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Risewild
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TTW's Public Dev Log

Hello there TTW community.

Many of you might have noticed that TTW hasn't had an update in quite some time and some of you might also have noticed that we (the team) keep saying we are working on a massive update for the next release (3.0).

We know how busy and hard working everyone is about this new update, but for people that are not part of the team it might seem like we are not doing much (because you guys and gals can only see the end result, which is still in the making). So the team talked about it and decided to compile and release a "Public Dev Log".

Dev logs are sometimes hard to compile when it is about a project of this magnitude and because team members usually work on separate things. Then some of those smaller things might get forgotten and end up not showing on any log. But we are still going ahead and try our best to tell you all what we have been doing to your favorite Fallout New Vegas modding project.

We plan on releasing a new update to our "Public Dev Log" every week or so, so stay tuned for more news and information.

And now for the giant wall of text that is the TTW 3.0 Dev Log. Hope you enjoy going through it point by point:

The next Updates are already part of TTW 3.01:




























Update 27

  • Fixed dissonance on 3 of Gob's lines as close as possible
  • Fixed rebreather incorrect sound path (thanks Hopper)
  • Restored ClutterMilitary15DC
  • Fixed Victoria Wattz find package
  • Restored Silenced 10mm Pistol
  • Added Expanded Mags and Laser Sight mods to Silenced 10mm Pistol
  • Added Heavy Frame mod to Scoped .44 Magnum
  • Fixed Benjamin Montgomery to use simulation Silenced 10mm Pistol
  • Fixed XP Dialogue exploit with Andy Stahl (thanks Schefus)
  • Created TTW Books optional
  • Created full sets of DC Vendor Leveled Lists
  • Updated all DC Vendors with appropriate Leveled Lists
  • Fixed Wolfgang not having appropriate items in barter menu
  • Fixed Temple of the Union Doorbell
  • Fixed 275 statics around the wasteland

 

 

TTW Version Compatibility: 

v2.9

Rating: 

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Edited by: Risewild on 06/21/2017 - 22:05 Reason: Updated and changed older logs into spoiler tags to reduce the size of the post. Makes it easier to find the edit post button.
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Looks like we're in for some

Looks like we're in for some pretty good updates when the next version is released.

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Indeed it does. With polished

Indeed it does. With polished TTW and a pair of straight hands to make the mods work, would anyone seriously choose Fallout 4 over it?)))

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Quote:

Quote:

Fixed Missing NPC voices in F3/NV due to voice type checks (Thanks MajinCry)

MOM I'M ON TV

Aye, this seems right amazing. I'll probably nip on back to this game when the update drops, what with all these fixes lying around.

 

Damianwolff wrote:

Indeed it does. With polished TTW and a pair of straight hands to make the mods work, would anyone seriously choose Fallout 4 over it?)))

My main gripe with Bethesda's previous games, is that we can't add/remove navmeshes at runtime. We're stuck with enabling and disabling navmeshes we ready up in the GECK. I want constructible settlements that the AI can actually navigate around goddangit.

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Awesome update, keep chuggin

Awesome update, keep chuggin along, TTW team.  Ya'll are doing amazing work with this project.

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Damianwolff wrote:

Damianwolff wrote:

 

Indeed it does. With polished TTW and a pair of straight hands to make the mods work, would anyone seriously choose Fallout 4 over it?)))

Why would one need to choose one over the other?  This isn't Highlander, there can be more than one. 

Anyway, I have two questions for the developers. 

First is it known yet whether or not current saves will work with version 3?  I ask because I was actually about to start over again in the next few days.  Should I wait? 

And second, will mods I have converted for the current version still work with the coming version? 

In any case, thank you all. 

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This was exciting to read. I

This was exciting to read. I've been wanting a fix for a some of the bugs in here for years.

 

 


Freakin' Bigtown robots...

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There are no words to

There are no words to describe how relived and exited I am to read this post. Thanks for bring us up to speed! 

"I have never advocated war except as means of peace, so seek peace, but prepare for war. Because war... War never changes. War is like winter and winter is coming." - Ulysses S. Grant. (maybe?)

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Zetman wrote:

Zetman wrote:

Why would one need to choose one over the other?  This isn't Highlander, there can be more than one. 

With utmost courtesy, but for a lot of people it probably is Highlander. When you have work, responsibilities, and leizure outside of video games, finding time for two moddable open world games can be hard. My replay of Oblivion stopped dead in its tracks once I got into Fallout TTW again.

