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RoyBatty
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No update on the ETA.

No update on the ETA.

I have no idea what mods will no longer be compatible, that will be up to people to find out.

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DarthDaedric wrote:

DarthDaedric wrote:

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

There will be an update for the Voyager Mod and Nevada Skies shortly after 3.0 release.

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RoyBatty wrote:Selectable

RoyBatty wrote:

Selectable expanded Armor for factions in DC (Vanilla F3/Expanded) which includes BoS, Outcasts, Enclave, Talon and Regulators.

 


Okay I'm assuming you mean this mod is being incorporated into optionals

http://www.nexusmods.com/newvegas/mods/59677/?


The mod currently requires Lutana NVSE to work.  Unfortunately the author disabled that and stated the reason was and I quote "because I fucking feel like it".  That quote has since been removed but that nvse plugin is still no longer available.  So if that is the mod you are referring to will you all be providing the Lutana plugin for it to work or will the mod not require Lutana to work going forward? 
 


Also are you ever going to include your and pintocats tutorial killer mod in the optionals as well?  Although that to does require Lutana to work. 

 

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Not it's not being integrated

No it's not being integrated and darthbdaman is now a team member.

With the exception of the Outcast T-51B planned, everything was already in TTW by default. We've chosen to make it optional.

lutana is available again temporarily while jazzisparis merges it into jipnvse.

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Yossarian wrote:

Yossarian wrote:

 

DarthDaedric wrote:

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

 

There will be an update for the Voyager Mod and Nevada Skies shortly after 3.0 release.

 

Thank you. You sir, are the man.

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I was playing Zeta the other

I was playing Zeta the other day and forgot to bring purified water with me, I only had three with me at the start of the DLC (usually I bring 20 with me, which is more than enough).

You can find some dirty and purified bottles scattered around the ship, but in small numbers.

Since I play with hardcore mode on you can imagine my problem, but then I started to wonder: shouldn't alien worm and squid food also restore dehydration, the same way they restore a small amount of starvation?

I mean, they seem to be food originated from some form of aquatic beings, which are rich in liquid.

At least the squid food is.

 

Also, there is any plans rebalancing MPLX Novasurge? That thing is way too powerfully, making the Alien Blaster, Firestorm and Captain's Sidearm look like peashooters! LOL

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Yeah, hydration is really

Yeah, hydration is really hard to come by on Zeta. Risewild made a mod that made the alien food hydrate

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From the first update log:

From the first update log:

  • Fixed Zeta food to restore dehydration in hardcore mode

brfritos
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RoyBatty wrote:

RoyBatty wrote:

 

From the first update log:

  • Fixed Zeta food to restore dehydration in hardcore mode

 

Yeah... and I'm blind.

 

pintocat wrote:

 

Yeah, hydration is really hard to come by on Zeta. Risewild made a mod that made the alien food hydrate

 

I already edited the item in the GECK for my personal plugin. ;)

I put the same values that TTW implemented, 20 points for each dehydration and starvation and marked them as "food item", so the survival skill would impact in the quality of the food.

The results for those wondering is 58 for both thirst and hunger at a 100 survival skill.

 

IMO the values are too low for an advanced race like the aliens, but I don't like to change - or implement - things in the game to become OP, otherwise I would make a light armor with 20 DT and 25 DR, so I stick with the default values provided by TTW.

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The team has also been paying

The team has also been paying attention to Fallout 3 weapons rebalancing. When I say paying attention I mean rebalancing the hell out of it .

I don't know if the MPLX Novasurge was already rebalanced or not but I am sure it will be looked at and probably "fixed" by the next release.

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If you are wondering, the

If you are wondering, the Novasurge "only" does 80 damage, 108 critical hit and has x3 critical multiply in TTW 2.9.4b

Base damage, that is. LOL

With 95 points in EW skill plus the perks, the beast does 120 damage per shot!

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I got a few questions

I got a few questions/requests regarding the repair lists in this upcoming update. 

 

Are you all going to add a deathclaw gauntlet repair list to the game because as of right now in TTW 2.94b their isn't one.  Also the Unique deathclaw gauntlet you get in NV can't be repaired by a regular deathclaw gauntlet.  It has to be repair using a NVMantisgauntlet.  That's due to the deathclaw gauntlet not being available outside of one instance in New Vegas but seeing as how TTW merges F03 into FNV making a deathclaw gauntlet repair list would make sense.  Now you would be able to repair the unique deathclaw gauntlet with a regular deathclaw gauntlet. 

