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jlf65
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Joe's TTW mods

Misc small mods will be placed here for convenience. If they're updated, this initial post will be edited with the latest version, so there's no reason to hunt through the whole thread. You can find more mods in my new thread: https://taleoftwowastelands.com/content/more-joes-ttw-mods

Better Aim: So what's first? We start of with a little mod I pieced together for FO3 based on a half-dozen other mods that edit game variables associated with aim. This is my own collection that disables auto-aim, makes the projectile trajectory flat, and makes the weapon muzzle follow the reticle in 1st person mode.

ASG - TTW: Now that you can actually aim, how about a nice sniper rifle? This is a conversion of AlexScorpion's Sniper Gear for NV 1.1. You need the Sniper Gear 1.1 main file, the Red Dot Sight Fix update file, and optionally the optional Nightvision file. Install everything but the esp, then put my esp in place. Alex Scorpion used the LGPL license on his Sniper Gear, so this conversion is also LGPL. You can find the gear in Quarry Junction Quarry in NV, and Vault 106 in DC.

Portable Bedroll: I absolutely love the NV Portable Bedroll, so I made a TTW conversion. Credit is given to Volek, who converted this from Portable Mattress for FO3 by Anistar, who also is given credit. You can buy a bedroll from Moira or Lydia, or find one for free in SuperDuper Mart. In NV, they can be found all over, especially Great Khan camps.

Spinach: A nifty little item I made for FO3, now for TTW. You'll find some cans in Vault 101 if you do the tutorial, 10 cans in SuperDuper Mart, and in various places that kitchen items can be found.

Oxy-Gum: A brand new item I made since TTW swimming apparently uses oxygen quicker as well as drowning quicker once you run out of air. Now you can find Dr. Mariner's exclusive oxy-gum at the Boat & Bait in DC, and the Fisherman's Pride Shack in NV.

New! 2016-09-16

Cool Lasers HD: The best damn laser mod out. Moraelin made his mod PD, but mad props for such a cool set of weapons. This uses the resources from the NV version, just replace the esp with this one. Just like in the FO3 version, you'll find the lasers in the Recently Built Shack in Grayditch. I didn't include the lasers in Vault 101 because that really seems silly. You're already given a 9mm, and Grayditch is almost as easy to get to as Megaton. I haven't added any extra e-cells to DC yet... I never had to buy extra with the original FO3 version, so I don't think it's needed here either... unless maybe you run MMM on high and use the laser extensively. If need be, I'll do another version with more e-cells.

Cool Lasers HD - EVE Bridge: If you use EVE, drop this in your data folder and enable. You're welcome. If you don't, drop everything and install EVE!

Let me know if you have any problems or suggestions.

New! 2016-09-25

Mines and Missiles - TTW: A conversion of my Fallout 3 mod. Lets you make nuclear and nuka mines and missiles. You'll find the schematics in the women's bathroom in Megaton, and Victor's shack in Goodsprings. Requires science of 50.

New! 2016-09-27

All the weapon mods have been edited to correct the holdout lists so that they merge properly when you make a merged patch with FNVEdit.

New! 2016-09-30

Updated Alex Scorpion's Sniper Gear. Lowered the amount of ammo found with the weapons and added more ammo elsewhere. Also moved where the stuff is found in New Vegas.

Mini Maid - TTW: A conversion of my Fallout 3 mod. Add's a maid to the Megaton home. While it doesn't require COTW, it does use two outfits from COTW, so you at least need the outfit files for the ChildFaith and CuteMaid outfits.

File Attachments: 

TTW Version Compatibility: 

v2.9

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Edited by: jlf65 on 12/17/2016 - 12:28
Bandy
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Thanks for these!  Will

Thanks for these!  Will especially look into the bedroll as per the other thread discussion.

RE: Bedroll: I know I'll try it out, but is it an item that gets dropped and then activated?  If so, is it prone to sometimes falling through the 'ground' mesh?  I've seen that happen with other dropped objects and they become unrecoverable.  Anyways, it has taught me to save more often... LOL.

