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tizerist
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Yes I believe TTW should
Yes I believe TTW should require NVSE. Thanks to the people who have given reasons for the pro-NVSE side of things. I am convinced that this is the correct path for TTW to go down and we have given some very convincing reasons as to why it would be a good idea. The benefits are many, and I hear new reasons everytime I come on to this thread. Keep it up! :)
anstand
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Absolutely.

Absolutely.

Lot of great mods out there who make use of NVSE. Also, playing without the Fallout Stutter Remover is a PAIN IN THE ASS (I assume the STR is not compatible with TTW?)!

Runnerblank
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I agree TTW needs NVSE.

I agree TTW needs NVSE.

Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

rickerhk
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anstand wrote:

anstand wrote:

 

Absolutely.

Lot of great mods out there who make use of NVSE. Also, playing without the Fallout Stutter Remover is a PAIN IN THE ASS (I assume the STR is not compatible with TTW?)!

I use the NV version of FSR no problem with TTW.

Kainschylde
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Between mods that require it

Between mods that require it and stability plugins that require it I don't see many players NOT having NVSE already installed. The benefits outweigh the difficulties by a large margin, and NVSE is really just a tool, no different than GECK or FNVEdit. I say use the tools available to make your jobs easier.

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anstand
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rickerhk wrote:

rickerhk wrote:

 

anstand wrote:

 

Absolutely.

Lot of great mods out there who make use of NVSE. Also, playing without the Fallout Stutter Remover is a PAIN IN THE ASS (I assume the STR is not compatible with TTW?)!

 

I use the NV version of FSR no problem with TTW.

Does that mean that we are able to use mods which need NVSE in TTW?

I thought that NVSE would not work?

JaxFirehart
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No... NVSE works fine, where

No... NVSE works fine, where did you get that from?

anstand
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JaxFirehart wrote:

JaxFirehart wrote:

 

No... NVSE works fine, where did you get that from?

I misread something. Nevermind... Move on, nothing to see here.

Puppettron
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i hadn't posted in here

i hadn't posted in here because i really don't care.  if the devs use or don't use nvse, i'm going to assume there's a good reason for that, but since i already use nvse for modding and mods, it won't affect me if a change is made.

although, i just realized that i'm giving the devs a sort of godlike omniscience in my head about these things, which i should probably temper with "jax puts his pants on the same way the rest of us do, except he's got robots to help"

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

JaxFirehart
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I don't know... my

I don't know... my omniscience is pretty godlike.

Puppettron
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there's a huge difference

there's a huge difference between "pretty godlike" and "definitely godlike", and that difference would be the location and speed of every particle around :P

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

JaxFirehart
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I admit, even I am incapable

I admit, even I am incapable of violating the Heisenberg Principal.

CourierSix
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It's okay Jax. We don't need

It's okay Jax. We don't need to measure both your momentum and position at the same time. Because we know you're moving at both 1.01% the speed of light, and in all places at any one time, always. Because you told us so.


And Jax always tells us the truth.

Always

...

...

...

I'm glad we understand one another.

enneract
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I think any objection to

I think any objection to requiring NVSE is laughable, personally, in a 'get off my lawn!' kind of way.

Progman
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I've been using Silverlock's

I've been using Silverlock's script extenders since OBSE's first release, and I've had nothing but good experiences with every subsequent release.  FOSE, NVSE and SKSE, and rather recently ENB (PRAISE BORIS!) for the memory patch, have only served to improve my experience with every single one of those games.  

If it makes TTW development that much easier, I don't understand why there should even be a conversation.  We don't have to pay for it, it doesn't lower performance, it doesn't increase instability, it optimizes the crap out of stuff, and it's necessary for some of the best mods on the Nexus.  

Honestly, just use the The Mod Configuration Menu as justification.  It'd be really difficult to argue with that miracle of modding.

Four Dyce
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You know the first game I

You know the first game I used it with first was Oblivion, though not for a long time as I was wary of it. Then there was this mod I wanted that used it and I took the plunge and got OBSE. Well my fears were unjustified and I've used it with all Beths games ever since secure in the knowledge that it only enhances modding and therefore the game.

I can understand some hesitant to take the plunge, but on the other hand it somewhat makes me laugh when I see people saying point blank they will not under any circumstances use NVSE even though they really want to use a mod that uses it. "AWW it uses NVSE? Really? Can I have a non-NVSE version pleeeaassee?" Ugh, f'coff.

Anyway I have absolutely no issue with the NVSE requirement. I think because TTW is not your usual mod and needs a good bit of knowledge (As in it's a little bit more complicated to install, rather that installing NMM and hitting a  download button) anyone thinking of installing this will have more than two brain cells to rub together, thus will have no trouble with an easy to install NVSE. And will more than likely already have it.

