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chucksteel
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You can install the current

You can install the current version now and, when you update to TTW 2.0 the install will take a lot less time because you've already rebuilt the .bsa's. Feel free to install FNV mods and, check out TTW 1.4 but, remember v2.0 will require a new game and, any FO3 mods you may have will have to be reconverted to TTW 2.0. 

 

Captain Defect
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Quick question: will the

Quick question: will the Project Nevada implants work with version 2.0? I'm running PN with 1.41 and the implants crash my game.

JaxFirehart
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FNV mods can be installed

FNV mods can be installed whenever. FO3 mods need to be converted using a new script in FNVEdit that has NOT been released yet. If you already have clean installs made, thats all you can do.

The 3rd Type
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So with this new version, can

So with this new version, can you use a save thats ONLY had NV played on it, that previously didn't have TTW installed before 2.0a?

JaxFirehart
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There might be some minor

There might be some minor glitches, but yeah, that shouldn't be a problem.

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Hello, just found this mod a

Hello, just found this mod a couple weeks ago.  :)  Glad to see that the dream is still alive.  I just had a couple of questions.

It was said that FNV mods will work with this, do they also apply to the Fallout 3 world.  For example I assume the Project Nevada will work at least as far as the settings go but would weather mods like Nevada Skies also carry over to Fallout 3?

Would a mod like IWS also work in Fallout 3, at least the part that increases spawns actively, I assume it does it with a script or something.

Are Fallout 3 weapons and armors replaced with the FNV versions that have the mods and the DT values?

I am assuming that texture mods will also carry over since both games reuse alot of the same textures.

Will this run on a Pentium 286 with 512K ram?  I don't mind if I can't run on max graphics I can lower it to medium if this mod has a performance impact.

Do Fallout 3 companions get the companion wheels?  I have long dreamed of getting Jericho, Boone and Seargent RL-3 all on the same team.

Thanks in advance and I am really looking forward to this.  :)

JaxFirehart
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It really depends on the mod,

It really depends on the mod, I can't say more than that.

Weapons and armors are replaced with the NV versions when possible. Weapons that were unused in NV have been inserted into the tier system and fairly well balanced (if I do say so myself). Armors that were unused in NV have been given appropriate DT.

Texture mods should work across the board.

God no. You can try but I imagine that, even with lowest settings, it would be near impossible to play. We actually suggest a 64-bit system with at least 4GB of ram. I assume when you said 512K ram you mean 512M, 512K would NEVER run Fallout.

Fallout 3 companinons get the wheels but they have been updated so that you can still only have 1 humanoid and 1 non-humanoid (RL-3 is now considered non-humanoid, so you could technically get him and Boone or him and Jericho, but no Jericho and Boone).

nathanj
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Ok thanks for the info. :)

Ok thanks for the info. :)

I use a mod that let's you have unlimited companiosn since I use IWS with medium or high settings and its impossible to play without at least three companions.

Glad to hear about the weapons and armor, that was the one thing that I was the must unsure about.  It would have been weird all of a sudden going up against enemies with armor that had no DT at all.

JaxFirehart
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That mod that lets you use

That mod that lets you use unlimited companions will NOT work with TTW. The limits are scripted in and the mod changes that script, but it doesn't change the DC companion script, so they will still be limited. Because of the way this is scripted you could hire Jericho and RL-3 and THEN hire Boone and it would successfully trick the system. But the unlimited companions mod will probably conflict with some script changes that TTW made.

In short: I can't recommend using the Unlimited Companions mod with TTW.

I do plan on making a TTW Unlimited Companions mod though, so wait patiently!

Captain Defect
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I don't think you understood

I don't think you understood my question, the implants from Project Nevada crash my game even with a clean install of TTW and PN. Is there some kind of conflict between them and will that be fixed? Also, I'm encountering a bug that won't let me start Honest Hearts because the game thinks I still have a companion. I can't recruit any vanilla companions (except ED-E) and the dismissal terminal doesn't fix it.

JaxFirehart
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Actually I was answering

Actually I was answering Almaric's question, somehow I missed yours. Sorry. I use PN and do NOT get crashes, even with 1.4, so yes it will work with 2.0 but TTW is not the source of your crashes.