 

Speaking of the F03 schematic weapons ie Railway Rifle, Rock-it Launcher, Shishkebab, Deathclaw Gauntlet and Dart Gun.  For some reason Bethesda in their infinite wisdom decided that while you can use a crutch, fission battery, pressure cooker and steam gauge assembly to build a railway rifle.  You can't just than use a fission battery to repair said railway rifle later on.  No you have to actually build a whole new railway rifle and than break it down (ie the normal repair function in game) for parts to repair your current railway rifle.   

 

To me this doesn't make any sense since why not just use one of the parts to repair the weapon instead of having to build an entirely new one just to repair your current one?  Unless you plan on giving schematic weapons to companions their is no real point in building multiple copies of them.  If you mod in adding the parts of the weapon into the repair list for the particular schematic weapon it works fine in game.  Using the railway rifle again as an example my repair skill on my current play through is like 77 and when I use a fission battery to repair the railway rifle it restores the condition of the item by 17%.  So it's definitely not something if added into TTW main game that would be overpowered.  Hell it would probably have more people using F03 schematic weapons.  

 

Last thing is the repair list for the unique pitt raider armors bombshell armor, metal master armor and leather rebel armor that you are rewarded when you turn in so many steel ingots.  Those unique armors can't be repaired by other raider armors.  They can only be repaired by leather armor...that's right...unique raider armor can't be repaired by regular raider armor.  You got to love the logic sometimes.  Anyway I'm just curious if that's something you all would consider adding into this or a future TTW update.  I use my own personal mod to make these changes but I just figured I'd ask since you all are adding a bunch of stuff like new food items and rebalancing weapons in the next update.    

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The problem is that from the

The problem is that from the beginning you used entire weapons to repair other weapons - for example, you can't take the receiver of a 10mm pistol to repair the receiver of another 10mm pistol, or replace the barrel of an assault carbine with the barrel of another assault carbine.

As far as I'm aware, junk items can't be added to repair lists...or can they? Either way, there's always weapon repair kits :D

From what you say it seems like the unique pitt raider armours need to be added to the appropriate repair lists.

Jury Rigging is also a goddamn useful perk. Special, one of a kind gun that possibly nobody else in the entire post-apocalyptic Earth has? What, me worry?

<cheesy inspirational quote goes here>

RoyBatty
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Weapon Repair Kits, they are

Weapon Repair Kits and alien epoxy, they are there, use them. We will not be adding misc items to repair lists of the craftable weapons. Fist of Rawr will be repairable with a standard deathclaw gauntlet.

All form lists will be updated, have no fear.

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Bottletopman wrote:The

Bottletopman wrote:

The problem is that from the beginning you used entire weapons to repair other weapons - for example, you can't take the receiver of a 10mm pistol to repair the receiver of another 10mm pistol, or replace the barrel of an assault carbine with the barrel of another assault carbine.

As far as I'm aware, junk items can't be added to repair lists...or can they? Either way, there's always weapon repair kits :D

 

Junk items can be added to repair lists.  If you want to make Hellfire armor repairable with forks and spatulas you can go into the Geck and just add those items to it's repair lists.  You can literally make the fatman repairable with Teddy Bears if you want to. 

As far as weapon repair goes that would actually make more sense having a firing pin go bad and just using a firing pin from another weapon of the same kind to replace yours with.  Bethesda could've gone that route making it way more realistic or just making weapons not needing to be repaired.  I get why they went with the later route in Fallout 4. 

 

Bottletopman wrote:

From what you say it seems like the unique pitt raider armours need to be added to the appropriate repair lists.

Jury Rigging is also a goddamn useful perk. Special, one of a kind gun that possibly nobody else in the entire post-apocalyptic Earth has? What, me worry?

 

Jury Rigging perk has you be able to do some really nonsensical things like repair chainsaws with baseball bats and other such nonsense.  It's up their with adding Teddy Bears to the repair list of the fatman in regards to making sense.  Just using a fission battery to repair an already created railway rifle makes way more sense than having to build a whole new one from scratch compared to the jury rigging perk but that's a whole other topic.   

