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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 so stay tuned for more news and information (each update will be what happened each week, so we will start with already 5 updates in the first post).

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:


Update 1 - First major update contains the following changes:

  • Fallout 3 ESMs upgraded to version 1.34, now 100% GECK/BASH/xEdit friendly (There will be bugs, but hopefully minor)
  • Deleted Navmeshes in Operation Anchorage, Broken Steel, and The Pitt fixed to stop CTD and AI issues (any mods altering these few areas will need to be updated)
  • Some NULL region and landscape texture references removed from Fallout3.esm to reduce CTD
  • Some NULL voice type references removed from The Pitt and Point Lookout
  • Long load time bugs fixed
  • Super Mutant weapon spawn lists fixed
  • Vendor spawn lists fixed and rebalanced a little
  • .22 Revolver Iron Sights fixed
  • Double Barrel Shotgun iron sights fixed
  • Missing Dart Gun, Chinese Pistol, and Railway Rifle reload sounds restored
  • Sarah Weintraub vault suit turn in exploit fixed
  • Fixed reloading bench in The Pitt so Friday doesn't stand in the middle of it
  • Navmeshed Pennsylvania Ave to Mall Metro, companions no longer teleport to incorrent entrance
  • Optimized DC Station interior to increase frame rate
  • Fixed dead ghouls in DC Station which appeared to stay standing
  • Fixed door sounds in DC Station again
  • Fixed LOD issues in Columbus Circle
  • Fixed some Bobblehead bonuses
  • Fixed issues with companions entering DLCs
  • DC Tesla Cannon changed to Prototype Tesla Cannon as suggested by the BoS dialogue and 1 shots vertibirds, really.
  • DC Tesla Cannon projectile was restored to Fallout3.esm for use by the Prototype Tesla Cannon
  • Anchorage Gauss Rifle changed to Gauss Rifle Prototype and has it's model/effects restored, both Simulation and Wasteland versions.
  • Fixed Incorrect Race and Class records
  • Fixed Grip animation types on several weapons
  • Fixed Throw animation types on several grenades
  • Fixed Zeta aliens inertial dampening field DT values to be less ridiculous
  • Fixed Zeta npcs/creatures from teleporting to entrance doors
  • Fixed Zeta Alien/Abomination skeleton crash again
  • Reverted Blackhawk to it's unique appearance and stats, adjusted health
  • Adjusted value of Talon Combat Armor and Combat Armor Mk II to fix broken economy issues
  • Fixed Scout Handbook icon
  • Fixed Blamco Mac and Cheese health restoration with Food Sanitizer
  • Added Food Sanitizer and hardcore effects to Capitol Hot Dog
  • Restored Arefu and Andale resident lists to Fallout 3's esm and removed edits to GRA for transparency
  • Removed edits to 5.56 pistol and Battle Rifle to reflect list changes
  • Restored "Letter" statics so FO3's are black and OWB's are Yellow
  • Fixed Zeta weapons to not use 1st person iron sighting
  • Reverted packages changes and made them unique to DC to fix various bugs
  • Split Brahmin records between NV and unique DC versions to reflect package changes
  • Updated Brahmin tipping challege list to reflect Brahmin changes
  • Fixed Sally teleportation bug (Thanks Tommy)
  • Fixed Fawkes' perk to subtract instead of add 1 point to strength requirements in companion optional
  • Fixed RL-3's perk to stop adding crit chance bonus at 95% to fix VATS bug in companion optional
  • Removed the "Point Lookout Solution" in favor of DT rebalancing
  • Interior brain fungus that was non pickable now is
  • Wild Bill's Sidearm and Law Dog added to appropriate perk lists
  • More lootable graves in DC (shovel required)
  • Zhu-Rong pistol restored to 10mm ammo as the terminal in game suggests
  • Removed changes to Zeta Drone Cannon projectiles health
  • Many many Form List fixes
  • Removed Advertitron until it can be fixed
  • Fixed CG02 BB Gun (again)
  • All new LOD generated, no more buggy trees in the wasteland or DLCs
  • Fixed Mutfruit marinade health restoration
  • Added 5.56 AP and HP to Outcasts rewards
  • Swapped Flamer out for Incinerator in Super Mutant weapon spawn lists because they can't use it.
  • Fixed chinese pistol clip leveled list
  • Fixed Gun Nut perk to say Guns instead of Small Guns
  • Fixed hardcore mode dialogue interference with stash pack selector
  • Fixed hardcore mode selector not enabling hardcore in DC and NV
  • Removed "Ignores normal weapon resistance/Bonus Limb Damage" flavor text from deathclaw gauntlet and man opener because it doesn't work
  • Fixed Zax Eye collision issue
  • Fixed all the ceiling turrets again
  • Fixed Zeta food to restore dehydration in hardcore mode
  • Fixed My First Lab to remove all addictions
  • Doctors Bags and Antivenom added to healing loot lists
  • Fixed Temporary Companions not being removed as teammates on quest completion (stalking)
  • Fixed Many Duplicate Editor IDs
  • Fixed Many Invalid Reference IDs
  • Fixed Campfire activator in wrong cell (22,-6) to (17,-6)
  • Added more technology turn ins to Outcasts
  • Changed 5.56 Outcast reward to 5.56 AP
  • Fixed Curios and Relics list to only use NV weapons again since F3 weapons have their own challenge
  • Fixed faction reaction bug and some leftover from fixing the DC Brotherhood Faction
  • Fixed remaining faction reaction issues
  • Fixed Female Scavengers GREETING to work
  • Added low tier New Vegas guns to Flak's "Peashooter" greeting
  • Fixed Missing NPC voices in F3/NV due to voice type checks (Thanks MajinCry)
  • Fixed BoS book return quest exploit
  • Added Cases to Faction WithAmmo weapon lists
  • Added Faction WithAmmo and Condition weapon lists
  • Adjusted templates and leveled spawns to use new lists
  • Restored .32 hunting rifle, 20ga sawed-off shotgun, and laser shotgun, records for use in mods
  • Fixed Deathclaw Poison, Kite, Rust Rot, Toxic Waste to have models and icons
  • Fixed all added poisons to have pickup and putdown sounds
  • Removed unused canteen
  • Fixed food textures and normals
  • Fixed Rust Rot recipe
  • Fixed Startencle mesh name
  • Restored Point Lookout "Muck Shovel" for PL Damage bonus reasons and to avoid altering/bug fixing New Vegas Shovel
  • Updated Grave and DLC04 digging scripts to reflect shovel restoration
  • Created new BSA
  • .22 Revolver Long Barrel mod added
  • Fixed paths of Chinese Pistol textures
  • Removed all added armors from lists in preparation for armor distribution optional
  • Restored 3 radiation dust meshes, 1 radiation marker, and 1 tree planter that were erroneously disabled in Broken Steel
  • Added Alien Ammo Abbreviations
  • Fixed Auto Axe invisible bug and ground object (Thanks Prensa)
  • Split Liberty Prime Weapon List and restored Fallout 3 version to resolve conflicts with New Vegas
  • Removed Fat Man edit related to Liberty Prime Weapon List
  • Created MIRV Ammo list for use by GRA removers
  • Added Power Armor recognition checks to many dialogue topics
  • Fixed Armor related formid lists
  • Fixed EMP Object effects to apply to all Robots and Power Armors
  • Fixed a script related to PA changes
  • Fixed Outcast Bunker elevator switch bug
  • Fixed teleporting mines and baby trap in Point Lookout ?
  • Fixed DLC02SniperRifleActivatorSCRIPT
  • Changed Alien Blaster to use Alien Ammo list
  • Fixed Missing Sidewalk piece under station
  • Fixed Cell bounds error in station restaurant
  • Fixed Cell bounds error in NV station
  • Removed Audio Markers from The Pitt worldspace, there is no music
  • Removed some interior Audio Markers from The Pitt where there is no music
  • Added some interior Audio Markers to The Pitt where there is music
  • Added Audio Markers to Anchorage Worldspaces
  • Added Audio Markers to Anchorage Cells
  • Removed some interior Audio Markers from Broken Steel where there is no music
  • Added Audio Markers to Broken Steel Worldspace
  • Added Audio Markers to Broken Steel Cells
  • Added Audio Markers to Point Lookout Worldspace
  • Added Audio Markers to Point Lookout Cells
  • Added Audio Markers to Columbus Circle Worldspaces
  • Added Audio Markers to Train Station Cells
  • Fixed an Audio Marker in Vault 101
  • Fixed Broken Harmonica IDLE in Point Lookout
  • Finalized Navmeshes in Fallout 3 Worldspaces
  • Finalized Navmeshes in Anchorage Worldspaces
  • Finalized Navmeshes in The Pitt Worldspaces
  • Finalized Navmeshes in Broken Steel Worldspaces
  • Finalized Navmeshes in Point Lookout Worldspaces
  • Finalized Navmeshes in Fallout 3 Cells
  • Finalized Navmeshes in Anchorage Cells
  • Finalized Navmeshes in The Pitt Cells
  • Finalized Navmeshes in Broken Steel Cells
  • Finalized Navmeshes in Point Lookout Cells
  • Finalized Navmeshes in Mothership Zeta Cells
  • Removed Edits linked to old train station from taleoftwowastelands.esm
  • Removed Navmesh edits around Rivet City from taleoftwowastelands.esm
  • Removed Navmesh edits in Rivet City from taleoftwowastelands.esm (fixed in Fallout3.esm)
  • Finalized Navmeshes in taleoftwowastelands.esm
  • Fixed Broken Navmesh in NukaColaPlant01 Factory Floor
  • Super Mutant DT Rebalance and changes were removed, DC Super Mutants have 15 DT. Overlords will kick your butt.
  • Mirelurk DT reduced to 5
  • Added RL3's Survive effect to him and scaled it for NV
  • Full sets of Armor and Weapons leveled lists added for Talon, BoS, Outcasts and Enclave (darthbdaman rules)
  • Weapons rebalanced (Fireworks display for Puppettron here)

