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Puppettron
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Last seen: 10 hours 2 min ago
Joined: 11/23/2013 - 14:47
Karma: 1954
4.2 update is there.  mostly

4.2 update is there.  mostly some cleanup, plus i changed the aimed carnage unique to not do explosions on crits anymore, and i changed the splatterizer entirely to be a silenced hunting shotgun with slightly better numbers.  now includes the first asset ever used in Gunsmithing, the splatterizer has a mesh/texture built and granted to me by TrickyVein.  it's a lot of fun too.

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

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

Puppettron
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Last seen: 10 hours 2 min ago
Joined: 11/23/2013 - 14:47
Karma: 1954
4.3 update:

4.3 update:

  • couple of new breakdown recipes for conductors and steam guage assemblies
  • changed the infiltrator (sc) to a infiltrator (covert ops), it's now more like a VSS than a weird 5mm full auto assault sniper, including changing the ammo to 9mm.  when i get around to it, it'll use the 9x39mm ammo available in caliberx
  • cleaned up the junk to gold mechanics a bit, added 5% chancenone reduction for gunsmithing and advanced gunsmithing.
  • more recipe cleanup, don't have notes.
  • unscripted the crafting formlists.  if you open the mod in xEdit, make sure you have formlist sorting turned off first, or you're going to have a bad time.
  • i'm sure i did other things, but i don't remember them.

as always, report bugs/problems/glitches here

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

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

CyberDanz
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Last seen: 2 weeks 2 days ago
Joined: 03/05/2014 - 08:32
Karma: 47
Puppetron, you went to great

Puppetron, you went to great lengths to get this mod up and going.. NICE!  I'm curious as to any requirements for this.  Are there any?  Or, maybe, it is assumed that if one installs mod a and mod b, they should already have the requirements?  Often times, it's more "ask questions now, download it, and see for yourself" considering some questions doesn't get answered at all, or come at a much later time than when the question was introduced.

Other than potential "requirements" needed, my last question would be:  As of now, we're at TTW v2.9.4b with 3.0 coming out in the near future.  With that said, it is safe to assume that this is compatible with TTW v2.9.4b?  I have a feeling when 3.0 comes out, nearly all mods may need some kind of updating based off reading the updates put into 3.0  Do you plan to upgrade this for TTW3.0 compatibility when it comes out, or maybe have a jumpstart on it?  Or is your latest version now considered final, final even once TTW3.0 comes out?

After reading my comment, just to be sure, no pun is intended by the questioning, just curious if you're going to update if needed, or if someone else may have to make those changes, or if we need to attempt changes on our own.  No matter what, awesome work!

EDIT:  Have finalized my playthrough and finished recently.  I did download and use this mod flawlessly!  There were a few minor things I needed "fixed" that I pushed into my Merged Patch using xEdit.. but no error with this mod..  I can't specify which exact changes, but were along the line of x, y, z positions when compared to TTWFixes and such.. but nothing that would've broken the game without the changes.  I'm just OCD when I try flattening out my records regarding conflict winners/losers.

CyberDanz The public junkie who LOVES Fallout!

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