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frenzyslave
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2.0 had problems, 2.2 fixed

2.0 had problems, 2.2 fixed those problems.

Member of the People's Revolutionary Front of Canada and sworn enemy of their arch-rival: The Canadian People's Front. Hoping for a Fallout game around the Great Lakes... Highly unlikely ever, but why dreams exist.

garacesh
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Can't say it did - I'm using

Can't say it did - I'm using 2.2. I only downloaded TOTW a week ago, tops. 

edit: In fact, I still have the very same zip in the downloads folder, 'ttwinstaller22a.zip'

chucksteel
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BettiePage wrote:

BettiePage wrote:

Sorry but where do I find ToTW 2.0?  The files listed on the opening post only has 2 files and it is a Conversion Pack and a install guide in PDF.

The Apha has ToTW 2.2

Alpha 2.2 is our latest version some things need to but updated like our install guide but we try our best to stay up to date. We don't keep legacy versions around for people to report bug on that have already been fixed. if your looking for 2.0 it is long gone for you. 2.2 is here to stay! well until 2.3 is released. :P

ElAmericano
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I have to give a big thank

I have to give a big thank you for making RFCW/TTW a reality to the entire team :)

I have been following RFCW when it was in its early days and back then I didn't manage to make it work so good, so sadly it had to go. Then Skyrim came and everyone forgot about the fallout series for a while.

So recently I've felt the urge again to wear power armor and shoot draugrs (oops sorry, I mean ghouls) so it re-did a complete install of New Vegas along with about 100-110 mods, all nicely patched and ordered. It didn't take me long to wonder what it'd be like to have something like project nevada or powered power armor in the world of Fallout 3.

In all honesty, I thought that RFCW died some times back simply due to the sheer size of the project along with all the compatibility issues that might come with it. But with a a bit more of a thorough look I discovered TTW. When I heard of it originally I actually believed it was made by an entirely different team (name change and such) so it was a nice surprise to see you guys kept at it while we players hopped on the Skyrim bandwagon (not a bad bandwagon to be on, to be honest).

I am so impressed with the work you've done. It is so stable and functional. And in fact, my game crashes even less than before ! I am not even joking or ass-kissing, as far as my personal game setup is concerned, I hardly get a crash every 3-5 hours, if at all. Kind of miss them now...not.

But yeah, fantastic work and I hope you guys keep working on it and providing further mod support for FNV, and F3 ported mods. When time lets you of course.

Right now I've finished all the surrounding quests around Megaton and  am getting ready to force Moriarty at gunpoint to give me the direction in which good ol' daddy went ( love you Liam). I think I will do only the main storyline first so I may unlock New Vegas in an immersion friendly-way, then I will happily go back and forth between the two places. Truly a dream come true. My New Vegas Folder is about 34gig and it feels great !!! Regarding the installing, once I reinstalled fallout3 with its DLCs and placed the TTW installer in the New Vegas folder everything went smoothly, took about 1h20min to install itself.

Now onto the technical stuff.

-So far the only "bug", more of an incompatibility really, are the custom races. I use Geonox Hero Race and I actually managed to get it to work the first time around by duplicating an existing child's race then linking it to my custom race, then same thing the other way around. I got all the way through to the G.O.A.T test.  Then I got a bit cocky and changed the default hair for the custom race, but quickly realized it looked a bit stupid so I deleted the recently-modified custom race .esp and decided to redo it from scratch like earlier.

BIG MISTAKE ! Now I can't go through the birth scene anymore. I am redoing exactly the same steps I did originally, nor messing around with anything else other than adding a child version stage to Geonox's race (and reverse) but it crashes each time I select the new race. So I bit the bullet and started playing with a basic race and THEN switched to my custom race after leaving the vault. Now it works just fine. I guess I'll have to change race again before Tranquility Lane and switch back after, but that's no issue. I'm just being a spoiled brat who wanted Liam Neeson to look like me :(( Anyway I hope that you find a way to make custom races more easily integrated into TTW at a later stage so all that messing around can be circumvented. But it's purely cosmetic and definitely should be on the low priority list.

Other than that, everything is going pretty smoothly. A couple of quest items won't leave the inventory but I'm assuming that's just Fallout 3 being itself. Afterall, New Vegas has the same problem.

-I've also noticed that the Wasteland Survival Guide quest can be a be trickier to update. For example for the cripple mission, I had to take a lot more damage than 50% for it to update. And sometimes it looks like the quest marker gets a bit confused, although that could be just me or not remembering F3 quests too well anymore (it has been a while).

-Little pet hate, it seems TTW and Project Nevada Cyberware have a bit of a weird sound issue when put together. In project nevada you can get an implant that gives you a temporary stealth field. and activating/deactivating the ability plays two sounds from the stealthboy fix audio file of the New Vegas .bsa sound archive. However when TTW is active in your load around, it seems that it now plays a sound from another audio file. I've managed to patch it myself by ripping the two sounds project nevada uses, copying them in my sound fx data folder and linking that folder back to the referenced sound in GECK when using stealth field. Now it works back like before. I could always upload it if anyone else has got the same specific little problem. However I don't know how comfortable I'd be uploading ripped off sounds, even if it's only 2 tiny .wav files. You could always PM me and I'd be happy to tell you how to do it yourself, it's very easy.