Update 2

  • Anchorage chinese pistol changed to 9mm for consistency and WithAmmo list updated
  • Disabled Pre Order Pack quests by default
  • Restored Size Matters Perk and reduced effects to 5% per rank (3 ranks)
  • Removed Survival boosts from Wasteland Survival Guide quest rewards
  • Removed Ragdoll data on live actors
  • Made some dead actors really dead
  • Caravan's set to scale better with the player to increase survivability with raised level cap
  • Restored Fallout 3 loading screens with loading tips (no stats yet, still brown)
  • Fixed player facegen preset
  • Traits Menu now appears during birth scene
  • Restored RadroachTravelDC for unique sound effects reasons
  • Fixed bug in Maryland Folklore Challenge
  • Fixed bug in That's Mine! Challenge
  • Albino Radscorpions added to Radscorpion Faction
  • Super Mutant Overlord DT removed
  • Super Mutant Behemoth DT removed
  • Fixed RL-3's perk to work properly
  • Removed old train station edits from FreesideWorld
  • Fixed bug in Enclave Eyebot Electrical Zap that caused invisible enemies (OnDeath flag)
  • Fixed broken UVs in Tranquility Lane houses (Thanks SuBNeRoCL)
  • Fixed broken voices on Cannibal Hunters
  • Fixed broken voices on Scavengers
  • Restored CrRobobrainDC
  • Restored CrSentryBotGLArmyDC
  • Restored CrSentryBotGLDC
  • Restored CrSentryBotGLOutcastDC
  • Restored CrSentryBotMGDC
  • Restored CrSentryBotMGOutcastDC
  • Restored CrMisterHandyDC
  • Restored CrRobobrainOutcastDC
  • Restored CrRobobrainArmyDC
  • Restored CrRobobrainSteelDC
  • Fixed CrMisterGutsyOutcast
  • Fixed CrMisterGutsySteel
  • Fixed CrProtectronSteel
  • Fixed CrRobobrainArmy
  • Fixed CrRobobrainSteel
  • Changed Voice Type EditorID RobotMrGutsy02 to RobotMrGutsyDC
  • Changed Voice Type EditorID RobotMisterHandy02 to RobotMisterHandyDC
  • Changed Voice Type EditorID RobotProtectron02 to RobotProtectronDC
  • Changed Voice Type EditorID RobotRoboBrain02 to RobotRoboBrainDC
  • Changed Voice Type EditorID RobotSentryBot02 to RobotSentryBotDC
  • Changed EncRobot Leveled Creature list to reflect Robot Changes
  • Changed EncRobotSteel Leveled Creature list to reflect Robot Changes
  • Changed EncRobotArmyWasteland Leveled Creature list to reflect Robot Changes
  • Changed EncRobotMilitaryTruckWasteland Leveled Creature list to reflect Robot Changes
  • Changed EncRobotOutcast Leveled Creature list to reflect Robot Changes
  • Changed Changed EncRobotTalon Leveled Creature list to reflect Robot Changes

