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RoyBatty
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Poll Results

The poll is now closed for JIP LN requirements.

We have decided to go forward with requiring JIP LN for TTW 3.0 as the response for it was overwhelming the response against it.

Results as of this posting:

  • Yes - 1070
  • Don't know - 528
  • No - 32

Thank you all for voting.

TTW Version Compatibility: 

v2.9

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Risewild
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I am surprised that almost 1

I am surprised that almost 1/3 of voters don't know what JIP LN is.

Well I will leave here a quick description of it.

JIP LN is a merge of two NVSE (New Vegas Script Extender) plugins, JIP's (made by jazzisparis) and Lutana (made by LuthienAnarion). These plugins add hundreds of new functions to NVSE allowing modders to do things that are just impossible by using the vanilla game or the game +NVSE.

These functions also allow better stability and performance for things that could only be possible in the past by using workarounds.

Many mods require this plugin anyway (for example, if you go on nexus and search on the mods description "Lutana", "JIP LN" and/or "JIP NVSE" and you will get several pages of mods). It is pretty much an essential plugin for modders that use NVSE and for users who use those mods (obviously).

It is just a tiny .dll file that sits in your NVSE plugins folder, but allows a mindblowing number of new and powerful modding capabilities.

SuperSandro2000
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I'm pretty sure most peops
I'm pretty sure most peops that voted don't know meant something like just do what you want.
EChondo
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Great to hear! One less thing
Great to hear! One less thing for me and others to have to download for TTW anyway
SuperSandro2000
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EChondo wrote:Great to hear!
EChondo wrote:

Great to hear! One less thing for me and others to have to download for TTW anyway

One more thing.... *cough* it will be required from version 3.0
Risewild
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SuperSandro2000 wrote:

SuperSandro2000 wrote:

EChondo wrote:

Great to hear! One less thing for me and others to have to download for TTW anyway


One more thing.... *cough* it will be required from version 3.0

Our 3.0 installer will download it automatically .

EChondo
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I know :P The thread is about
SuperSandro2000 wrote:

EChondo wrote:

Great to hear! One less thing for me and others to have to download for TTW anyway


One more thing.... *cough* it will be required from version 3.0
I know :P The thread is about including it with the TTW download from here on out, like Risewild stated. So one less thing to download!
burstdragon323
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I wonder what the mindset of

I wonder what the mindset of the 32 No's was.

SuperSandro2000
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Could there be an option to
Could there be an option to not do i?. Otherwise I need to mess with mo that it recognises it and I am to lazy for that.
GrantSP
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No, no option not to install

No, no option not to install it.

As for MO it will make no difference if the plugin is installed by the installer or via MO, it will just work. If however you really want to remove it and install it via MO just ask for help if you can't figure it out. The process is very simple and anybody can do it, even complete novices.

Lyndi
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SuperSandro2000 wrote:

SuperSandro2000 wrote:

Could there be an option to not do i?. Otherwise I need to mess with mo that it recognises it and I am to lazy for that.

It isn't that hard to do with MO. Gopher has tutorial vids for using MO with SKSE, NVSE, and the various plugins posted on YouTube. If people still can't be bothered to set it up correctly then maybe MO isn't for them.

The TTW team can't cater to every single users needs. If they tried they might get 3.0 out in another decade.

RoyBatty
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We make the install process

We make the install process as easy as possible while making it easy for us to maintain.

If someone is "too lazy" or has no interest in getting their mods/load order to work correctly with a little bit of effort that's their problem and not ours.

jlf65
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Well, I tend to manually

Well, I tend to manually install EVERYTHING, so lazy doesn't apply to me. I tailor the textures, sometimes the meshes, go through the esm/esp with xEdit, make a BSA whenever possible, go through my ini's with a fine tooth comb (and thanks to Roy for letting me know in those cases where I was editing fields that aren't used by the games), and even edit the merged patch in xEdit for cases where things didn't quite end up right in said merged patch.

As long as there's SOME way to do what I'd like/need, I don't care too much if it takes extra work.