Zetman wrote:


First is it known yet whether or not current saves will work with version 3?  I ask because I was actually about to start over again in the next few days.  Should I wait?

From what I've seen the devs say on Discord, unless a bit of trolling was involved, a fresh start will be needed. They've been advising people to get the best out of their current game, because the shift to a new version might require some time and effort, and will mean beginning a clean slate.

As I understood, the mods you and I have in our LO will need to be tweaked with a xEdit script (similarly to DR to DT conversion script and TTW conversion script). If you've taken care to organize your mods before, this should take a weekend evening tops, I hope.

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Damianwolff wrote:

Damianwolff wrote:

 

Zetman wrote:

Why would one need to choose one over the other?  This isn't Highlander, there can be more than one. 

 

With utmost courtesy, but for a lot of people it probably is Highlander. When you have work, responsibilities, and leizure outside of video games, finding time for two moddable open world games can be hard. My replay of Oblivion stopped dead in its tracks once I got into Fallout TTW again.

Zetman wrote:


First is it known yet whether or not current saves will work with version 3?  I ask because I was actually about to start over again in the next few days.  Should I wait?

From what I've seen the devs say on Discord, unless a bit of trolling was involved, a fresh start will be needed. They've been advising people to get the best out of their current game, because the shift to a new version might require some time and effort, and will mean beginning a clean slate.

As I understood, the mods you and I have in our LO will need to be tweaked with a xEdit script (similarly to DR to DT conversion script and TTW conversion script). If you've taken care to organize your mods before, this should take a weekend evening tops, I hope.

Regarding the first part.  Well yeah, not both at the same time, I have a job too.  I just mean you can switch back and forth every now and then.  That is what I do, play one game for a half hour every now and then for a few weeks or months, then switch to another, and so on, whenever I feel like I need a break from the current game.  But I'm not choosing between them, I play them all, eventually, even if I don't have time to for all at once. 

Regarding the second part.  Thanks for the info.  I guess I will wait before starting now.  Judging by that advice they've given then hopefully it is no more than a few months away.  Anyway, thanks again. 

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New games will be needed.

New games will be needed. Enjoy your play throughs as they are now, and don't wait for us.

There will be an additional xEdit script in a new conversion package to update 2.xx mods to 3.xx. It's not that many forms that need this, just a few dozen or so.

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RoyBatty wrote:

RoyBatty wrote:

 

New games will be needed. Enjoy your play throughs as they are now, and don't wait for us.

There will be an additional xEdit script in a new conversion package to update 2.xx mods to 3.xx. It's not that many forms that need this, just a few dozen or so.

Well I don't actually have one right now to enjoy, I haven't played this in nearly half a year and was just about to start over, so I probably will wait. 

Anyway, thank you for the details, they are most appreciated. 

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Thank you all for your hard

Thank you all for your hard work!

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Wow. Thanks for the great

Wow. Thanks for the great work! Nice to see some life signs here. Got pretty silent around here.

Once the new version will be out I will head right into the game again.

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Sweet, good to know you guys

Sweet, good to know you guys aren't dead. What is the end goal for 3.0?

Derp

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TTW 3.0, Project Brazil...

TTW 3.0, Project Brazil... Can't wait to get back in the game \o/

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i see you guys messed with

i see you guys messed with the super mutants' DT quite a bit between updates, what was the reasoning behind the changes? and cheers for the hard work btw <3

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Getting them to "feel" right

Getting them to "feel" right vs the weapon balance and comparatively to Fallout 3.

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It is nice to hear that you

It is nice to hear that you are still working on TTW .More reasons to keep playing Fallout NV .Fallout 4 feels empty .

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Looking good. I can't wait
Looking good. I can't wait to do a run through in TTW 3.0 :)
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Kaleschky wrote:

Kaleschky wrote:

 

It is nice to hear that you are still working on TTW .More reasons to keep playing Fallout NV .Fallout 4 feels empty .

 

Yeah the wife has me modding FNV/3 because 4 is so boring.  I'm really glad you guys are working on this still, as well.  I will be sending you a donation soon.  =)

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New save required... I see.

New save required... I see. Thanks for the warning! I wish more mods were so transparent when such an update is on the way. Does this apply to saves made with "vanilla" TTW? As in no other mods?

 

I am guessing there will probably be several new cross content discussions after this goes live? Some pretty radical changes in there, form the looks of things. Will the bobblehead changes still be optional in 3.0? 