Update 3

  • Fixed Power Armor footstep sounds
  • Fixed Baby Book to have the minus symbol horizontal
  • TTW now has it's own custom NVSE plugin (luthien magic)
  • Restored Gene Projector to Vault 101 birth scene
  • Fixed welding idles in The Pitt
  • Fixed Overseer sometimes not continuing after speaking to the guard after leaving the birthday party
  • Fixed VATS message showing too early during Birthday Party
  • Fixed Use weapon messages after getting the BB-gun (talk to dad)
  • Restored CrRobobrainEnclaveDC
  • Restored CrSentyBotGLEnclaveDC
  • Restored CrAnt3QueenDC
  • Restored CrAnt2SoldierDC
  • Restored CrAnt1WorkerDC
  • Restored CrProtectronEnclaveDC
  • Restored CrProtectronOutcastDC
  • Restored CrMisterGutsyEnclaveDC
  • Restored CrMisterGutsyOutcastDC
  • Restored AudioTemplateAntDC
  • Restored AudioTemplateBrahminDC
  • Restored CrSentryBotMGEnclaveDC
  • Restored CrProtectronArmyDC
  • Restored CrSentryBotMGArmyDC
  • Restored AudioTemplateBrahminPackDC
  • Restored AudioTemplateAntQueenDC
  • Restored NPCAntFootLeftDC
  • Restored NPCAntFootRightDC
  • Restored NPCBrahminIdleMooDC
  • Restored NPCAntAttackDC
  • Restored NPCBrahminFootLDC
  • Restored NPCBrahminFootRDC
  • Restored NPCBrahminIdleGrazingLeftDC
  • Restored NPCBrahminIdleGrazingRightDC
  • Restored NPCAntDeathDC
  • Restored NPCAntInjuredDC
  • Restored NPCBrahminIdleBreathingDC
  • Restored NPCAntWarningDC
  • Restored NPCAntQueenAttackSpitDC
  • Restored NPCAntQueenInjuredDC
  • Restored NPCBrahminConsciousLPDC
  • Restored NPCAntIdleDC
  • Restored NPCBrahminFootPackLDC
  • Restored NPCBrahminFootPackRDC
  • Restored NPCAntQueenFootLDC
  • Restored NPCAntQueenFootRDC
  • Restored NPCAntQueenFootRunLDC
  • Restored NPCAntQueenFootRunRDC
  • Restored NPCAntQueenIdleDC
  • Restored NPCAntQueenAttackDC
  • Restored NPCAntQueenDeathDC
  • Restored NPCBrahminInjuredDC
  • Restored NPCBrahminDeathDC
  • Restored NPCBrahminAttackDC
  • Restored MS04CrAnt2SoldierDC
  • Restored MS04CrAnt2MarigoldSoldierDC
  • Restored FFER74FireAntSoldierDC
  • Restored MS04CrAnt3WarriorDC
  • Restored MS04CrAnt3MarigoldWarriorDC
  • Restored MS04CrAnt1WorkerDC
  • Restored MS04CrAnt1MarigoldWorkerDC
  • Restored MSFFER74FireAntWorkerDC
  • Restored MS04EncFireAntDC
  • Restored MS04EncMarigoldFireAntDC
  • Note: Brahmin were restored because they have different sounds
  • Note: Ants were restored because they have different sounds, stats and base scale

Update 4

  • Restored LvlAntDC
  • Restored LvlMS02DC
  • Restored EncAntDC
  • Restored CrBrahminDC
  • Restored CrRadroachDC
  • Restored Combat Shotgun traps
  • Reduced Combat Shotgun health from traps to 5%
  • Fixed bug in Lonesome Road if all Specials are at 10
  • Restored Barkskin Perk to DR to help combat the ability to get max DT with TTW
  • Removed Energy Weapons Boost and DT Boost from Cyborg Perk and added Fire Resistance and Energy Resistance
  • Fixed Ghoul Greeting "Hey There" in DC
  • Restored MegatonBrahminDC
  • Restored MS06BrahminDC
  • Restored RaiderBrahminDC
  • Restored MS06BrahminLoadedDC
  • Restored CrBrahminPackADC
  • Restored CrBrahminPackBDC
  • Restored FFER78BrahminDC
  • Restored BrahminWastelandDC
  • Restored BrahminRagdollDC
  • Restored BrahminBodyPartDataDC
  • DC Caravan Brahmins changed to use DC brahmin template
  • Brahmin now moo in DC
  • Fixed dialogue in Generic Quest
  • Fixed Hellire Armor and Helmet effect names
  • Fixed T-51b Helmet effect name
  • Fixed Tesla Helmet effect name
  • Fixed T-45d Armor and Helmet effect names
  • Fixed Enclave Helmet effect name
  • Calvert Mansion door boards fixed
  • Baby book now uses correct sounds (luthien magic)
  • Fixed "Hello" greeting in DC and NV
  • Fixed Reilly Medicine Check
  • DLC04StoreProtectron package wander radius restored due to unwanted behavior
  • Fixed Big Town Robots flying off into the wild blue yonder
  • Fixed missing .wav/.lip spam for the zeta radio in the log