 

The thing that sets the schematic weapons apart except for the shishkebab is that you can't purchase them in game.  That and all of them except the shishkebab and one random encounter you might receive in game that has an npc with a railway rifle.  You literally have to go part hunting to create them which is fine and that makes sense to do since it's meant to get you to go out and look for the parts.  However if you want to use them continuously throughout the entirety of the game you have to make as many weapon repair kits as you possibly can and you have to do the Zeta DLC.  That's doable but at the end of the day due to scarcity of components of the weapons why not just use the parts to repair them in the first place instead of having to create a whole new one? 

 

That's just my thinking on the subject and I'm going to continue just using my own mod that makes these changes.  I figured why not ask to see if the TTW devs would be interested in making these changes in TTW and Roy said no so that's that and I will just continue to use mods to make these changes. 

 

 

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Also don't forget you can

Also don't forget you can always pay to have weapons and armors repaired by vendors.

In FO3 part of TTW it is harder to repair using vendors since most of then have quite low repair skill. The best to repair things are Somah from Mothership Zeta (100 repair skill) but she becomes unavailable after beating the DLC and Haley from Point Lookout (but only by using a bug to increase it's skill to 100, not sure if TTW corrected this bug or not), the third best would be Crazy Wolfgang but only after investing in it's caravan the max ammount of times (he gets repair skill of 75) and the last vendors that are ok-ish to use for repairing are the other caravan merchants after being invested to the maximum amount of times too (Lucky Harith gets 70 repair and the other two, Crow and Doc Hoff get 65). The rest of the FO3 vendors (except Moira Brown, which dependent on how you do her quest she can get 54 skill) suck for repairing (they will stay around or are even lower than 15 to 25 repair skill) .

Fallout New Vegas vendors have a much higher repair skill, the lowest one has 58 (Dale Barton) and there are a few with 100 (Raul is one for example, another is The Sink Vendor from Old World Blues, the Vending Terminals in Lonesome Road, Major Knight in the Mojave Outpost, etc).

And to finish it is advisable to actually craft new weapons after you get more blueprints for them in TTW because with each new blueprint the durability of the weapon crafted is increased (throw or drop weapons like grenades and mines give you extra ones with each blueprint). This is how it was a while ago, since I have been missing for some time the team might have changed it by now, so I need a team member to come by and confirm this.

About the repair with components, while I agree that it makes sense and it is a good idea, it deviates from what TTW is about and it is better to be a mod (we are always cautious about not including feature creep in TTW unless it makes both games look more seamless from eachother).

All of this talk about repair gave me an idea that I will want to discuss with the team about Better get to it before I forget .

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How the schematics work has

How the schematics work has not been changed, there's no reason to do so. :)

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Goddamn the devlog is just

Goddamn the devlog is just like a huge tease for me. What did you decide was a good stopping point to release 3.0? I'm gettin' antsy over here!

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Kappaccino wrote:

Kappaccino wrote:

 

Goddamn the devlog is just like a huge tease for me. What did you decide was a good stopping point to release 3.0? I'm gettin' antsy over here!

 

It's been more than ten days without a new devlog

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I too may, or may not, be

I too may, or may not, be checking in daily to see what the current state of affairs is...

 

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The mighty wombat should have

The mighty wombat should have an update posted in the next 24 hours.

Soon.

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Kappaccino wrote:

Kappaccino wrote:

 

Goddamn the devlog is just like a huge tease for me. What did you decide was a good stopping point to release 3.0? I'm gettin' antsy over here!

We are waiting for the new installer to be programmed and ready . Without the installer there is no TTW 3.0 .

MajinCry wrote:

It's been more than ten days without a new devlog

Sorry about that. I had a quite serious and totally unexpected personal issue that prevented me from being able to do anything else besides dealing with it for more than a month, so I couldn't come by and post anything.

I am around more now so I will be posting again, if you wait a few minutes I will have the new log update up and running .

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Question. I recall seeing in

Question. I recall seeing in other posts that the old installer was a bit of an enigma to the the current team, and that you were bringing on somebody to code a new one. Any chance of getting some feedback on what the current state of the new installer is?

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Risewild wrote:

Risewild wrote:

We are waiting for the new installer to be programmed and ready . Without the installer there is no TTW 3.0 .

I-Is there a guy working on it?

 

I'd offer to help, but I imagine it involves more than just extracting files, and packing them into a few .bsa files. Probably uses XDelta and shiz. What's wrong with the current installer, by and by?

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I don't too much about the

I don't know much about the specific machinations of the current installer outside of what i can observe as an end user. Beyond the general premise of extracting the fo3 archives into a working directory, doing it's thing manipulating the assets in whatever way the team does their magic, and than packing everything back up into usable archives again, I know nothing. I will say I've seen it stated around here that being able to declare a path for the working directory might be a thing in the future, which will be awesome.

