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JaxFirehart
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TTW 2.0a is coming!

The team and I have been working hard on getting TTW ready for a new update. A large chunk of that work went into overhauling the way TTW works. Unfortunately, this will require current TTW users to start a new game or use a save that was not made while using TTW. On the plus side, it is MUCH more stable and runs much quicker (and loads in FNVEdit much faster as well). Below is the change log, as fixes are merged in I will update this thread.

  • Full system overhaul for more efficiency REQUIRES A NEW GAME
  • Better mod compatibility (requires a bit more effort to convert FO3 mods, but they ultimately work better)
  • Cleaned up some remaining references to .32 and generic shotgun shells
  • Downgraded Combat Shotgun to 20ga, 75 skill
  • Fixed Pitt armor being marked as heavy rather than light like all other raider armors
  • Fixed ordinance and bombshell armor giving big guns skill
  • Made Almost Perfect use 'SetAV' instead of 'ModAV' so that 'GetPermAV' returns the proper value
  • Cleaned up some weapons still using big guns
  • Fixed some ingestibles being labeled as big guns   
  • The New Vegas space suit and helmet may be used in place of the astronaut suit in Mothership Zeta (needs testing)
  • Hematophage allows hunger and dehydration restoration from blood packs
  • Removed the "Recover" flag on the Rebound effect, should make rebound actually regenerate AP
  • Added some new recipes
  • Samurai Helmet now gives DT instead of DR
  • Mechanist costume is now heavy instead of light
  • Pulse weapons now properly effect ALL power armor
  • Rock-It-Launcher no longer is labeled as using 5mm ammo and no longer causes Fallout to crash and burn

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Edited by: chucksteel on 04/06/2013 - 19:55
Dentaria
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I cant wait!

I cant wait!

Are you playing games with me god damnit!

Vault-Boy
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Very nice!

Very nice!

Hope the update will come soon :)

JaxFirehart
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I have a long list of bugs to

I have a long list of bugs to fix, but that is all that's holding us back for this next release.

caxap
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OMG i cant wait! Please gimme

OMG i cant wait! Please gimme it! I pray you! :)

gnubee
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Looking forward to it!  At

Looking forward to it!  At what point do the reconfigured unique weapons get added to to the game (if they do)?

JaxFirehart
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The uniques are a major point

The uniques are a major point of team dissent. It won't be any time soon unfortunately. Weapon mods for DC are more likely, we just need a couple of our mesh guys to knock it out which, again, may not be any time soon.

gnubee
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How about releasing the

How about releasing the uniques as an optional mod?  I'd use it for sure. It would be great to see weapon mods integrated into the Wasteland.

manos
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Oh yeah!

Oh yeah!

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

Malthol
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Great news. Following this

Great news. Following this has me working on my still unfinished FO3 mod.

Enigma_632
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Nice can't wait.

Nice can't wait.

War.. War never changes.

alphaidiot
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That REQUIRES A NEW GAME

That REQUIRES A NEW GAME sounds heavy. But bring it on! 

Aconagent1
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When is the expected release

When is the expected release date? Whatever it is, it isn't soon enough XD

-Conso

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Regarding to Better mod

Regarding to Better mod compatibility,  what do you mean "requires a bit more effort to convert FO3 mods"?. And are you refering to mods that use FOSE or all in general?.

delta534
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Hopefully the changes will

Hopefully the changes will reduce the amount of quests and scripts that bug out. 

JaxFirehart
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Instead of simply changing

Instead of simply changing the master, you need to run a new script that automatically converts mods. The end result is basically the same as changing the master for the current version, but better. As for release date I am really, really shooting for next week. But I also promised it by the end of February and that came and went... All I can promise is that the game runs so much better now.

Pokepunch
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It didn't run too badly as it

It didn't run too badly as it was, but who can complain about more stability and bug fixes!

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Interesting! Do you think

Interesting! Do you think this is the last time we'll have to start a new game? :)

JaxFirehart
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Yes TTW was rock solid as is,

Yes TTW was rock solid as is, and now it runs even more stable and faster.

This really should be the last time a new game is required. The new method is the way it SHOULD have been done from the beginning, but we lacked the tools to do it efficiently. With FNVEdit's scripting system and the constant improvements the xEdit team have been making it is now possible.