Update 5

  • Restored Chinese Stealth Armor to Anchorage version
  • Set moveable static planks in Calvert Mansion persistent so they don't revert to their original positions on cell reload
  • Fixed Prototype Gauss Rifle to use the correct 1st person textures
  • Removed unused Scripts and Quests. Update is major so things need to be updated or remade anyway.
  • Moved Wild Wastelands drums into optional
  • Fixed Anchorage sim items not being removed
  • Fixed You gotta shoot 'em in the head T-51b activator
  • Fixed Private Jones voice
  • Dart Gun updated and fixed to use poisons and still reward kills/xp
  • Fixed Albino Radscorpions attacking other radscorpions
  • Added DT back to Behemoths and Overlords
  • Created and Added 3D distant sound to 22 Revolver/32 Pistol
  • Created and Added 3D distant sound to Combat Shotgun/Alloy Steel Combat Shotgun
  • Created and Added 3D distant sound to Double Barrel Shotgun/Pa's Fishing Aid
  • Fixed Chinese Pistol 3D distant sound and added to Chinese Pistol/Zhu Rong
  • Created and Added 3D distant sound to Chinese Assault Rifles/Anchorage Chinese Assault Rifles/Xuanlong
  • Created and Added 3D distant sound to Alien Blasters/Captains Sidearm/Firelance
  • Created and Added 3D distant sound to BB Guns/Black Barts Bane
  • Created and Added 3D distant sound to Dart Gun
  • Created and Added 3D distant sound to Mesmetron/Microwave Emitter
  • Created and Added 3D distant sound to Railway Rifle
  • Created and Added 3D distant sound to RockIt Launcher
  • Created and Added 3D distant sound to Silenced 10mm Pistol/Anchorage Silenced 10mm Pistols
  • Created and Added 3D distant sound to Assault Rifle G3/Anchorage Assault Rifles/Wanda
  • Created and Added 3D distant sound to Infilitrator/Perforator
  • Created and Added 3D distant sound to MIRV (Fat Man)
  • Created and Added 3D distant sound to Lincoln's Rifle/Backwater Rifle/Lever Action Rifle
  • Added 3D Distant sound to Anchorage 10mm SMGs/Sidney's Ultra SMG
  • Created and Added 3D distant sound to RL-3's Flamer
  • Created and Added 3D distant sound to Prototype Gauss Rifle
  • Created and Added 3D distant sound to Alien Assault Rifle
  • Created and Added 3D distant sound to Alien Drone Cannons/EX-B
  • Fixed Brain Fungus activation prompt
  • Fixed Crunchy Mutfruit activation prompt
  • Fixed Mutfruit activation prompt
  • Fixed critical Take it Back! issue with talking to Sarah or companions after Dr Li's speech
  • Fixed DoctorTemplateScript for Sawbones and Doc Church
  • Fixed Sawbones greeting dialogue
  • Fixed Presidential Metro scene train (thanks Mindboggles!)
  • Fixed Winterized T-51b to give the correct wasteland version
  • Sydney's personal Ultra SMG now uses Magical Companion Ammo (does not affect reward version)
  • Restored VarBrahminPackDC leveled list
  • Fixed Doc Mitchell using wrong Greeting at the door when traveling to New Vegas the first time
  • Fixed Zax Eyes (Eden) in Raven Rock rotating
  • Fixed Door Collision bumping Zax Eyes off the wall (thanks Mindboggles!)
  • Added Unpurified Water, Hydra, Healing Powder and Antivenom to MedicalSuppliesDC lists
  • Fixed Somah being given 12ga rounds instead of 20ga for the combat shotgun
  • Fixed Robots in Zeta Hangar teleporting to the player when entering the cell
  • Fixed Robots in Zeta Weapons Lab teleporting to the player when entering the cell
  • Fixed Robots in Zeta Biological Research teleporting to the player when entering the cell
  • Fixed Robots in Zeta Robot Assembly leaving their pods early
  • Fixed ground turrets on the enclave base so they are no longer pushable
  • Added 3D Dist sound to Zeta Turrets
  • Added Non Pushable flag to Zeta Turrets
  • Set alternate weapons in Zeta to non-playable/can't drop

Update 6

  • Adjusted Size Matters back to giving 10% bonuses per rank
  • Fixed Vault 101 Exit door script to use the Gene Projector
  • Fixed Deathclaw Gauntlet animations and Power Attack
  • Fixed Zeta companions following you when they weren't supposed to
  • Fixed Zeta companions to not have a dialogue wheel
  • Fixed Zeta companions not following you when they should
  • Set bed in Zeta to be owned by the player so NPC's don't use it
  • Fixed Safe in Zeta cargo hold to not clip into lawnmower
  • Changed static Sunset Sarsaparilla Bottles into the real ones in Zeta cargo hold
  • Set chair with mini nuke on it to No AI Aquire so Sally doesn't sit on it
  • Removed shock baton from Soma if she picks one up after teleporting to the Engine Core
  • Made DLC temp companions scale better with the player
  • Flattened leveled lists so they work properly for NPCs
  • Fixed Legacy Character Challenge
  • Fixed The G.O.A.T. Whisperer challenge
  • Fixed Limberjack Challenge to start Ankle Biter challenge
  • Added Taste of Life challenge
  • Added Taste of Death challenge
  • Added Hitman challenge for completed contracts
  • Added Mechanic challenge for completed contracts
  • Added Professional challenge for completed contracts
  • Added Hired Gun challenge for Justice Served
  • Added Bounty Hunter challenge for Justice Served
  • Added Regulator challenge for Justice Served
  • Added Mezzmerized challenge for People Mezzed
  • Added Captivated challenge for freeing Captives
  • Added Vault Hunter challenge
  • Added ... The Harder They Fall challenge
  • Added Kitsch Master challenge
  • Added Ain't That Hard challenge
  • Added Ankle Biter challenge
  • Fixed Karma Challenges (Protector, Mercenary, Reaver, Ambassador of Peace, Pinnacle of Survival, Harbinger of War, Last, Best Hope of Humanity, Paradigm of Humanity, Scourge of Humanity, Messiah, True Mortal, Devil, Divine Hero, Road Warrior, Wicked Overlord)
  • Fixed Achievements being awarded for reaching levels 10, 20 and 30
  • Added global TTWPCMiscStatCaptivesRescued
  • Added global TTWPCMiscStatContractsCompleted
  • Added global TTWPCMiscStatPeopleMezzed
  • Added global TTWPCMiscStatJusticeServed
  • Changed Agility Bobblehead to give 10% faster run speed
  • Nerfed Barter Bobblehead to give 10% cost reduction
  • Nerfed Medicine Bobblehead to give 10% less addiction chance
  • Nerfed Perception Bobblehead to give 10% accuracy bonus
  • Changed Guns Bobblehead to give 10% spread reduction for guns
  • Nerfed Explosives Bobblehead to give 10% spread reducution for explosives
  • Nerfed Melee Bobblehead to give 10% faster attack speed
  • Nerfed Repair Bobblehead to give 10% slower item degredation
  • Nerfed Science Bobblehead to give 10% more robot damage
  • Nerfed Sneak Bobblehead to give 10% more Crit Damage
  • Nerfed Strength Bobblehead to give 25 more carry weight
  • Nerfed Luck Bobblehead to give max 2.5% crit chance boost
  • Changed Unarmed Bobblehead to give double damage against blocked attacks
  • Changed Endurance Bobblehead to give 2 DR to help combat ability to get max DT
  • Changed Survival Bobblehead to give 10% Positive chem duration