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Since our talented Scorpion

Since our talented Scorpion got busy with real life and couldn't work on the installer anymore we had for a while no one to help us out, but then... Niveus Everto to the rescue! (By the way, if I find out anyone nags Niveus about the installer I will be a very grumpy wombat and have to get my ban carrot. You've been warned!)

I can't even remember, but I think that the installer will do a few pretty cool things once it's finished (no point asking me what they are, I forgot to be honest, but maybe something about the sound files).

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Nice! Take all the time

Nice! Take all the time needed to produce a working, quality product! Don't let our hype rush you into pulling a Fallout 4!

"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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It would be nice if the

It would be nice if the source to the installer was on GitHub and then anyone with a bit of coding skill could step in and help.

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A few months back I brought

A few months back I brought up version control to Roy, and evidentially due to the nature of the project's files they don't use any. Which is probably a contributing factor to why TTW releases take as long as they do (this is not an insult, plz have mercy) That said, I don't see a reason why the installer itself couldn't be tracked and hosted, with the team's edits being nestled in as some sort of black box operation, except for one caveat. It's my understanding that the team desires some sort of psudo-DRM operation that verifies the authenticity of the game's source files, and if the installer's pre compiled code is out in the wild, it wouldn't take much to circumvent that. Given this project's potentially tenuous nature, I could see that being a legitimate concern with the devs.

 

Also, rise eluded to the long present audio bitrate issue, which got me thinking about Roy's old post about using ffmpeg. https://taleoftwowastelands.com/content/fallout-3-audio-re-encoder

Sadly it seems he took down his work, which I told myself I'd get around to looking at, but sadly never did. I'll be the first to admit that I don't understand the finer nuances of fallout modding, but I do know a thing or two about posix systems, and wouldn't mind taking a swing at the issue if it still exist.

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First, there is a github of

First, there is a github of the code already.

Second: beyond not wanting to shit on the developers of the games we clearly enjoy (we would not have spent countless hours on it otherwise), it's not really about piracy -- making sure the source files are expected, is necessary... the installer needs the exact files, etc. So we need the right versions and so on. There's no way we could support every permutation of random screwed up TTW install someone has due to using some crap they downloaded from who knows where. 

Also, this really doesn't belong in this thread. However, if you are qualified and competent, have a look at the installer code. 

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Oh, I completely concur and

Oh, I completely concur and understand Pintocat. It wasn't my intention to sound impolite. I too understand the need to verify assets for the sake of editing them, I just thought you folks went one step further and had a method to verify that the assets were non-pirated ones so as to avoid legal problems; and to that end I could understand the team wanting to keep the methodology used to determine that low key.

 

Also, my apologies for polluting the thread with off topic content.

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There may or may not be anti

There may or may not be anti-piracy measures. It's a touchy subject.

Anyways, you'd have to speak with Niv about the installer as he's the only one who knows what state it's currently in.

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I know most FO3 mods

I know most FO3 mods generally need something done to be TTW compatible but will some FONV mods need the same treatment?  Also can the FO3 mods be converted using the FNVedit or does it need to be done using the GECK?

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New Vegas mods will work as

New Vegas mods will work as they are unless they're something that can add things to both wastelands.In that case,whatever mod or mod's that does that will need a patch to work.But otherwise,they will work as is.

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https://taleoftwowastelands
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i generally use the already

i generally use the already converted FO3 mods but some will apparently need converting again so I'm wondering if it will as simple as running it through the already established process with updated scripts or would one have to actually need to do stuff using the GECK also i've had little trouble using FONV  because i check if the have a TTW version if not it seems to work if so i get the TTW version but I'm wondering if that'll change with this new update because so much is being done, will the all mods or just TTW versions need to be converted as well and if so then how would you need to do it?

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The conversion process will

The conversion process will be the same in terms of simple mods. More complex mods that alter the worldspace will need a bit more work. All mod converting requires use of FNVEdit and GECK, however GECK most of the time just to load and save the files to update the plugin version. Mods which change navmeshes will need to have *all* their navmeshes refinalized or they may not work correctly.

FNVMods that add equipment and stuff to vendors and the like will need more extensive patches to use the lists we have created for DC vendors. We did this to replicate NV's system which is much easier to control and is built for more than 30 level cap. Formids for scripted ones will be exactly the same except with "DC" added on to them, that way it will be fairly quick and easy to update patches and mods.