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Enjoying TTW, why did I take

Enjoying TTW, why did I take so long to convert?

Even if I have to start again it will be enjoyable.

 

Are custom races discouraged because fallout 3 had a different way of handling races compared with New Vegas?

 

I'm sure custom races for FO3 needed a child equivalent, am I correct?

War.. War never changes.

JaxFirehart
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I believe that is correct yes

I believe that is correct yes. NV Custom races break when the player goes through Tranquility Lane (and others I cant remember) because it tries to make the player a child and the race is missing that component.

Deathmaw
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Awesome looking forward to it

Awesome looking forward to it.

Is this going to require a complete reinstall? Will i need to reinstall fallout 3 etc.

Or is it just going to patch the current installation?

 

Thanks in advance.

walrus2517
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Very good news! I'm willing

Very good news! I'm willing to start a new game if it means FNVEdit doesn't take 10 minutes to load anymore. :)

 

chucksteel
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Deathmaw wrote:

Deathmaw wrote:

Awesome looking forward to it.

Is this going to require a complete reinstall? Will i need to reinstall fallout 3 etc.

Or is it just going to patch the current installation?

Thanks in advance.

It will just patch over your current install, Old saves will be dead and, FO3 mods will need to be reconverted to our new format. No need to wipe your game and, reinstall fresh unless you personally feel the need. 

alphaidiot
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Thanks for confirmations. I

Thanks for confirmations. I actually got frustrated since I've tweaked so many things already around TTW. As long as I can handle FNVedit freely, initial converting should be bearable enough. Oh, to mind, I am a script-phobia. 

Deathmaw
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Awesome glad to hear i don't

Awesome glad to hear i don't need to reinstall everything again. More stability is always good.

ElvenScoundrel
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You guys are the best ever.

You guys are the best ever. Keep on rockin' man, can't wait for the new update!

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sounds great!

sounds great!

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Hey I had a few questions

Hey I had a few questions about the new TTW mod converting:

Will it affect mods that were made with TTW as a master with Fallout 3 content? (not converted mod)

I've put alot of work into the AWOP 4 FO3 convesion, will I have to start over when the conversion script is released? I don't know much about fnvedit, so I'm not sure how I could import the changes I've made, or if its possible.

Sorry for all the questions, not quite sure what will be changed, and I want to keep modding something without problems later.

I'm enjoying modding TTW alot at the moment, and am trying to convert all my mods before I get into playing alot. Thanks alot, I can't wait for the update!

Call me Pat. Senterpat is too much to type.

JaxFirehart
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Mods that were made for TTW

Mods that were made for TTW prior to v2.0a are a nightmare to convert for v2.0a. Unfortunately that's just the nature of modding something that is in alpha stage still. That said, you might start learning FNVEdit. The update process using FNVEdit is easy, its just time consuming.

tizerist
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Also, how much harder will
Also, has the difficulty of converting FOSE mods changed? Keep up the good work, this is gonna be big!!
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Great news!!!

Great news!!!

Just one question:

Are supported the other language files of Fallout 3 and DLCs on that version?

JaxFirehart
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New languages are not

New languages are not supported right away, but I made sure to build the system in such a way that new language versions will be easy to implement. More info on that will be made available in the near future.

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That's a good news!

That's a good news!

Can we consider that TTW will be finished enough to start the real translation work? :)

I will do a translation for myself and i would be happy to give it to you guys!

@Infected: What is your first language?   

 

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

JaxFirehart
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Yes, it is unlikely that TTW

Yes, it is unlikely that TTW will be overhauled again; this file format is as good as it is going to get.

thermador
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JaxFirehart wrote:Mods that

JaxFirehart wrote:

Mods that were made for TTW prior to v2.0a are a nightmare to convert for v2.0a. Unfortunately that's just the nature of modding something that is in alpha stage still. That said, you might start learning FNVEdit. The update process using FNVEdit is easy, its just time consuming.

Dang. 

edit: any advice for the conversion / fixing of such mods?