Update 7

  • Added 1NoMusic music, media location controller and media set
  • First trip to Vegas on the train is now smoother
  • Fixed more generic dialogue
  • Fixed TOPS Casino Bartenders missing voice
  • Fixed Combat Shotgun reload note strings
  • Fixed threshholds and intervals in added challenges
  • Fixed Rivet City door issues (mostly)
  • Restored Idle BrahminNonCombatDC
  • Restored Idle BrahminNotMovingDC
  • Restored Idle BrahminKnockedDownIdlesDC
  • Restored Idle BrahminGetUpLeftDC
  • Restored Idle BrahminGetUpRightDC
  • Restored Idle BrahminHitReactionIdlesDC
  • Restored Idle BrahminHitLeftDC
  • Restored Idle BrahminHitRightDC
  • Restored Idle BrahminHitRightHeadDC
  • Restored Idle BrahminHitLeftHeadDC
  • Restored Idle CowLeftGrazeDC
  • Restored Idle RTailDC
  • Restored Idle LTailDC
  • Restored Idle CowLMooDC
  • Restored Idle CowRightGrazeDC
  • Restored Idle CowRMooDC
  • Restored Idle BrahminUnconsciousDC
  • Restored Idle Marker DefaultBrahminIdleMarkerDC
  • Fixed Mushroom Smoothie icon
  • Fixed Rock-It Launcher idle sound
  • Fixed Mr Handy/Gutsy idle sound
  • Fixed Charon's Shotgun fire and reload animations
  • Checked/Fixed/Added 479 audio music markers in Fallout 3 and DLC cells

Update 8

  • Fixed issue with companions being suicidal in hardcore mode
  • Fixed issue with companions not choosing the right combat style on game load
  • Fixed issues with RL3 becoming hostile to the player after being hired
  • Fixed issue with Zeta companions being suicidal in hardcore mode
  • Fixed more challenges
  • Fixed Rock-It Launcher ammo switch key bug (thanks Hopper31)
  • Fixed Temporary companion wheel issues in a more efficient way
  • Fixed remaining temporary companion stalking issues
  • Fixed Bumble following the player to the slaver
  • Fixed a few more issues with Rivet City's upper deck doors
  • Fixed Taft Tunnel music override during MQ05
  • Fixed Karma reward values for killing evil and non evil characters and creatures
  • Increased durability on Chinese Assault Rifle and Xuanlong
  • Decreased durability on Chinese Pistol and Zhu-Rong
  • Removed changes to Combat Shotguns placed in the world
  • Adjusted Raider, Talon, Regulator and Super Mutant leveled lists
  • Added new Wasteland Hotdog model (thanks Jokerine)
  • Added new Nukalurk Sushi model (thanks Jokerine)
  • Added new Spicy Nukalurk Roll model (thanks Jokerine)
  • Added new Steamed Mirelurk model (thanks Jokerine)
  • Added new Yao Guai Medallions model (thanks Jokerine)
  • Adjusted Wasteland Hotdog recipe to need maize
  • Adjusted Wasteland Hotdog effects to give a bit more health/food
  • Adjusted Yao Guai Medallions recipe to require a pencil to match model
  • Added pickup/putdown sounds to ingestibles
  • Renamed Capitol Hot Dog and Recipe to Wasteland Hot Dog
  • Added .32 SWC Ammo
  • Added .32 +P Ammo
  • Added .32 Match (Hand Load) Ammo
  • Added .32 +P gun destruction effect
  • Added .32 +P gun destruction script
  • Added .32 +P damage bonus effect
  • Added .32 +P condition reduction effect
  • Added .32 +P DT reduction effect
  • Added .32 Ammo List
  • Added .32 Case 75 and 100 lists
  • Added .32 Match, +P and SWC 25 and 75 Lists
  • Added .32 Loot lists
  • Added .32 Vendor Ammo lists
  • Added .32 Case
  • Added .32 Case Box
  • Added .32 Ammo Recipes
  • Added .32 Case Recipes for ammo press
  • Added .32 Case add script
  • Restored Repair32HuntingRifle list
  • Restored WithAmmoShotgunSawedOffNPCDC list
  • Restored WithAmmoShotgunSawedOffNPCRaider list
  • Restored CondHuntingRifleRaiderDC list
  • Restored CondShotgunSawedOffRaiderDC list
  • Restored CondHuntingRifleLootDC list
  • Restored CondShotgunSawedOffLootDC list
  • Restored WithAmmoShotgunSawedOffLootDC list
  • Restored CondHuntingRifleNPCDC list
  • Restored CondShotgunSawedOffNPCDC list
  • Restored CondHuntingRifleSupermutantDC list
  • Restored WithAmmoHuntingRifleNPCDC list
  • Restored WithAmmoHuntingRifleRaiderDC list
  • Restored WithAmmoHuntingRifleLootDC list
  • Restored WithAmmoHuntingRifleSupermutantDC list
  • NOTE: All .32 related forms are for use in future optional
  • Fixed a couple doctors bags that didn't have ownership when they should
  • Fixed Havok bounds error in DLC03PresidentialMetro

Update 9

  • Fixed Supermutant Overlord spawn lists
  • Adjusted damage on RL-3's weapons
  • Removed changes to 10mm pistol in Vault 101
  • Fixed player being able to die in Hardcore when completing Take it Back! and before starting Death From Above
  • Fixed Bumble stalking the player after leading her to the slaver
  • Reverted Havok bounds fix in DLC03PresMetro02 as it made it worse (???)
  • Fixed Amata not killing Officer Mack
  • Removed some wild edits in taleoftwowastelands.esm
  • Adjusted some container contents
  • Removed .357 magnum and ammo from DC
  • Removed all "cowboy" and "NCR" guns from DC
  • Finished DC Quick Start optional
  • Updated Stash Pack optional
  • Fixed GNR Radio not being available in child worldspaces before dish is restored
  • Fixed Simms house lookout door appearing red
  • Fixed Craterside Supply door sometimes being red

