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MajinCry
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Did the buggy clothing world

Did the buggy clothing world models ever get fixed? I distinctly remember the Vault 101 Utility Jumpsuit, and the mercenary gear, vanishing in/out of view, whilst other dropped clothing items wouldn't vanish when in the same position. Think this list covers 'em: http://fallout.wikia.com/wiki/Fallout_3_bugs#Invisible_world_items

RoyBatty
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I've been fixing a lot of

I've been fixing a lot of bugs in F3 for UF3P lately, the latest patch contains a LOT of fixes that Tommy and myself have made. I'll be getting it so it is 100% compat with TTW just by running the script if possible. I have adjusted some of the meshes and textures sets on those very items so perhaps that was the issues with them.

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This is so neat, I was ready

This is so neat, I was ready to start another TTW game with my usual mod setup but it looks like this upcoming update is worth the wait. Guess I'll use this time to finally clean out my bloated modlist and play Skyrim over the meantime.

Thank you guys so much, I always spread the word about this gem as much as I can.

 

V-Agent
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Wow, ok, damn. And there I

Wow, ok, damn. And there I was thinking you guys retired to the Caribbean with hookers and blow on Dark One's hidden island fortress with that missile base under the fake volcano and the guys in funny suits...

:P

I'm joking, I'm joking, no need to target me in VATS.

Gotta say, that's an impressive list of changes. It does go to show how much work goes into something like this. I'm especially happy to read that F3 is used as a mean for balancing the 'feel' of the game. So much negativity surrounds that game it's weird. Even as a 90s player I never really understood it. Better yet the changes mentioned all seem logical, well thought out and dare I say it balanced and.. heh.. "immersive". You're not half wrong that this is "your favourite Fallout mod".

Hell, nothing even comes close really. I'm looking forward to the new release now more than the new SKSE. Straight up. No salt or lemon.

PS: Sushi!

Awesome.

RoyBatty
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Heh, right on. :)

Heh, right on. :)

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I just noticed, that last one

I just noticed, that last one on Update 9

"Fixed Craterside Supply door sometimes being red"

As in that problem outlined in the FAQ or does the door literally turn red?

Damianwolff
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The issue in the FAQ. The

The issue in the FAQ. The door acting as if it entering it was traspassing.

EnderDragonFire
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Huh, I thought that one was

Huh, I thought that one was un-fixable. Nice job! I check this thread every day, I cannot wait for this to go live! HYPE!! 

"I have never advocated war except as means of peace, so seek peace, but prepare for war. Because war... War never changes. War is like winter and winter is coming." - Ulysses S. Grant.

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EnderDragonFire wrote:Huh, I

EnderDragonFire wrote:

Huh, I thought that one was un-fixable. Nice job! I check this thread every day, I cannot wait for this to go live! HYPE!!

Yeah, great job. While not a huge bug, it got me in the habit of opening the door no matter the color, which has gotten me in trouble once or twice when I didn't notice that it was not only red, but also needed to be picked.

 

Croaker
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just wow!  I can't wait. 

just wow!  I can't wait.  Superlative work!

 

 


"Teach a mutant to light a fire and he'll be warm for the night. Light a mutant on fire and he'll be warm for the rest of this life!"

MajinCry
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What was "fixed" with the

What was "fixed" with the armours listed in the update? Skinning or something?

RoyBatty
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Depends on the armor. With

Depends on the armor. With the Combat Armor MK2 Dogtoothcg fixed the wrist gap. With the others, the texture swaps were wrong. A couple of them had duplicate node names which I changed to unique which will stop CTD related to them. The ground object for the Sierra Madre Armor helmet was completely messed up and contained the full skeleton in it.

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I hate to be that guy, but in

I hate to be that guy, but in terms of confidence, how sure are you guys of a release before March?

I say March because you guys have been working on the 3.0 patch for almost 3 months and I am giving a buffer incase of development setbacks (as a programmer i know you plan your dev cycle by Devcycle = ActualAmountofTime * 3)

I just ask a Yes, No, or maybe answer and no extra details because it would be difficult to shroud it in uncertainty

hope all is well! 