Lucianhector
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Two different games are being

Two different games are being merged into the same universe, an extra plug-in is a very small price to pay for such a colossal gain.

Thank you to all involved for the hard work being put into this mod

TAWM
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SuperSandro2000 wrote:

SuperSandro2000 wrote:

Could there be an option to not do i?. Otherwise I need to mess with mo that it recognises it and I am to lazy for that.

 

Considering installing the JIP LN plugin is the same exact process you use to install any other mod I can't see how in the world this would be difficult if you use Mod Organizer already. 

 

With MO you just manually download it off the nexus click on install a new mod from archive find the plugin select it click open and choose the manual install option and when it loads on the left screen of mod organizer you click on it to select it and your done...it really isn't that difficult. 

Newgirlde
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I'm still not sure what, if

I'm still not sure what, if any, negatives there are for including/requiring JIP LN. I hadn't actually heard of it until the poll was posted so I looked it up before voting. If it contains all the same features of Lutana and previous versions of NVSE then I don't see any sort of conflict.

 

Is there something I'm not seeing? I haven't run into any mods that don't work at all if NVSE or a newer version is installed.

paragonskeep
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RoyBatty wrote:

RoyBatty wrote:

 

We make the install process as easy as possible while making it easy for us to maintain.

If someone is "too lazy" or has no interest in getting their mods/load order to work correctly with a little bit of effort that's their problem and not ours.

Until they come looking for help for not RTFM.

Keep up the great work Roy and all TTW Team. Greatly appreciate your efforts and time.

 

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

EnderDragonFire
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Could there be an option to

"Could there be an option to not do i?. Otherwise I need to mess with mo that it recognises it and I am to lazy for that."

Mod Organizer recognizes NVSE plugins just like any other file you install. I have been using MO since it was in new, and I can say for certain that this is the case. You just download JIP-LN and install it through MO like any other mod. It is as simple as that. 

 

On an unrelated note, I am truly AMAZED that there are over 1500 people who actually responded to the poll. It does not seem like TTW had that number of active users, at lease not based on the number who use the forum and chat. 

"Who are you, who do not know your history?"

SuperSandro2000
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I know how to manually remove
I know how to manually remove things. Sry for the cry baby things.
Dalkill
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Hello!

Hello!

I am thinking about reinstalling TTW again. But having into account that version 3.0 seems to be quite close, do you think I should wait? Will the current build of TTW support an update to 3.0? I know other mods might need a few tweaks, but...

Well, thanks a lot for your effort!

RoyBatty
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I'd wait at this point.

I'd wait at this point.

Dalkill
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Thanks a lot, Roy. I can't

Thanks a lot, Roy. I can't wait to play again! I hope this time I'll go to the Mojave under 150 hours of gameplay!

Bottletopman
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Damn glad to see that yes won

Damn glad to see that yes won out - I can't think of anything you'd lose from installing it, especially with the fact that it fixes at least 2 engine bugs that completely change gameplay as a result.

For those wondering, weapons that had the Ignores DT/DR or Bypasses DT/DR effect didn't actually ignore or bypass DT or DR, meaning that if you took that scary looking Ripper out on a guy in power armour, he'd just laugh at you and shoot you in the face. Now you can actually take on deathclaws with a chainsaw like the madman you've always wanted to be.

The second fix is pretty major as well - weapons that fired non-hitscan explosive projectiles (e.g things like grenades, missiles, mini nukes etc.) would do no impact damage whatsoever. If you want to test this, set the mini nuke explosion to 1 damage then score a direct hit with a Fat Man on a target. The Fat Man should deal 400 damage from the impact alone, but due to the bug mentioned, it will actually only do 1 damage...from the explosion. JIP LN fixes this so that now scoring direct hits is a very viable strategy, especially with timed mini nukes lol. This also means you no longer need mods that work around this by increasing explosion damage - something that may be considered OP as this means targets would take more damage standing on the edge of an explosion.

I wonder what other engine bugs there are in the game that could be blessed by the hand of JIP LN...

<cheesy inspirational quote goes here>