"I have never advocated war except as means of peace, so seek peace, but prepare for war. Because war... War never changes. War is like winter and winter is coming." - Ulysses S. Grant. (maybe?)

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EnderDragonFire wrote:

EnderDragonFire wrote:

 

New save required... I see. Thanks for the warning! I wish more mods were so transparent when such an update is on the way. Does this apply to saves made with "vanilla" TTW? As in no other mods?

 

I am guessing there will probably be several new cross content discussions after this goes live? Some pretty radical changes in there, form the looks of things. Will the bobblehead changes still be optional in 3.0? 

Yes and yes.

The new game will be needed even with just an old vanilla TTW save game and The bobbleheads changes are still optional.

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RoyBatty wrote:

RoyBatty wrote:

 

New games will be needed. Enjoy your play throughs as they are now, and don't wait for us.

There will be an additional xEdit script in a new conversion package to update 2.xx mods to 3.xx. It's not that many forms that need this, just a few dozen or so.

I'll be finishing Fallout 4 while waiting for you guys.

To think I'd still be playing F3/NV in 2017 and it's all cause of y'all, thanks for working on TTW so consistently!

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Thx for the great effort guys

Thx for the great effort guys you're the best, I'm planning to play FO3 & NV all over again but i'll wait for this.

I have a question if you don't mind, when TTW 3.0 is going to get released? is there a close date on your mind or things are not clear currently?

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Awesome progress, excited to

Awesome progress, excited to watch the project as it moves forward!

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Thanks all.

Thanks all.

We'll get it released as soon as we can.

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Jokerine was kind enough to

Jokerine was kind enough to make some missing food items for us, there are some pics of them here. http://imgur.com/a/aMpLb

Thanks Jokerine. :)

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I just found out about this

I just found out about this project today. I had no idea that any such thing existed. The funny thing is, I was just thinking about ways to show off Fallout 3 and New Vegas to a friend of mine who spent the last year addicted to Fallout 4 but had never seen the earlier games.

My thought was skipping right to New Vegas and streaming that, since I really didn't want to deal with the Games For Windows Live nonsense for getting Fallout 3 to work in Windows 10. This will give me the opportunity to show both without having to deal with that. :-)  

I'll have to keep an eye on the updates, for when the new version comes out so I can do that. I'm still having fun with Fallout 4, myself, since I started that many months late. So, I'm not in any rush. :-)

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Fallout 3 is perfectly

Quote:



Fallout 3 is perfectly compatible with Windows 10 without GFWL. Install the attached DLL in your FO3 directory to skip having to use XBL or whatever they renamed that crap.

 

This is the same DLL installed by FOMM with the "Use fake xlive dll" option in the Install Tweaker under the Tools menu.

 

Ah, thank you! I'll still use TTW -- be it the current or upcoming version, depending on my and my friend's patience -- simply because it looks like so much fun (and I like NV hardcore, except for the companion thing, and some of the other engine changes), but that lets me load up the game and play around some in the meantime. Very much appreciated!

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Looks Great Thanks!
Looks Great Thanks! there is a bug im not sure if you're all aware of the female ghoul nurse in underworld is supposed to sell chems and stuff, i'm almost completely postive she did in vanilla fallout 3, and even if she didnt your allowed to barter with doctors in every other town, why not underworld? there are also a couple of toy cars in new vegas you cant pick up, (lol i love pickin up everything) i know one is in the train station in the town before the hoover dam forget name, it's the one that has the memorial from when the ncr fought the legion, also ive never seen the radio tower light up when curtis is in there, in new vegas quest i put a spell on you, maybe its just my game i dont know, need somone to confirm, and some problems with some fallout 3 mods, making you be underwater when you activate them, wish i knew how to fix wasteland bosses f3 mod, none of the bosses show up, i did convert, ive also had problems with combat armor disappearing from inventory until you drop the ones you had in your inventory (seems to happen whem you have both stolen and non stolen armor in your inventory, seems to happen with guns too (not sure about stolen part, forget)
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This isn't a bug reporting

This isn't a bug reporting thread.

Nurse Graves is not a vendor in vanilla. Doctor Barrows is.

Bugs in NV are not our concern.

Bugs in mods are definitely not our concern.

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Does "Removed changes to 10mm

Does "Removed changes to 10mm pistol in Vault 101" mean what I think it means? That the vault is actually equipped with 10mm again? If so; thanks! This was the biggest lore error in the mod, IMO. 