Get your Website built the way you want, without the hassle of building it yourself @ evanjosephhaggard.com

RoyBatty
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I can't say, it's up to if

I can't say, it's up to if Niveus has time to work on the installer or not.

snarfies
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Finally played and finished

Finally played and finished FO4 - looking forward to the new version of TTW!

Will TTW mods need to be re-done?

undead4life
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@snarfies There will

@snarfies There will evidentially be a script to convert mods from 2.x to 3.x. There are going to be differences between the two builds, but for the sake of mods, supposedly not huge ones.

 

Link to Roy's comment earlier in this thread: https://taleoftwowastelands.com/comment/53953#comment-53953

RoyBatty
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Some mods will need more work

Some mods will need more work than others, but mostly quick work via script as mentioned. Things which alter navmeshes in the wasteland will need the navinfo record removed from the plugin and all the navmeshes re-finalized against the current build. Those are mostly my conversions though so the work is on me... ugh. :D

jlf65
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Quote:Fixed 2499 Static and

Quote:

Fixed 2499 Static and Landscape bugs around the wasteland

Damn! You've been busy!

Postal-Dude
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Really amazing seeing those

Really amazing seeing those fixes. This is going to be a massive update. Take your time, no need for a rushed release.

The more fixes, the better.

Stealthly
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Please don't rush this update

Please don't rush this update because of all the people saying they are hyped, or can't wait for this update. Release it in april if you have to.

Deathclaw_Mayor16
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Stealthly wrote:

Stealthly wrote:

 

Please don't rush this update because of all the people saying they are hyped, or can't wait for this update. Release it in april if you have to.

They arent gonna rush it out because of people saying they're hyped.Besides,I doubt it'll even be ready by April.I'm expecting a summer release,honestly.

Stealthly
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I hope its a summer release

I hope its a summer release as well.

rockitten
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Question: for the ver 3.0

Question: for the ver 3.0 installer, can we specify which drive "the resource dump drive" rather than C: by defult?

I have a small SSD just for boot-disk and I always struggling to squeeze out the required 20+GB during the "TTW conversion". 

RoyBatty
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pretty sure I already

pretty sure I already requested that the installer create a temporary dir in the location of the installer rather than using %temp% so hopefully. I'd rather have it on one of my HDDs as well.

TAWM
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Just out of curiosity is the

Just out of curiosity is the TTW optionals getting updated with anything as well or just vanilla TTW?  I saw one of the posts about trying to add reputations to DC as a regular feature of TTW and I also saw the ChEMistry mod by TJ on here being mentioned as possibly being included in TTW optionals.   

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Optionals are being updated.

Optionals are being updated. Retlaw has updated Reputations to fix many bugs in it and hopefully is finishing it soon. Not sure if we're going to get to Speech Checks this go round, but hope to. Pupp has been working on Anchorage Customization and may work on Outcast Trading. Stash Pack Options is likely to get merged together with Start Up menu as well as merged with the new Quick Start optional. F3 weapon sounds. Player voice (working). F3 XP sound. F3 Quest given sound.

Options is getting rebuilt from the ground up as stuff is integrated into ttw itself and made controllable. There will be more options available this time. So far Bobbleheads got updated to fix a couple bugs and change a couple of them. You'll be able to turn on/off Point Lookout's damage boost, Cooking Items, Selectable expanded Armor for factions in DC (Vanilla F3/Expanded) which includes BoS, Outcasts, Enclave, Talon and Regulators. Cooking Items will be in there too. Perk per 1 or 2 levels. No Karma DC Followers selectable as the companion overhaul is being integrated (Perks and Home markers). Books or Magazines selection and Books set to F3 style as 1 or 2 points as well as optionally changing the NV books to reflect this.

I hope to also have an optional for .32 weapons and 20ga sawed-off shotgun at some point, but probably in the release afterwards as the .32 hunting rifle needs to have iron sights (different than NVs) added to the model and unique weapon mods made for it which differ to NV's also. Hope to have 1 or 2 mods for the sawed-off, but hard to come up with something for it.

Super Mutant DT control has been removed because the weapon balancing has been overhauled and it's no longer necessary.