Update 10

  • Fixed DC Children trespassing dialogue
  • Fixed Player voice type rejection in player dialogue
  • Fixed Wadsworth and Godfrey 1st time greetings
  • Restored some Previous Info links
  • Fixed FXSwampGas01 (thanks Jamilla)
  • Fixed DLCPittRubblePile02
  • Fixed You gotta shoot 'em in the head bug with completing the quest when killing Crowley for Tenpenny
  • Fixed You gotta shoot 'em in the head bugs with variables not getting set when pickpocketing keys
  • Fixed You gotta shoot 'em in the head bugs with talking to NPC's about crowley after obtaining their key
  • Removed some misplaced activators around Tenpenny tower
  • Fixed Anchorage Pod to be an activator instead of Furniture
  • Fixed Anchorage Pod Chair to have the furniture marker enabled
  • Fixed Vertibirds being 1 shotted by Tesla Cannon (thanks Hopper31)
  • Added Four Years Later video to the first train trip to Vegas (extra special super thanks to Skinnytecboy for making this for us)
  • Fixed Supermutant Brutes spawning with weapons of too high level
  • Reduced durability of high level melee weapons spawned on raiders
  • Fixed Karma challenges to give the correct ones for Evil/Good
  • Fixed npc dropped Gauss Rifle in Anchorage to be an activator so enemies don't take it
  • Fixed Saving Private Ryan challenge increments from being awarded twice sometimes
  • Fixed several ingestibles scripted effects or image space modifiers to only work if the player uses them (cateye, nuka quartz, ghost sight, black coffee, fev aqua pura, alien biogel, adapted biogel)
  • Fixed incorrect NPC races in Anchorage
  • Fixed incorrect NPC voice types in Anchorage
  • Fixed incorrect NPC classes in Anchorage
  • Fixed incorrect NPC stats in Anchorage
  • Fixed Combat Armor Mark 2 mesh wrist gaps (thanks Dogtooth)
  • Fixed 1stpersonPlasmaRifle texture set to use the correct normal (legacy bug, thanks WJS)
  • Fixed Reduce Health actor effect bug which was preventing the player from sleeping or waiting
  • Fixed Player dying when traveling to and from Vegas due to hardcore mode
  • Fixed Addiction removal not setting generic variable to 0
  • Fixed Doctors and Autodocs not removing all Addictions
  • Changed NoNeeds to a perk so it can be hidden from the player and a message does not appear
  • Fixed bug with firing Cass in DC
  • Fixed bug with Boones fired sandbox package in DC
  • Fixed Dogmeat wandering around the wasteland if you didn't hire him after meeting him the first time

Update 11

  • Fixed Montgomery teleporting to the player when he wasn't supposed to
  • Fixed volume level of power armor run sounds
  • Fixed Prototype Gauss Rifle static
  • Fixed Anchorage 10mm pistol static
  • Fixed Double Barrel Shotgun statics
  • Fixed Combat Shotgun statics
  • Fixed Chinese Pistol statics
  • Fixed Infiltrator statics
  • Fixed Talon Combat Armor MK2 static
  • Fixed Assault Rifle statics
  • Fixed Big Boomer static
  • Fixed Birthday BB Gun static
  • Fixed Anchorage Silenced 10mm Pistol static
  • Fixed Anchorage Assault Rifle static
  • Fixed Double Barrel Shotgun path to Weapons\2HandRifle
  • Fixed Ranger Battle Armor alternate textures
  • Fixed Ranger Battle Helmet alternate textures
  • Fixed Dirty Pre-War Kids Outfit alternate textures
  • Fixed Dirty Pre-War Casualwear alternate textures
  • Fixed Vault 87 Jumpsuit alternate textures and meshes
  • Fixed Vault 112 Jumpsuit alternate textures and meshes
  • Fixed Red Racer Jumpsuit alternate textures
  • Fixed Pre-War Relaxedwear alternate textures
  • Fixed Dirty Pre-War Relaxedwear alternate textures
  • Fixed Tesla Power Helmet alternate textures
  • Fixed Bandana alternate textures
  • Fixed Grimy Pre-War Businesswear alternate textures
  • Fixed Vault 108 jumpsuit alternate textures
  • Fixed Vault 106 jumpsuit alternate textures and meshes
  • Fixed Vault 92 jumpsuit alternate textures and meshes
  • Fixed Handyman jumpsuit alternate textures
  • Fixed Lesko's Lab Coat alternate textures
  • Fixed Naughty Nightware alternate textures
  • Fixed Vault 77 jumpsuit alternate textures and meshes
  • Fixed Power-Suit Armor alternate textures
  • Fixed Pre-War Parkstroller alternate textures
  • Fixed Rivet City Security Uniform alternate textures
  • Fixed Dirty Chinese Jumpsuit alternate textures
  • Fixed Tenpenny Security Uniform alternate textures
  • Fixed Outcast Power Armor ground object
  • Fixed Brotherhood of Steel Power Armor ground object
  • Fixed Outcast Recon Armor alternate textures
  • Fixed Dirty Pre-War Spring Outfit alternate textures
  • Fixed Linden's Outcast Power Armor alternate textures and ground object
  • Fixed Talon Combat Armor alternate textures
  • Fixed Talon Combat Helmet alternate textures
  • Fixed Unique Talon Combat Helmet alternate textures
  • Fixed Unique Talon Combat Armor alternate textures
  • Fixed Dirty Chinese Commando Jumpsuit alternate textures
  • Fixed Winterized T-51b alternate textures
  • Fixed General Chase's Overcoat alternate textures
  • Fixed Winterized Combat Armor alternate textures
  • Fixed DLC03 Lab Coat alternate textures
  • Fixed Lag-Bolt's Combat Armor alternate textures
  • Fixed DLC05 General Chase's Overcoat alternate textures
  • Fixed Winterized T-51b texture set
  • Fixed all beards to have matching eyebrows
  • Fixed Old Coot alternate texture
  • Fixed Man's Man invalid texture
  • Fixed Lady's Man invalid texture
  • Fixed Backwater invalid texture
  • Fixed Roughneck invalid texture
  • Fixed The Comrade invalid texture
  • Fixed Baseball Bat dirty invalid texture
  • Fixed Heavy Incinerator static
  • Fixed Tri-Beam laser rifle static
  • Fixed Tesla Cannon static
  • Fixed RockCanyon11rad1078Barrens static
  • Fixed RockCanyon18rad1046Barrens static
  • Fixed RockCanyon11rad1078Dirt static
  • Fixed RockCanyon11rad1078River static
  • Fixed RockCanyon18rad1046River static
  • Fixed RWEndL01Dirt static
  • Fixed DLCAnchFloorPlaneRetexturable static
  • Fixed Alien Rifle static
  • Fixed Alien Baton static
  • Fixed Cryo Mine static
  • Fixed Drone Cannon static
  • Fixed Alien Blaster static
  • Fixed Dynamite static
  • Fixed BB Gun static
  • Fixed Dart Gun static
  • Fixed Vault 21 Jumpsuit static
  • Fixed DLC05RubblePile01 static
  • Fixed Lever Action Rifle static
  • Fixed Prototype Tesla Cannon static
  • Fixed Laser Shotgun static
  • Fixed DLCPittBarrelPileToxic01 static
  • Fixed DLCPittBarrelPileToxic02 static
  • Fixed Anchorage Chinese Pistol static
  • Fixed 20ga Sawed Off Shotgun static
  • Fixed .32 Hunting Rifle static
  • Fixed GRA Chainsaw statics
  • Fixed GRA Laser Pistol Focus Optics static
  • Fixed GRA Tin Grenade static
  • Fixed GRA Anti Material Rifle statics
  • Fixed GRA Medicine Stick static
  • Fixed GRA Sleepytime static
  • Fixed GRA Smitty Special static
  • Fixed GRA MF Hyperbreeder Alpha static
  • Fixed GRA Esther static
  • Fixed GRA Plasma Defender alternate texture
  • Fixed GRA Baseball bat statics
  • Fixed GRA Plasma Defender static
  • Fixed GRA Hunting Revolver statics
  • Fixed GRA 12.7mm SMG statics
  • Fixed Old Glory static
  • Fixed Sonic Detonator missing texture
  • Fixed Sonic Detonator static
  • Fixed Red Glare static
  • Fixed Dr. Klein's Scrubs ground object
  • Fixed Dr. Mobius' Scrubs ground object
  • Fixed Mad Scientist Scrubs ground object
  • Fixed Proton Axe static
  • Fixed Proton Inversal Axe static
  • Fixed X-2 Antenna static
  • Fixed Sonic Gun texture sets
  • Fixed Transportalponder
  • Created 3rd person Transportalponder textures
  • Fixed Tranportalponder static
  • Fixed War Club static
  • Fixed Compliance Regulator Static
  • Fixed Dean's Eye Glasses
  • Fixed Dean's Tuxedo alternate textures
  • Fixed Sierra Madre Armor static
  • Fixed Sierra Madre Reinforced Helmet ground object
  • Fixed Bear Trap Fist static
  • Fixed Knife Spear static
  • Fixed Knife Spear Clean
  • Fixed Lincoln Rifle static
  • Fixed HtlHallBig2WayExSmL02b static
  • Fixed HtlHallBig2WayExSmR01b static
  • Fixed Trail Carbine statics
  • Fixed Binoculars static
  • Fixed Hunting Revolver static
  • Fixed 10mm Pistol Silenced Ext Mag Laser Sight Heavy Frame static
  • Fixed 127smg.nif
  • Fixed 127smgsilencer.NIF
  • Fixed Silenced 12.7mm SMG static
  • Fixed Recharger Pistol static
  • Fixed Pulse Gun static
  • Fixed Tops Blackjack table static
  • Fixed Plasma Defender static
  • Fixed Plasma Caster HS Electrode static
  • Fixed Mercy static
  • Fixed Abilene Kid BB Gun static
  • Fixed Vicky & Vance Blackjack table static
  • Fixed Vault 11 Door
  • Fixed Vault 3 Door
  • Fixed Vault 19 Door
  • Fixed Ultra Luxe Black Jack Table
  • Fixed Vault 3 Jumpsuit
  • Fixed Vault 22 Jumpsuit
  • Fixed Vault 34 Jumpsuit
  • Fixed Vault 11 Jumpsuit
  • Fixed Vault 19 Jumpsuit
  • Fixed Vault 24 Jumpsuit
  • Fixed Black Combat Armor
  • Fixed Van Graff Combat Armor
  • Fixed Advanced Radiation Suit
  • Fixed Environment Suit
  • Fixed Petro Chico Jumpsuit
  • Reverted changes to companion confidence levels because they kill themselves anyways
  • Fixed Anchorage battlemap animations (thanks mindboggles)
  • Added map marker for Union Station in Freeside
  • Adjusted map marker in Columbus Circle