 

EDIT: Although, "Removed .357 magnum and ammo from DC, Removed all "cowboy" and "NCR" guns from DC" seems to contradict the many, many justifications you guys have given for there presence over the years. Has there been a major change the the "prime directive" of TTW? Seems you are rolling back some major changes, for good or ill. 

I distinctly remember there being some rather heated discussions, back and forth, over some of these features. I suspect some people won't be happy with the new update. I personally was always on the "preserve Fallout 3's feel" side of the argument, and applaud these changes, but not everyone will. 

 

"I have never advocated war except as means of peace, so seek peace, but prepare for war. Because war... War never changes. War is like winter and winter is coming." - Ulysses S. Grant. (maybe?)

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I know some people won't like

I know some people won't like some changes. Some of them will be made optional, like the expanded armors and things. The 10mm was not done for lore reasons, it was done because Vault 101 was nigh impossible with a 9mm on very hard if you wanted to go the kill everyone route, it didn't penetrate the armor well enough. The baseball bat is still really OP starting weapon so the 10mm being too powerful argument doesn't really hold any water in that regard, There is a sniper rifle minutes after leaving the vault and no less than 4 hunting rifles. It's also about the same as the .22/.32 Revolver and there is plenty of those around. The 9mm is not removed from DC, they are abundant as usual, and the 9mm SMG is also available as a compliment to it.

My focus is making the game "feel" right, lore is secondary yet still important.

As far as weapons go, there are still NV weapons in DC. In fact there are more than before. All the factions have a larger selection of weapons now. It's just the Cowboy/NCR weapons which are not there. Generic weapons that wouldn't be out of place are in abundance. Why would DC NPC's have NCR service rifles? It's also a matter of balance, including caps flow, tiers, and damage output. We've refactored a lot of stuff and have been extensively testing all the changes and making balance adjustments when necessary.

I'll make .32 optional too, and skill books. Everything will be selectable via the MCM optional and those things will not be the default but can be enabled if desired. That way everyone can choose how they want TTW and everyone is happy. This is the route I personally think is the solution that will suit everyone's play style or desires from the project.

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I never meant to suggest

I never meant to suggest there should not be 9mm in DC, only that Vault Tec should have 10mm. It is an established bit of lore that Vaults all used 10mm handguns for security. Making the game feel right is important, but for me, things which slap lore in the face feel wrong. The only thing which really broke lore badly WAS the 10mm in my opinion. I never liked having west coast Enclave armor in DC, but Fallout 4 has render that point moot by putting it in Boston. Not really a lore based objection any more.

I get that certain NV weapons don't fit well in DC. I always thought that the service rifle was very out of place. I don't quite understand why the .357 was removed, since that is one of the most common handgun calibers in the USA, and there are two revolvers in the base Fallout 3 game anyway (32 and 44). What exactly qualifies as a "Cowboy" weapon? Anything which falls under the Cowboy perk? Some of those are native to Fallout 3. Likewise, what is an "NCR" gun? Seems rather vague. Most of the weapons in NV are used in some way by the NCR. 

"I have never advocated war except as means of peace, so seek peace, but prepare for war. Because war... War never changes. War is like winter and winter is coming." - Ulysses S. Grant. (maybe?)

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NCR gun = service rifle. They

NCR gun = service rifle. They are specifically manufactured by NCR for their troops.

The NV .357 is a deer horn handled gun that looks more like an 1800's revolver than a modern nickel .357 mag with a form grip. Also it's yet another tier 0 revolver that only shares ammo with the Cowboy Repeater. There is already a tier 0 revolver in the .22/.32 revolver so it's redundant. I tossed around the idea of putting the police pistol in instead, but it's unique to DM so I decided not to.

I'm sure someone will make a weapon diversity mod like before which will fill the role of adding all the weapons to both wastelands, and that's what mods are for. TTW is being treated like it's own game, without any other mods, and to be balanced and fun for the 1st time player without too much confusion and clear roles for ever piece of gear.

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Ah ok. So literally just the

Ah ok. So literally just the service rifle, got it! 

As for the revolver, it never seemed strange to me. Then again, I am from Kentucky, and really don't know what type of guns people in DC would have. Everything here is made from deer horn! 

"I have never advocated war except as means of peace, so seek peace, but prepare for war. Because war... War never changes. War is like winter and winter is coming." - Ulysses S. Grant. (maybe?)