Wild Wasteland will probably be temporarily removed until it can have some bugs fixed and expanded a bit more to make it worth having.

ventuz
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log #12, first 4 copy n paste

log #12, first 4 copy n paste of last 4 in log #11?

 

*edit, somebody fixed it, ok.

undead4life
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Everything about this new

Everything about this new release has me quite excited. Like, everything last thing in Roy's last post has me hankering for this new release. As for weapon mods for a sawed off, I can imagine that being difficult task. I think some sort of breech modification that effects reload time could be useful, but beyond that I too strain to find something I'd want for it.

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Triple/Quadruple barrel? fire

Triple/Quadruple barrel? fire 1 barrel at a time?

Derp

tizerist
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Hmm...I'm a bit gutted to

Hmm...I'm a bit gutted to hear the new savegame requirement (I'm waaaay too far into the game to consider that now).....but progress dictates that this happens occasionally.

If I don't start a new savegame, whats the worst that will happen? Any glitches caused would be in the F3 side of the game, or anywhere?

Thanks team. :)

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F3 side would have the issues

F3 side would have the issues.

brfritos
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Wow, nice to see some nasty

Wow, nice to see some nasty bugs corrected.

Had to add Albinos to radscorpion faction by myself, since one day I spotted one Albino attacking a giant radscorpion!

Thank god you removed the DT from Overlords and Behemoths, those things have MASSIVE health, it's boring to kill them.
After you pick Super Slam or And Stay Back perks of course. LOL
After update 5 I'm sad again. :(

The bobbleheads are still OP, my opinion ONLY.
Yeah, more recipes to craft, love this type of thing! :D

Just a question, if this is not the correct place for this, I'm sorry.
TTW change FO3's karma values or they are the same of a vanilla game?

RoyBatty
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I restored the karma game

I restored the karma game settings so you do not get karma for killing for ex Enclave Eyebots etc.

All the bobbleheads are 1/2 perks now.

DT is restored, weapons are rebalanced.

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@Roybatty

@Roybatty

Does this include the ammo variations in the rebalance?

Derp

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Only the Fallout 3 weapons

Only the Fallout 3 weapons are rebalanced from scratch. All perks, ammo variants, traits, modifiers, weapon mods, and general feel are taken into account.

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Maybe I am missing something,

Maybe I am missing something, but when did the Chinese Pistol become 9mm? Hs it always been that way in TTW? I have not player TTW in a while, may be getting things mixed up with vanilla Falllout 3. 

Also, "Four Years Later video to the first train trip to Vegas" makes me very happy. It's perhaps even the best change eon the entire list! 

"I have never advocated war except as means of peace, so seek peace, but prepare for war. Because war... War never changes. War is like winter and winter is coming." - Ulysses S. Grant.

RoyBatty
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Chinese pistol has always

Chinese pistol has always been 9mm in TTW. Real life Mauser is 9mm, but it's a Shanxi chinese copy however that is chambered for .45ACP which is HH added and not really around the wasteland without a mod like CaliberX, so 9mm is the best choice.

rockitten
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RoyBatty wrote:

RoyBatty wrote:

 

Chinese pistol has always been 9mm in TTW. Real life Mauser is 9mm, but it's a Shanxi chinese copy however that is chambered for .45ACP which is HH added and not really around the wasteland without a mod like CaliberX, so 9mm is the best choice.

And, if anyone wonder why Chinese weapons using NATO caliber (rather than Russians), the answer is simple:

They are deployed behind enemy lines, so they are equipped with Chinese weapons specially modified/manufactured to use NATO ammo in order to replenish ammo from the enemy.

DasFedoraGuy
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Couldn't it be possible to

Couldn't it be possible to use a save game editor to remove leveled info from saves, or is there more stuff that would change that would 100% require a new game?

RoyBatty
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This is a major update that

This is a major update that has updated the Fallout 3 esms to plugin version 1.34 (old is .94). This includes complete refinalization of all navmeshes and door links, of which door links are persistent in save games. There is no way to really clean them out and save game editors are hacky at best and will completely corrupt your save at worst.