RE: Better Aim, you mention flattening trajectory, so may I assume that FO3/NV/TTW projectiles do have realistic bullet drop?  I'm on my first playthrough so many noob questions.  Real trajectory is important to me, is it possible to add player choice say in MCM?  Understand that would be more complexity than you wanted to implement.

RE: Others, another excuse to go back to SuperDuper and clear it out.  On level 2 (or was it 3?) it was the toughest fight yet. Damn those grenades were stuck to my hand, or rolled too freaking far, but know how to toss now...

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Bandy wrote:

Bandy wrote:

Thanks for these!  Will especially look into the bedroll as per the other thread discussion.

RE: Bedroll: I know I'll try it out, but is it an item that gets dropped and then activated?  If so, is it prone to sometimes falling through the 'ground' mesh?  I've seen that happen with other dropped objects and they become unrecoverable.  Anyways, it has taught me to save more often... LOL.

I haven't had that happen to me yet with this bedroll, but I've seen it before. Best to save before dropping it.

Quote:

RE: Better Aim, you mention flattening trajectory, so may I assume that FO3/NV/TTW projectiles do have realistic bullet drop?  I'm on my first playthrough so many noob questions.  Real trajectory is important to me, is it possible to add player choice say in MCM?  Understand that would be more complexity than you wanted to implement.

Even worse - default Fallout aiming has projectiles RISING after a certain distance when compared to the point you're aiming at. In vanilla, you always have to aim at the belt for a head-shot at distance. This at least corrects that particular fault.

Quote:

RE: Others, another excuse to go back to SuperDuper and clear it out.  On level 2 (or was it 3?) it was the toughest fight yet. Damn those grenades were stuck to my hand, or rolled too freaking far, but know how to toss now...

I always love it when you bounce one off a collision plane back at yourself.

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Yes, did something like that

Yes, did something like that too.  Finding it difficult to adjust to the 3rd person where targeting is to one side, but now have 1st person hotkeyed to mousewheel 'button'.

Have downloaded all after your comments, and will give 'em a try.

Cheers!

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They make 3rd person camera

They make 3rd person camera mods that allow you to set the camera position wherever you like, and in different places depending on standing/crouching/weapon drawn/etc. If you use 3rd person regularly, get one! It'll be a lifesaver.

I might play with trying for a "realistic" bullet drop this weekend. Not sure if I can do it, but I'll give it a try. I just prefer Hollywood sights, myself.

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jlf65 wrote:

jlf65 wrote:

Quote:

RE: Better Aim, you mention flattening trajectory, so may I assume that FO3/NV/TTW projectiles do have realistic bullet drop?  I'm on my first playthrough so many noob questions.  Real trajectory is important to me, is it possible to add player choice say in MCM?  Understand that would be more complexity than you wanted to implement.

Even worse - default Fallout aiming has projectiles RISING after a certain distance when compared to the point you're aiming at. In vanilla, you always have to aim at the belt for a head-shot at distance. This at least corrects that particular fault.

Your comment about aiming for the belt to get the head shot got me to thinking about actual bullet trajectory where the bullet initially crosses the line-of-sight (LOS), travels above the LOS for some distance, crosses LOS again, then eventually hits the ground.  BUT looking further into earlier FO3 discussions it appears that this parabolic path is not modeled in game, instead, some blame a coded "bullet rise"  to overcome an inherent issue of hitting things you hide behind while trying to shoot over them (sure we all have experienced this...).

Just FYI, here is a FO3 mod that apparently provides more realistic ballistics based on a little research and includes "bullet drop", though admittedly it is a compromise: http://www.nexusmods.com/fallout3/mods/17673/? 

Also for FONV: Precision Ballistics and Munitions is much more complex:  http://www.nexusmods.com/newvegas/mods/50757/?

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Nice finds! I hadn't seen

Nice finds! I hadn't seen those before. I'll check them out. I don't often worry too much about "realism" in my games, but I do prefer guns to be more realistic than other aspects. Nothing worse than a handgun that is better than a sniper rifle, for example.

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The problem with beth games

The problem with beth games is the projectiles come from the camera and not the projectile node, that's why they hit things.

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Huh, weird. I wonder if they

Huh, weird. I wonder if they did that to make kill cams easier to do.