Update 12

  • Fixed Leveled Lists which erroneously had the Creature/NPC template in them preventing proper operation
  • Removed duplicate strange meat pie recipe
  • Removed strange meat pie dummy item
  • Fixed Strange Meat Pie recipes
  • Added Steamed Radroach and Recipe (thanks Jokerine)
  • Added Bloat Fly smoothie and Recipe (thanks Jokerine)
  • Added Ant Nog and Recipe (thanks Jokerine)
  • Added Fire Ant Nog and Recipe (thanks Jokerine)
  • Added Ant Bits and Recipe (thanks Jokerine)
  • Added Fire Ant Bits and Recipe (thanks Jokerine)
  • Added Mole Rat Steak and Recipe (thanks Jokerine)
  • Renamed some TTW recipe editor ids for consistency
  • Renamed some TTW item editor ids for consistency
  • Renamed Sangria to Centaur Sangria
  • Fixed MS04 Fire Ants to give Fire Ant Meat
  • Added DeathItemFireAntQueen100 list
  • Fixed Marigold Ant Queen death item list
  • Fixed William Brandice's inventory to have Fire Ant Meat
  • Changed Ant Meat in Marigold Station to Fire Ant Meat
  • Reverted Silenced 22 Pistols back to 10mm pistols (but non silenced)
  • Reverted some placed 22LR ammo back to 10mm
  • Reverted DC area 12ga ammo boxes to 20ga
  • Changed DC area 12ga ammo to 20ga
  • Note: Point Lookout remains 12ga
  • Fixed Poplars hood flags
  • Fixed an Enclave Terminal with misaligned text
  • Fixed a random encounter refridgerator that was missing open/close sounds
  • Fixed 2499 Static bugs around the wasteland

Update 13

  • Adjusted Precision Gatling Laser to do slightly more damage than normal one
  • Fixed Precision Gatling Laser silent sound issue
  • Fixed 81 Static bugs around the wasteland
  • Fixed 2 Terminal Entries
  • Fixed Vault 87 door to have script that prevents opening it
  • Fixed Talon random attack barks
  • Fixed Shalebridge dead guy to not respawn and give infinite science magazines/books
  • Fixed Raider that carries Stab Happy to not respawn and give infinite copies of the unique
  • Fixed some Generic Protectrons to not respawn
  • Fixed 452 static bugs around the wasteland
  • Fixed Raven Rock door being destructable
  • Reverted changes to Take It Back sniper weapon loadout
  • Added Rubble Pile fix (thanks SuBNeRoCL)
  • Fixed bug in Legacy Character challenge (really)
  • Fixed bug with engine room temporary companion bark triggers in Zeta
  • Fixed bug with Wasteland Survival Guide "Mechanist" response showing prematurely
  • Restored 27739 Previous Info records to Fallout3.esm
  • Fixed 109 Static bugs around the wasteland
  • Fixed several meshes with UV errors (roads, stairs)
  • Fixed road mesh with misaligned geometry
  • Fixed civic tileset mesh with misaligned geometry
  • Fixed broken retaining wall mesh with misaligned geometry
  • Fixed 4 static bugs around the wasteland
  • Fixed 2 landscape bugs
  • Note: landscape edits are avoided in 99.99% of cases, however in these two cases the vertices were incorrect (actual bugs) and will not effect any edits to the cells