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Well, I spent years on a farm

Well, I spent years on a farm in Virginia (relatively) near DC, and handguns were pretty scarce. Rifles and shotguns were the name of the game. Rifles: mostly .22, and some .30-06. Shotguns: mostly 20 gauge, and some 12 gauge. We had a 20 gauge shotgun that our mom used to shoot weasels trying to get into the chicken coop. Don't mean to imply those were the ONLY guns, but those were the ones most used day-to-day for hunting. Also not implying this matches the DC area, which is very different from rural Virginia.

 

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Reality doesn't factor into

Reality doesn't factor into it that much. Feel is what matters. That's obviously very subjective, but FO3 has a specific feeling, and the 357 and the Service Rifle don't match it. Again, that's subjective, and everyone won't agree with it (IO don't necessarily agree with all of it), but the ultimate goal is achieving something that incorporates NV's enhancements, without compromising the experience of 3.

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I know "feels" is subjective,

I know "feels" is subjective, which I why I said there would be controversy. There has been controversy before about which NV weapons belong in DC and which one's don't. My opinion does not really matter on the subject. I am just putting my 2 cents in, in case the TTW team is interested in feedback. Although I do feel that this discussion is sort of taking over this thread, and might not really be on topic anymore. If any of the TTW dev's want this discussion to stop I am happy to comply. 

"I have never advocated war except as means of peace, so seek peace, but prepare for war. Because war... War never changes. War is like winter and winter is coming." - Ulysses S. Grant. (maybe?)

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What's the end goal for 3.0?

What's the end goal for 3.0? You guys just combing through it in the GECK and FNVEdit untill you can't find any more problems?

Derp

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Well, if those wasteland

Well, if those wasteland survival guide can ended up in west coast, I can't see why some NCR service rifle ended up in east coast impossible, either by scavenging from dead NCR troops or by some jet-addic quartermaster(s) and it may ended-up anywhere. Afterall, comparing with those 200+ years old pre-war weapons, which their parts/quality and availability will be depleting overtime, those are the "new guns" manufactured after the great war should have a higher availability.

The one I am more interested would be those from Honest Hearts. I would like to have them early.

 

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TTW deals with the Wasteland

TTW deals with the Wasteland Survival Guide on the West Coast by replacing them with Scout Handbooks (like in older Fallout games).

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"Feel" is very very specific

"Feel" is very very specific here. As in we play Fallout 3 and compare it with TTW and adjust stuff until it "feels" roughly the same with NV mechanics such as DT and expanded ammo.

darious24555
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Maybe you can replace the 357

Maybe you can replace the 357 magnum with the 45 auto, I think it would fit DC well.

Does the Marksman Carbine count as an NCR weapon? I think it'd be a good fill in for the lack of an AR platform in DC, since the service rifle is out.

Derp

RoyBatty
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This isn't a suggestions and

This isn't a suggestions and requests thread, please take that to the appropriate topic/sub.

EnderDragonFire
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I really opened a can of

I really opened a can of worms didn't I Roy? I really did not know that THIS thread would be the place where the controvery happened, or I would have kept my mouth shut and waited for the update to go live. Sorry. 

"I have never advocated war except as means of peace, so seek peace, but prepare for war. Because war... War never changes. War is like winter and winter is coming." - Ulysses S. Grant. (maybe?)

Risewild
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EnderDragonFire wrote:

EnderDragonFire wrote:

 

I really opened a can of worms didn't I Roy? I really did not know that THIS thread would be the place where the controvery happened, or I would have kept my mouth shut and waited for the update to go live. Sorry. 

No need to apologize. The team likes suggestions, what Roy means is that suggestions should go into the right thread for it so it doesn't clog this thread and because the suggestions will have more visibility there .

You guys can go crazy ( ) with suggestions in this subforum:

https://taleoftwowastelands.com/forums/tale-two-wastelands-suggestions-questions-and-feedback

RoyBatty
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Yup what Rise said. I wasn't

Yup what Rise said. I wasn't berating you guys, sorry about that.

KeltecRFB
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Thank you team for continuing

Thank you team for continuing to share your hard work, and now development progression!

"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

MajinCry
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Did the buggy clothing world

Did the buggy clothing world models ever get fixed? I distinctly remember the Vault 101 Utility Jumpsuit, and the mercenary gear, vanishing in/out of view, whilst other dropped clothing items wouldn't vanish when in the same position. Think this list covers 'em: http://fallout.wikia.com/wiki/Fallout_3_bugs#Invisible_world_items

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