassu wrote:TTW XP reduction

jaassu wrote:

TTW XP reduction in TTWOptions.esp seems to behave bit differently on this version. I am getting more xp with this compared to previous version.

 

Should work exactly the same, all that's changed is that the delivery script is rolled into the MCM script. I'll check to make sure it's giving the perk properly though.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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Thank you again for all the

Thank you again for all the hard work TTW Team.

I can also confirm the slowness of the MCM menu, however since Roy mentioned that's known you guys are on top of it no doubt.

I will keep an eye out for anything strange. So far I haven't encountered anything yet.

A question though is the "MCM" menu option just an option and you still need MCM itself too run it? or is it similar to PN that has its own mini MCM menu, and one can overwrite it with the full thing? If one didnt have/or wanted to run the game stand-alone? (I didn't check, because I did a full modded install from the start.)

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Awesome thanks TTW team!! You

Awesome thanks TTW team!! You should have went with the joke! 

TJ
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AnvilOfWar wrote:

AnvilOfWar wrote:

A question though is the "MCM" menu option just an option and you still need MCM itself too run it? or is it similar to PN that has its own mini MCM menu, and one can overwrite it with the full thing? If one didnt have/or wanted to run the game stand-alone? (I didn't check, because I did a full modded install from the start.)

With the MCM Optionals file, you've got two options: Have MCM installed, or edit the globals in TTW.esm. 

  • SMRebalance
  • XPReduction
  • MoreCooking
  • BobbleHeadOverhaul

Those are just from memory, but it should be pretty close to that. 0 is off, 1 is on. You could easily make a patch for the globals setting them up the way you want.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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If those features won't work

If those features won't work without MCM, it should probably mentioned in the installation instructions. I feel that it would be preferable that those features are automatically activated when esp is active, because those who do not want the features can just leave Optionals.esp out.

TJ wrote:

AnvilOfWar wrote:

A question though is the "MCM" menu option just an option and you still need MCM itself too run it? or is it similar to PN that has its own mini MCM menu, and one can overwrite it with the full thing? If one didnt have/or wanted to run the game stand-alone? (I didn't check, because I did a full modded install from the start.)

 

With the MCM Optionals file, you've got two options: Have MCM installed, or edit the globals in TTW.esm. 

  • SMRebalance
  • XPReduction
  • MoreCooking
  • BobbleHeadOverhaul

Those are just from memory, but it should be pretty close to that. 0 is off, 1 is on. You could easily make a patch for the globals setting them up the way you want.

TJ
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The problem with that is what

The problem with that is what if I want BobbleHeads and XP Reduction, but not MoreCooking or SMRebalance?

Like I said, it's simple to make a patch talored to specifically what you want, and it doesn't even have to have the MCM file as a master. The file will have to be present for it to work, but you don't need MCM. I'll make a template patch after I get 2.9.4 released (more bugfixes yay) but I'm not going to be doing that every time we change the MCM. Instead I'll tell you guys what the Globals are and someone else can make the patch. We've got alot planned for the MCM file in the future so I wont be able to keep up with the patch myself.

Again, All features DO work without the MCM, but you either need to have a patch file + TTW Options, or TTW options and MCM. One release ago this was 4 seperate files, now it requires 2 maximum. Most people use MCM anyway. Is that really a bad thing?


Example Optionals patch file is in the 2.9.4 thread. I'm closing this thread for the sake of sanity.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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