This also makes any mods which add doors or alter existing ones incompatible. Any mods which such things will need updating to use the new plugin versions. Fortunately nothing this major will occur in the future, so further updates will no longer require extensive plugin updates. Fortunately most mods converted which have such things have been performed by myself so most of the work falls on me. There are a few more which will also require this.

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So pretty much any home or

So pretty much any home or mod with an interior (shops, dungeons) will need to be run through the script... that's not too bad.

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Well the script doesn't fix

Well the script doesn't fix that stuff, only formids and references. The rest has to be done in GECK as usual.

 

brfritos
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The number of skill books

The number of skill books will remain the same in the DC portion of the game? 5 books each plus the four each in NV makes extremely easy to reach 100 in every skill.

How about put the same number as NV, 4 for each skill + Paradise Lost.

 

BTW... I'm totally against mods that removes Paradise Lost from the game, it's not because of the points, the book itself has his own charm, most of the time I don't even use it, I put it in my desk. :)

I use the mod to give it a unique cover (it's a painting from Gustave Doré for those wondering):

http://www.nexusmods.com/fallout3/mods/11510/?

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Paradise lost is not removed.

Paradise lost is not removed.

1/2 the books have been replaced by magazines since a long time. I plan to make that selectable and have the books in both wastelands give 1 point each or 2 with comprehension like in Fallout 3. I never use magazines myself, so I'd rather the permanent stat boost.

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Ohh! Yeah! Make it selectable

Ohh! Yeah! Make it selectable! My personal philosophy is that the more options, the better. I personally want all the books, becausze I usually never GO to NV when I play TTW. 

"I have never advocated war except as means of peace, so seek peace, but prepare for war. Because war... War never changes. War is like winter and winter is coming." - Ulysses S. Grant.

brfritos
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RoyBatty wrote:

RoyBatty wrote:

Paradise lost is not removed.

1/2 the books have been replaced by magazines since a long time. I plan to make that selectable and have the books in both wastelands give 1 point each or 2 with comprehension like in Fallout 3. I never use magazines myself, so I'd rather the permanent stat boost.

 

Really? I use magazines all the time, they are great at the beginning when you are focusing your skills and very good later, when your skills are already high but you want to raise another skill, not wasting points to reach 100.

I never raise my lockpick skill to 100 for that reason, specially if I pick Comprehension.

But this is game style, everybody has their own. ;)

 

Now to other questions. I noted only recently that I cannot craft darts with the meltdown poison for the Dart Gun, only the poisons from NV. Is this right?

Also I remember one comment of yours saying that in TTW 3.0 we won't have anymore FNV weapons in DC (pretty much like in Nevada we don't find FO3 weapons). This means that we have to bring weapons, ammo and weapon mods with us when traveling from Nevada to DC?

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I'm looking forward to the

I'm looking forward to the optional that turns the magazines into skill books.Because unless you start in New Vegas,the magazines are honestly kinda worthless in DC.Fallout 3 doesnt have that many skill checks.And New Vegas changed how repair works so the repair magazine is pretty worthless.That optional is something I'm anticipating.

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The Dart Gun has been fully

The Dart Gun has been fully fixed and has new poisons, and all poisons work. There is a poison which acts like the original dart gun effect also. Puppettron did some awesome work getting it to function like we wanted it to.

As for Books/Mags yes people have different play styles, so we want to cater to both.

As for weapons, yes there are still NV weapons in DC. What there is not is cowboy type weapons, the NCR rifle, Gun Runners stuff or DLC stuff. That's specific to the West Coast. As for DC stuff in NV we'll address that later when it's decided what kind of NV options we want. It will probably be limited to the generic military weapons and .22/.32 stuff. No DLC weapons.

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Hate to be that guy, but any

Hate to be that guy, but any update on the ETA? I remember March being mentioned. Has that timetable been pushed back, or are we still looking at sometime this month? 

"I have never advocated war except as means of peace, so seek peace, but prepare for war. Because war... War never changes. War is like winter and winter is coming." - Ulysses S. Grant.

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So will the Voyager mod be

So will the Voyager mod be incompatible now? http://www.nexusmods.com/newvegas/mods/54458/?

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