JaxFirehart
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I wrote a very quick and

I wrote a very quick and dirty script that helps. I would make sure that ALL errors are resolved in the plugin (if you right-click on the file in FNVEdit and choose "Check for errors"). Resolve all errors using TTW 1.4 and then load up the new TTW 2.0 and run my script. It checks for errors a second time and resolves any errors that it determines are caused due to the form ID structure being changed between 1.4 and 2.0. So long as there were no errors in 1.4 the script should fix MOST errors in 2.0. Then check for errors again and try to manually fix any remaining errors.

I am aware that was a bit rambling...

Basically fix all errors in any TTW mods in anticipation of TTW2.0\

When 2.0 comes out I will have a script that helps update 1.4 mods for TTW.

For mods that were made for FO3 and then converted for TTW, it is easier to just reconvert using the new method.

thermador
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Cool!  Thanks for putting

Cool!  Thanks for putting together scripts, etc.  I'm glad there is an upgrade path. 

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Great news! I've only

Great news! I've only recently stumbled upon this project, and it made me fall in love all over again with FO3/FNV. I've always had a hard time choosing my favorite for a number of reasons, but this mod came up with the perfect solution: "why not both"?

So THANK YOU a ton for all the effort and love put into this project, guys! As far as I'm concerned, at least, TTW is the definitive version of modern Fallout and I won't ever EVER play it another way!

About the custom race problem, the solution is so simple that maybe a sticky tutorial is in order? To make it short for the ones who are still having problems (though I'm pretty sure you guys are well aware of the solution), just edit your .esp and create a custom child race by duplicating one of the vanilla ones and set it to be the younger version of your custom race, then set your custom race to be the adult version of the new child race, and pick one of the vanilla old races to be the older version, so Dad/James stays unaffected. It's a 5 min GECK job, at worst, and you'll be able to play Tranquility Lane without hassle.

chucksteel
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I will be creating another

I will be creating another guide for Mod conversions, working title will be, "A Tale of Two Wastelands Guide to converting mods from FO3, with Pictures". 

It will be another one of my OCD driven picture tutorials in PDF format. I will be going through every step so even the newest of Noob can successfully convert FO3 mods to TTW. Once we have a proper method to attempt to convert old TTW mods I will add a chapter about that. 

I fully support the new build even though it does break older TTW mods, even My TTWInteriors was busted by v2.0a but, the performance and, stability v2.0a brings is worth the fact that I may have to rebuild TTWInteriors again. 

walrus2517
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chucksteel wrote:

chucksteel wrote:

...I will be going through every step so even the newest of Noob can successfully convert FO3 mods to TTW...

Thanks :)

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Damn i want to play Fallout

Damn i want to play Fallout now, but i need to wait a couple of days

I want version 2.0a and then i will play this game once again.

Hope the update will come soon to us.

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Great news)

Great news)

Also i have a little question. Will you add option to start new game in Mojave?

JaxFirehart
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I am actually working on that

I am actually working on that now.

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Chuck you rock. Can't play

Chuck you rock. Can't play either Fallout without your interiors mods. can't wait for TTW 2.0

And Thank you all for an excellent mod

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

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i need a release date so i

i need a release date so i know when to go on a killing rampage and trash my save before i start a new game!

chucksteel
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jackperk wrote:

jackperk wrote:

i need a release date so i know when to go on a killing rampage and trash my save before i start a new game!

 

Hmmm! Soon! that is as close as we can get! When TTW 2.0a is ready it will be released. 

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Very interesting, its great

Very interesting, its great the see more bugs getting fixed! cant wait.

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@manos: I'm spanish...

@manos: I'm spanish... and sorry for my low English level... XD

I wrote a guide on that forums to translate partially the TTW v1.41a:

http://www.taleoftwowastelands.com/comment/4348#comment-4348

Now, I'm trying to translate the TaleOfTwoWastelans.esm... But I'm just starting... And recently noted, that with the "Traduccion mejorada" (for both games and their DLCs), Pipboy quests appear traduced, and some other things like some items too...

The only thing that isn't translated is the terminals on the TTW trains station...

 

That's for now... I not tested all the items, quests, and dialogs... And maybe some of the non traduced lines are from other mods that I'm using...

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I've uploaded a PDF Tutroial

I've uploaded a PDF Tutroial on converting FO3 mods to TTW v2.0a. This is a preview so you all can get familiar with the new process. It can be found here A Tale of Two Wastelands FO3 Mod Conversion guide

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