I will be recommending that all mods previous to 3.0 be updated to account for the large amount of updates, changes, and bug fixes. That said, I plan to have an additional script for FNVEdit to update any restored forms from previous conversions to make this a simpler process.

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I actually have a question

I actually have a question regarding ammo in general.

In FNV you have some options to acquire ammunition. You can enter the combat zones the game has and collect them; you can buy them from vendors and certain vendors have hundreds or thousands of them; or you can craft them.

In FO3/TTW my almost only option is fighting. Flak and Shrapnel should be sued for false advertising, since they are always bragging how good they have ammo in large quantities, when they don't. The caravans also don't sell them in large numbers, the usual number for energy cells is fifty-something, MC is a hundred and 5mm is four hundred.

All other calibers are usually ten/twenty or below, which they have BTW (.357 magnum, 25mm grenades and so on).

I understand the reason, since you fight ALL THE TIME in FO3, but usually you acquire 5.56mm, sometimes .44 magnum and the shot shells for the shotguns. And that's it. Energy weapons don't suffer from this too much because you can convert them between types, but other calibers like .357 magnum, 12.7mm, 25mm and 40mm grenades and 40-70 Gov't unless you bring a crap load of them, you are screwed.

There will be a change for this or the vendors will stay the way they are? I'm not asking about the weapons for the referred  ammunitions, they should stay in Nevada, only the ammo.

 

PS: I'm playing with my Wild Wasteland character, had a occurrence when traveling to Adams Air force Base, in the presidential metro tunnel. Yeah!!! :D

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Vendors will be addressed but

Vendors will be addressed but ammo for weapons that don't show up in DC won't be common. However ammo for weapons in DC will have more available like they should have, currently it's a bit more scarce than it should be.

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I usually convert one ammo to

I usually convert one ammo to another, say 5mm to 5.56mm. I also put in place my own recipes for converting primer types since the game doesn't normally have that. What's SUPER scarse is primer, so once you can convert from one type to another, ammo is no big deal. You find TONS of ammo you can't use, so convert it to a type you can... but you need those primer recipes to do so.

 

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Or use the ammo press after

Or use the ammo press after completing The Pitt.

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Sixteen Updates, each with

Sixteen Updates, each with some really needed changes!  Can't wait!

CyberDanz The public junkie who LOVES Fallout!

barmyarmy72
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Holy fuckin' shit this is

Holy fuckin' shit this is going to be one big update.

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

 

undead4life
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Mama Stankum
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Kind of relieved there were

Kind of relieved there were no April Fool's shenanigans, my poor heart wouldn't have been able to take it.

MajinCry
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The impatience is real. My
The impatience is real. My computer kicked the bucket, so I went balls-in and got an i7 6700k. Gonna be a nice bump up from the ol' 965 BE. Just give it to me straight doc, we gonna be waiting another couple months? Need to know if I should stock up on some Adderall.
RoyBatty
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Something like that, hoping

Something like that, hoping to start installer testing soon.

I'm really wanting to finish fixing these mesh issues with the highways, I've got quite a few of them done now. No more being able to walk through the walls in the corners and fixed geometry bugs and some uv bugs too. They'll never be perfect, but more than passable compared to the vanilla ones.

barmyarmy72
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Holy crap, a couple of months

Holy crap, a couple of months? Can you imagine how much more shit is gonna get fixed by then? There's already a metric ton here. Honestly this is some great work, I'm real excited.

 

Nobbi
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hi

hi

can the Team make an map marker for the train station in NV? This would be cool. Its just a question i don't know how much work is it so its absolute okay if you don't do it. I do for years an armor port from NV to F3 and it tooks me a week or so before i check how to do. But yeah im a noob in modding with the geck 

greetings

Bottletopman
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TAWM wrote:Just using a

TAWM wrote:

Just using a fission battery to repair an already created railway rifle makes way more sense than having to build a whole new one from scratch compared to the jury rigging perk but that's a whole other topic.  

I know what you mean, but then there's the question of whether the game can support such a complex repair system, where individual parts that make up a gun have their own health values and all must be kept in good condition to provide an overall healthy gun, otherwise I could see a situation where I could repair a railway rifle on 1 HP back to 100 HP using nothing but fission batteries.

<cheesy inspirational quote goes here>

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