Update 14

  • Fixed 19 static bugs around the wasteland
  • Added icons for companion perks (thanks Weijiesen, DogtoothCG, T3T)
  • Improved icons for weapon mods
  • Added icon for .22 revolver long barrel mod
  • Fixed broken worldspace sub-parents around grayditch that were corrupted
  • Fixed 34 static bugs around the wasteland
  • Added two concrete dividers for fixing static bugs
  • Fixed several highway meshes that had various issues
  • Fixed a retaining wall mesh
  • Fixed an overpass mesh
  • Fixed highway mesh collision issues

Update 15

  • Merged in Companion Overhaul
  • Added responses to Wernher's companion comments for New Vegas companions
  • Increased New Vegas companion level multiplier to 1 to compensate for much more difficult enemies in DC when in Hardcore mode
  • Restored CBRadioConversation Voice Type to Fallout3 to resolve a conflict with Old World Blues
  • Restored CrYaoGuai
  • Restored YaoGuaiRagdoll
  • Restored YaoGuaiBodyPartData
  • Fixed Creature Faction relation issues with Geckos (thanks Tooplex)
  • Fixed GeckoFaction relation issues (thanks Tooplex)
  • Fixed CreatureHitMoleRat faction issues on Geckos and Rats
  • Fixed MoleRat Faction issues that allowed the repellent stick to be used on Geckos and Rats
  • Fixed MS13CanMez Faction issues that allowed the mesmetron to work on some New Vegas NPCs
  • Fixed some dead NPCs from respawning
  • Fixed some dead NPCs from disappearing
  • Updated VCompanionWaitVolumeScript
  • Fixed CTD with schematic challenge
  • Fixed Bulk Ammo and Reloading supplies CTD bug
  • Added TTWRoachKingScript
  • Added TTWChallengeRoastedRoachWeapons form list
  • Fixed Roasted Roach Challenge
  • Fixed some Generic Greetings
  • Rebuilt No Karma Companions optional
  • Fixed Cateye to work with Day Tripper (thanks sandbox6)
  • Fixed CTD in CardAddToPlayer script
  • Fixed CTD in NVDLC01CardAddToPlayer
  • Fixed My First Laboratory looping sound
  • Fixed Rivet City Security guard package on Zeta
  • Fixed 29 statics around the wasteland
  • Added Talon Combat Armor MKII to Commander Jabsco
  • Added Talon Combat Helmet MK I
  • Added Talon Combat Helmet MK II
  • Fixed Facegen flags on Combat Helmet Reinforced
  • Fixed Facegen flags on Combat Helmet Reinforced Mark 2
  • Fixed Facegen flags on Talon Combat Armor Reinforced
  • Fixed Facegen flags on Talon Combat Armor Reinforced Mark 2
  • Fixed Texture Set on Female Talon Combat Armor Reinforced
  • Fixed Texture Set on Female Talon Combat Armor Reinforced Mark 2
  • Fixed Girdershade Brahmin to be BrahminWastelandDC instead of MegatonBrahmin so it wouldn't walk all the way to Megaton
  • Fixed 10 statics around the wasteland

Update 16

  • Made lockpick bobblehead increase lockpick durability in optional (thanks GrandBulwark)
  • Made charisma bobblehead remove karma requirements for companions in optional
  • hooked up TTWPCMisStatBobbleheadsFound global to scripts for tracking
  • Fixed NVDLC05PulseSlugScript
  • Removed highway mesh fixes until next update (delaying progress)
  • Reduced Alien Power Module DT reduction reduced to flat -5 DT instead of 50% reduction
  • Added Alien Power Cell damage increase multiplier of 1.3 to account for it's limited supply and to bring the firelance and alien blaster to Fallout 3 damage levels. (Thanks Hopper31)
  • Reverted Alien inertial dampening field to DR to make it work correctly
  • Fixed 71 statics around the wasteland
  • Fixed Ash and Goo piles never despawning
  • Fixed Combat Helmet repair list
  • Added Reloading Bench, Work Bench and Hotplate to Kenny's Hideout in Point Lookout
  • Removed .32 to .22LR recipe
  • Removed .32 to .308 recipe
  • Removed Wasteland Rad-Away and Wasteland Rad-X ingestibles, models and textures
  • Added LootGraveDC list
  • Added Grave01ContDC container
  • Removed duplicate sounds from LootAmmoBox10mm
  • Removed duplicate sounds from LootAmmoBox10mmGS
  • Removed duplicate sounds from NVDLC02LootAmmoBoxHIGH
  • Removed duplicate sounds from NVDLC02LootAmmoBoxLOCKED
  • Removed duplicate sounds from NVDLC02LootAmmoBoxLOW
  • Removed duplicate sounds from NVDLC02LootAmmoBoxMED
  • Removed duplicate sounds from NVDLC02LootAmmoBoxzGen01
  • Removed duplicate sounds from NVDLC02LootAmmoBoxzGen02
  • Removed duplicate sounds from NVDLC02LootAmmoBoxzGen03
  • Removed duplicate sounds from NVDLC02LootAmmoBoxzGen04
  • Removed duplicate sounds from NVDLC02LootAmmoBoxzGen05
  • Fixed all dead NPCs from disappearing prematurely
  • Fixed all dead Creatures from disappearing prematurely
  • Fixed all dead NPC respawn flags
  • Fixed all dead Creature respawn flags
  • Fixed bug where some companions immune to radiation would be killed if set waiting inside project purity when dad sacrifices himself
  • Fixed bug where main energy gate to Project Purity was not enabled after Waters of Life
  • Fixed second energy gate not being enabled during Take It Back

TTW Version Compatibility: 

v2.9

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Edited by: Risewild on 03/17/2017 - 19:59
Deathclaw_Mayor16
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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.

Damianwolff
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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?)))

MajinCry
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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.

genius384
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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. 

Manan
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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...

EnderDragonFire
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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.

Damianwolff
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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.

Zetman
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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.

Zetman
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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.

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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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Fobok wrote:

Fobok wrote:

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. :-)  

 

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.

 

Windows may alert you that Fallout 3 is incompatible, but it is wrong and should be ignored.

File Attachments: 

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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.

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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.

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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.

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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.

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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.

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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

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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.

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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.

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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

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Yup what Rise said. I wasn't

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

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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

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