As for the companions, who have you had in the past? How did you dismiss them? With a little more info I might be able to fix it.

I_Jedi
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I've been looking over the

I've been looking over the threads, and there's a few things that I'd like to know:

1.  FNV and FO3 have their respective versions of Fellout, and each one has the same goal (improve nights and remove the green/orange color scheme) but FNV Fellout changes the orange and FO3 Fellout changes the green. Should I use both or one of them, or is the process more complex?

2. I haven't played the mod yet since I'm waiting for the 2.0 release, but how will dating (calendar context) work? When the player starts in the Capital, leaves for New Vegas, and then returns, will the date be the one in New Vegas or is it the day the player left the Capital?

nathanj
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JaxFirehart wrote:

JaxFirehart wrote:

That mod that lets you use unlimited companions will NOT work with TTW. The limits are scripted in and the mod changes that script, but it doesn't change the DC companion script, so they will still be limited. Because of the way this is scripted you could hire Jericho and RL-3 and THEN hire Boone and it would successfully trick the system. But the unlimited companions mod will probably conflict with some script changes that TTW made.

In short: I can't recommend using the Unlimited Companions mod with TTW.

I do plan on making a TTW Unlimited Companions mod though, so wait patiently!

Ok thanks.  I am using the hand radio one not the super popuplar one but that probably uses scripts as well.  Thanks again for all the hard work you guys have put into this.  :)

JaxFirehart
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1. Fellout for NV can be used

1. Fellout for NV can be used out of the box. Fellout for DC needs to be converted (more info upon release). Then you use them side by side. They MAY still conflict. A veteran modder will probably need to merge the two by hand.

2. The game starts in DC, but we pushed the calendar back 4 years. Upon leaving for NV the calendar progresses 9 years, so as to give the player time to have done all the things the courier is supposed to have done. When you return to DC it is still 9 years later, but nothing has changed. Thats the BIGGEST issue with starting in DC is that kids don't grow up, nothing really changes.

Captain Defect
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JaxFirehart wrote:

JaxFirehart wrote:

Actually I was answering Almaric's question, somehow I missed yours. Sorry. I use PN and do NOT get crashes, even with 1.4, so yes it will work with 2.0 but TTW is not the source of your crashes.

As for the companions, who have you had in the past? How did you dismiss them? With a little more info I might be able to fix it.

I think it was the Paladin you can recruit from the Citadel (Name escapes me at the moment) but they died in combat and now I can't recruit human companions, except in the DLC world spaces.

The implants work for you? Huh. Wonder what's making mine crash, then.

scyther808
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That awkward moment when you

That awkward moment when you reload TTW webpage every 20 minutes checking if 2.0 has been released.

JaxFirehart
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I keep the recent posts page

I keep the recent posts page on refresh every 5 minutes waiting for the same thing.

Oh wait...

Risewild
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@Captain Defect

@Captain Defect

Have you tried the dismiss followers terminals in NV? I don't know if it would work or not though.

@Jax

Hahaha that cracked me up .

scyther808
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JaxFirehart wrote:

JaxFirehart wrote:

I keep the recent posts page on refresh every 5 minutes waiting for the same thing.

Oh wait...

That's almost as good as seeing you post "TTW 2.0 released! *scyther808 is the winner of a free camaro*"

JaxFirehart
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If I had a camaro to give

If I had a camaro to give away I would give it away to my broke ass.

scyther808
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I think you'd give it to me

I think you'd give it to me actually. Just a strange feeling I have in the pit of my tummy.

TJ
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JaxFirehart wrote:

JaxFirehart wrote:

I keep the recent posts page on refresh every 5 minutes waiting for the same thing.

Oh wait...

 

Laughed my ass off.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

Captain Defect
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Risewild wrote:

Risewild wrote:

@Captain Defect

Have you tried the dismiss followers terminals in NV? I don't know if it would work or not though.

@Jax

Hahaha that cracked me up .

Many times. Is there a console command to remove/add followers?

JaxFirehart
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There is, I will have some

There is, I will have some free time later to look it up and help you out. It's a string of commands that you will need to use.