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JaYmZeE
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This forum issue is pointless

This forum issue is pointless in putting it up for discussion....

no one who can install TTW is gonna object to NVSE....

not seriously anyway - I mean you could play devils advocate but your gonna lose - if benefits would be felt by the team make it NVSE and to hell with the rest of them - NVSE is free after all!

"BEWARE - TOXIC ATMOSPHERE - FULL PROTECTIVE CLOTHING MUST BE WORN AT ALL TIMES!"

"TTW-RAD METER MUST BE CHECKED AT REGULAR INTERVALS TO AVOID INEVITABLE DEATH"

orik
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I've been out of the loop for

I've been out of the loop for a while, what build did you guys swap over to NVSE?

Thanks,
Orik.

scorpion
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The 2.7 installer will

The 2.7 installer will automatically download and install NVSE if it's not present.

 

Nothing in TTW currently requires NVSE, but it was added to the requirements and installer so that it can be used from now on.

Gribbleshnibit8
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A few things currently use it
A few things currently use it if it's present. Location checking, is primary among them. The challenges will make more use of them when they're added, and we'll be using it in more places as we need to.
Jaydog
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It's up to the developers I'm

It's up to the developers I'm gona use it regardless, as will most people I assume.  If it makes anything easier for the developers than use it. 

Mystical Panda
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Absolutely. Simply because of

Absolutely. Simply because of the additional scripting abilities NVSE offers. By "upgrading" some of the existing game scripts, it might be possible to more easily integrate "both" wastelands outside of what's possible with the existing scripting system. Also, on NVAC, I haven't check yet as it might already have this... I would like to see a "verbose" option that will report to the player in a passive message that a "crash" was "redirected". This would be nice to see while in game when something "bugs" out and NVAC catches/corrects it without having to quit the game, then check the log. Might help to help to locate problem areas/mods (that modify a given area) more seemlessly.

pintocat
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A bit late to the party,

A bit late to the party, panda. The TTW installer checks for NVSE and offers to download it, and the "load time hotfix" taleoftwowastelands.esm actually uses NVSE for user defined functions

Mystical Panda
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Yeah I just noticed! I guess

Yeah I just noticed! I guess sometimes better late than never. Lol. I did want to drop a note supporting this though because while playing, I had an idea about how NVSE functions could be used to "tie" together dynanically some of the dual area gameplay, but somehow it slipped my mind while testing today. It'll come back. An interesting idea though, where NV purists might consider a story gap while trying to play as the "courier", could play as the "courier", just not as the original NV game intended. Story wise, after hearing of a quest to take them to Nevada (a custom TTW quest, like find this or help this -well maybe not that shallow- but something about find the brotherhood on the other coast, or they've asked for help), you see the real NV courier whose shot, but he actually dies. Before he dies, he hands that responsibility off to you. You both are attacked, you wake up in the docs office, where the original is said to be dead. From that point, you ARE the courier. The transistion could be as the end game is present, slides that tell the story... a short cut to the courier being shot... then slides about it being handed off to you. Now you have to fullfill that role, and game will call you the courier. Others will believe you to be just that, and assume you were born or are from a different area, which real courier was. Kinda breaks purist lore, but might be an interesting angle.

Mystical Panda
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I just remember what I was

I just remember what I was thinking -not sure what that means exactly- Lol! but... By expanding the script commands available it would be possible to do checks based on name rather than id. So for pre-war books as example, the check could be for "pre-war book" description instead of specific ids and really shorten up some scripts and their conditionals.

pintocat
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TTW's main philosophy is to

TTW's main philosophy is to make as few changes to FNV as possible, and the same for FO3. It's not trying to change everything, just to make FO3 work in FNV, with some changes to make FO3 behave more FNV-ish in some cases.

Things like script efficiency changes are outside scope. Even bugfixes, really -- that's what the TTWFixes is for.

Mystical Panda
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Thanks pinto, I'll post ideas

Thanks pinto, I'll post ideas/thoughts like those in that forum. I know changes, testing and re-testing is far from an easy task, but just in case.

RoyBatty
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Please start your own threads

Please start your own threads about ideas and things. TTWFixes thread (and really all mod threads) are for the mods themselves and things that directly pertain to them.

Mystical Panda
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Thanks Roy, will do. I'm

Thanks Roy, will do. I'm betting things in general are getting pretty overloaded atm and I don't want to potentially add to the existing workload, so I'll kinda sit on those things for awhile.

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