Well...I guess that kind of covers it, sorry if I babbled on too long, just felt this project deserves some healthy and positive feedback considering its ambition and its near flawless execution. Like I said, my game is even more stable than before (maybe simply because I'm not in the Mojave, who knows).

A big thank you again and hope to see you keep working on the project til completion !

JaxFirehart
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Upload that fix please, I

Upload that fix please, I will figure out what TTW did and replace it.

ElAmericano
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Done!

Done!

http://www.taleoftwowastelands.com/content/ttw-pn-stealth-sound-fix

If you have any questions, don't hesitate to PM me and I'll get back to you :)

marcus0000
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I didn't see a way to report

I didn't see a way to report bugs on the bug page but my character got stuck in operation Anchorage since the general comes up and goes "Soldier, the simulation has ended" or whatever he says then he runs off into a corner and everyone freezes except my character and the companion guy. Console commands don't recognize the quest and say it doesn't have a quest Id so I can't even force it to complete. 
It seems other people have gotten through it fine and I don't know why it wouldn't for me but it may be something to do with the update? 
I finally escaped it by using console commands to teleport to another quest within the wasteland. I'm glad I didn't have to use any codes to go the the Mojave and then back across the built in way. After I got back and re-entered the compound it resumed the quest as if I'd woken up from the chair however it didn't remove the items. (I was planning to use the Gary glitch anyway though) 

Just thought I should let you know somehow :)
Marcus

JaxFirehart
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Yeah, we don't let people

Yeah, we don't let people post bugs until they are "Trusted Poster" or higher because too many newbies were posting bugs without searching first to see if it had already been posted.

marcus0000
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Ah, ok.

Ah, ok.

That makes sense. :) 
I did search and even read a few that were about it crashing to make sure I didn't overlap with anyone :)

Raider480
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It's an exclusive club,

It's an exclusive club, apparently

Looking forward to 2.3, DWID ofc.

@marcus

The Operation: Anchorage bug, where Chase fails to end the simulation, is a known bug with a fix out and due for a 2.3 fix. See:

http://www.taleoftwowastelands.com/comment/12597#comment-12597

Risewild
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Also the Gary glitch wouldn't

Also the Gary glitch wouldn't have worked, since that glitch was incompatible with TTW and had to be removed .

Raider480
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Good riddance I'd say. If

Good riddance I'd say. If someone wants cheat equipment they should just cheat it in, with the console. Such is but one of many beauties inherent to the PC platform. OTOH, I would love some Anchorage equipment with more sane HP values. That's a fairly nice looking CAR, and the Combat Armor looks even better. Got to love a balaclava.

JaxFirehart
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Yeah trusted poster doesn't

Yeah trusted poster doesn't really mean much, just that you have helped others around the forums and have shown that you can use the search button.

dawe1313
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Raider480 wrote:...OTOH, I

Raider480 wrote:

...OTOH, I would love some Anchorage equipment with more sane HP values. That's a fairly nice looking CAR, and the Combat Armor looks even better. Got to love a balaclava.

there are regular versions, with normal health values, of just about every simulation super-health armor/weapon. they have a "Wasteland" suffix on the editor ID. if you want them, either console them, or make your own leveled lists to disseminate them randomly.

Winterized Combat Helmet (with goggles/balaclava)

  • DLC02ArmorCombatSnowHelmet - health = 99950 (used in sim)
  • DLC02ArmorCombatSnowHelmetWasteland - health = 50

there is also an unused DLC02ArmorCombatHelmet, which has the snow camo and no goggles/balaclava

 

MadWolf
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hi

hi

a lot easier way is to install a Bag of Holding mod

Preacher
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Thank you so much for the

Thank you so much for the conversion pack and for keeping this mod going you guys rock!!!


CourierSix
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Any news on whether we'll

Any news on whether we'll have to start new saves for 2.3?

...

...

...

I'm glad we understand one another.

JaxFirehart
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You will not.

You will not.

NILLOC 916
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Oh god I hope not, I just

Oh god I hope not, I just started a new one.

Cocaine is a hell of a drug.
- Rick James.

CourierSix
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Excellent news :D I did the

Excellent news :D I did the same Nilloc, so that would have been mighty frustrating

...

...

...

I'm glad we understand one another.

anstand
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Does a converted mod has to

Does a converted mod has to have the TaleOfTwoWastelands.esm as a master file or is this optional?

 

manos
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I would say: not optional

I would say: not optional

Video games are bad for you? That's what they said about rock'n'roll...

thermador
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Technically optional, but

Technically optional, but really you should always use the full TTW load order as the mod's masters unless you are experiencing problems and have a good reason to limit the master list.

anstand
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Why is this not mentioned in

Why is this not mentioned in the faq then?

It says add these masters: FNV, FNV DLC, F3, F3 DLC, but not TTW.

plumjuice
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From where in the FAQ did you

From where in the FAQ did you source this?

Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help

anstand
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plumjuice wrote:

plumjuice wrote:

 

From where in the FAQ did you source this?

Page 1 this thread?

Right-click on the mod to be converted, choose Add Masters... and FNV, FNV DLCs, FO3, and FO3 DLCs.
DO NOT ADD THE PRE-ORDER/COURIER'S STASH PACKS UNLESS YOUR MOD REQUIRES THEM, THEY ARE NOW OPTIONAL.

plumjuice
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So, not in the main FAQ

So, not in the main FAQ conversion section or the instructional pdf? Good. A quick fix then.

Could a mod please add it here in case people only read this thread?

Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help

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