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http://www.youtube.com/watch

Call me Pat. Senterpat is too much to type.

Enigma_632
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http://www.youtube.com/watch

War.. War never changes.

Captain Defect
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@Jax That would be really

@Jax That would be really appreciated.

The 3rd Type
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My sentiments exactly.

My sentiments exactly.

Captain Defect
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Just remembered another

Just remembered another bothersome bug: DC super mutants tend not to use the Assault Rifle. Sometimes they just run at you and punch you.

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^While I don't believe this

^While I don't believe this is where to post issues. I might as well tell you that it's probably not a bug, or at least the character is functioning correctly. What is *probably* happening is the supermutant spawns with no (or little) ammunition so he can't shoot you. 

scyther808
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Computerrock1 wrote:

Computerrock1 wrote:

^While I don't believe this is where to post issues. I might as well tell you that it's probably not a bug, or at least the character is functioning correctly. What is *probably* happening is the supermutant spawns with no (or little) ammunition so he can't shoot you. 

That's where you're wrong. Or at least partially wrong. I've never encountered it in TTW but supermutants have issues with gun animations. Such as you make say an M16 and give it to every supermutant. If you do it incorrectly they won't even attempt to wield it no matter how much ammo they have. Look at the incompatibility issues between FOOk2 and MMM.

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Oh, you learn something new

Oh, you learn something new every day... This is why I should just report problems instead of solving them :p

JaxFirehart
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You have a mod installed that

You have a mod installed that changes the super mutant weapons list. Unless a weapon is in the super mutant weapons list, the SMs won't use it. A Merge Patch SHOULD help you, but I can't guarantee that.

As for the follower commands, I can't find anything because I'm in the process of creating TTW 2.0 and all of its formIDs are different.

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project nevada or fook are

@Captain Defect

project nevada or fook are most likely your problem. id u dont have either of those, then its a gun mod. for me, it was project nevada and i fixed it by moving the project nevada.esm above the TTW.esm in my load order.

JaxFirehart
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In game now playing TTW 2.0

In game now playing TTW 2.0 if I can get to Megaton without problems, you can plan on having TTW 2.0 by friday.

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^^ Sweet.

^^ Sweet.

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........... Did JaxFirehart

........... Did JaxFirehart say possibly Friday!!!!!!!!!!!

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"I'm not going to give an

"I'm not going to give an estimate because I've been wrong every time and I hate breaking promises, but let's say no more than 2 weeks at the MOST. Should be significantly less than that but if its not out in two weeks feel free to start berating me over it."

You have a week until I start berating you. aha, I haz my fingers crossed on Friday though.

Good luck and take your time.

*In other news, TTW has now passed Google and is throned as my most visited site according to Firefox.*

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Welp, have only one question,

Welp, have only one question, last jsawyer mod - will it work with TTW?

chucksteel
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_KT_ wrote:

_KT_ wrote:

Welp, have only one question, last jsawyer mod - will it work with TTW?

It should because Jsawyer mods are for FNV but, I haven't tested them just yet. 

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http://www
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Friday ? :) Oh yeah!

Friday ? :) Oh yeah!

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

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Now i cant wait anymore. Hell

Now i cant wait anymore. Hell Yeah

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@Jax

@Jax

Two items mentioned in the posts above, Unlimited Companions and JSaywer's mod, are both included in NVEC. Just thought I'd give you a heads up since you mentioned on another post you'd be patching NVEC for TTW after 2.0a is out. 

 

/befo

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been so long since i have

been so long since i have been here, can't wait for the major update. :)

 

Thanks TTW team.

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South Korea is now Friday 1

South Korea is now Friday 1:15 AM !

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Well American time is the

Well American time is the only time it matters, and I say its Thursday

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I was waiting for a "jet lag"

I was waiting for a "jet lag" like that :)

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

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Hurry up and get to Megaton,

Hurry up and get to Megaton, Jax. :P

trollolololololol


 

JaxFirehart
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Oh I long since got to

Oh I long since got to megaton, I'm still fixing some last few bugs, currently with the Wasteland Select Menu. Then I need to make a couple tweeks to the installer but yeah, you can basically plan on having it tomorrow.

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