 

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RoyBatty wrote: The problem

RoyBatty wrote:

The problem with beth games is the projectiles come from the camera and not the projectile node, that's why they hit things.

TTW installed and shooting a 9mm pistol at a spot on the wall at close range using iron sights the bullet 'holes' appear 1-1.5 feet below the spot (I can't see the holes, the gun is in the way).  Using Joe's mod in this thread with iron sights the holes appear mostly on the spot, so they are landing where you aim with that mod as he says it does, but there is no longer range ballistic bullet drop either so sniper is point and shoot accurate over all distances (and it is, I tried...).  

I'm sure this has been discussed extensively over the years, and there are a few mods for bullets and ballistics (such as image below http://www.nexusmods.com/newvegas/mods/50757/? ), so if anything what do the TTW vets use to correct this issue, it seems so important to game play? 

I'm searching and not finding a good answer here, but I must be missing something.  My 9mm experiment says it isn't included in TTW right?

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The only thing I use is PN

The only thing I use is PN for turning off the autoaim nonsense.

In my experience, iron sights are accurate on most guns, but some are off.

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RoyBatty wrote:

RoyBatty wrote:

 

The only thing I use is PN for turning off the autoaim nonsense.

In my experience, iron sights are accurate on most guns, but some are off.

 

Yeah, I've noticed that. What would be a cool mod would be something that let you fiddle with the gun sights. I wish there was something like nioverride (a Skyrim mod) for FO3/NV. That would also make a decent TV mod possible. The current TV mod is limited to what you can fit in a few 4kx4k DDS textures.

 

EDIT: Sniper Gear was for all you ballistic fans. Now for you energy fans, I give Coooooool Lasers HD! Grab the original for the meshes and textures, drop in my esp, and enjoy! If you use EVE, I've got yah covered... just drop in my patch and Cool Lasers are even MORE cool, if that's even possible.

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Another new mod for all you

Another new mod for all you fine folk - a conversion of my Fallout 3 mod, Nuclear and Nuka Mines and Missiles. Find the schematics and raise your science to 50 and you can convert normal missiles into nuclear and nuka missiles, as well as make nuclear and nuka mines from common household items.

Ever notice how wimpy regular missiles are? After using ALL my missiles and still not killing a robobrain during one FO3 run, I got pissed enough to make a mod to craft better missiles. I had been using a different separate mod for nuclear and nuka mines, and decided to allow crafting those in my mod as well... an all-in-one mod for nuclear and nuka armament.

I'm slowly converting many of my mods to TTW, and I've been wanting this for a while, so I spent yesterday working on it. I think it's pretty nice, but as always, I'm open to suggests on making it better. In the meantime, grab it, convert a bunch of missiles, and go nuts! Lay those nuclear mines in the paths of Behemoths!

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Updated all the weapon mods.

Updated all the weapon mods. I noticed the other day while making a merged patch that the holdout weapon lists didn't merge properly. That was because the lists were based on the NV lists rather than the TTW lists. So I updated them all to use the TTW holdout weapon lists plus the new weapons. Now they all merge properly when you create a merged patch in FNVEdit.

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Updated Alex Scorpion's

Updated Alex Scorpion's Sniper Gear. I lowered the amount of ammo found with the weapons to encourage you to go after the extra ammo box. In DC, you can find the ammo deeper in Vault 106, so prepare to fight insane survivors.

I moved the weapon cache in NV because if you can get the weapons, which are guarded by an entire family of deathclaws, you clearly don't need them. I moved the weapons to Goodsprings Cave, so you'll at least have to fight coyotes. The extra ammo is in the Devil's Gullet. "But Joe, you can get there without fighting ANYTHING!" That why I added a bunch of Bark Scorpions to it. You're welcome.

Also added a new mod conversion - Mini Maid! Very popular over at the Nexus, now you can use it in TTW. It's adds a maid to the Megaton home. This version doesn't disable Cogsworth. If you use the TTW Interiors, you can put Cogsworth into standby mode if you don't like him. I did some more cleaning on the mod while converting it. Shouldn't be ANYTHING unnecessary in it at this point. While it doesn't require COTW, it does use the ChildFaith and CuteMaid outfits installed by COTW, so you at least need those outfits.