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khumak
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TAWM wrote:

TAWM wrote:

 

I hate to ask this because I know you all are wrapping up 3.0 to release it soon...but do you all ever think there will be some form of official TTWEC for tale of two wastelands for some of the really popular mods?  I'm asking this because of all the patches for EVE, MMM, WMX, TTW Redesigned, etc. that make them all play nice together across all TTW.  I'm just curious after 3.0 comes out instead of having them all be separate if your going to combine them all into just one tale of two wastelands enhanced content mod?  The mods I just listed are more or less want a lot of us use for Tale of Two Wastelands and I'm just kind of surprised they never all got put together in one big mod.  Note I'm not asking about adding hundreds of mods together here just the big ones a lot of us tend to use like EVE, Redesigned, MMM etc that make changes across both wastelands.   

Would love to see something like that.  I assume most people playing TTW are probably also using PN, WMX, etc.  Would be nice to see a ready made "recommended" group of mods all bundled up and patched.  I know I sometimes have to guess which options to carry over when tweaking my patch with PN, WMX, TTW Fixes, etc.  Most of the tweaks are obvious but some aren't.  Only reason I'm not using EVE at the moment is I didn't want to deal with redoing my patch to include it.

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This is a really cool idea to

This is a really cool idea to merge some popular mods. Less conflicts and patches and a smaller loadorder.

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Well, what are you all

Well, what are you all waiting for? Start doing it.

You all know you can count with the TTW team to help with mod making questions. We even have a Discord channel just for mod making talk in our Discord .

paragonskeep
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Risewild wrote:

Risewild wrote:

 

Well, what are you all waiting for? Start doing it.

Ummm.........................We need 3.0 

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

H1ms3lf
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paragonskeep wrote:

paragonskeep wrote:

Risewild wrote:

 

Well, what are you all waiting for? Start doing it.

 

Ummm.........................We need 3.0 



And it better come soon!! Or we'll ligth the torches and march for TTW HQ (wherever that is).

Jokes aside, I'll ask questions about scripting in the mod help forum sometime, please bear with me as I can be slow and retarded to get some things ^^
Hey Paragons, this image that you use in the avatar, is there a larger version of it?? Curious.

EDIT: NVM found it - https://imgur.com/YCF5AuN

Compulsive post editor and CEO for the ENDLESS WAVES OF BAD DOGGIE!!
Currently trying to get the FWE Wasteland Explorer bike to work in TTW =X

jlf65
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Wow, so much work done...

Wow, so much work done... thanks for all your perseverance, guys! And any gals on the team if there are any.

Looking over the full list of fixes, it gives you an idea of how much work it would have been for the devs at Bethesda and Obsidion to do all this. Truly, nothing significant is bug-free. I'm just glad there are folks willing and capable of fixing these issues.

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Waaaaait a minute here, I do

Waaaaait a minute here, I do say!

Quote:

The next Updates are already part of TTW 3.01:

Why wouldn't the update be chucked in 3.0? Has the installer progressed a bunch or something?

Yossarian
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Hey, seems like we are very

Hey, seems like we are very close to 3.0 release now

RoyBatty
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I have frozen the repo for

I have frozen the repo for release for now. I didn't get everything in I wanted, but it's time to get a release out.

The installer should be much easier to make updates with, so we can have a regular release schedule.

If I get to the vendor lists, I may sneak a few more things in. I really want that in there, but I'm not feeling like doing 49 vendors atm. Plus I have to distribute F3 stuff into the NV vendors. It's a lot of work I don't want to do right now. However I want it in so people don't have to mess about with updates for the vendors.

all 2.x mods will be incompatible by default, and we'll move that to a legacy version section. This update is akin to the 1.0 to 2.0 move. It won't be too hard to update most stuff as I said, but stuff messing with lists and vendors are just going to break the shit out of things. I'd rather have a clean system to work from than support broken. Modding these games has moved into late life now, and people are capable of doing complicated and great things with a minumum of hassle, so treat TTW like it's own game now and start fresh. :)

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Hi Roy,

Hi Roy,

two of my mods, Vertibird Explorer and Nevada Skies, don't mess with Form lists or Stuff, but for example Vertibird only adds a few things to the worlds and Nevada Skies changes a few worldspace related stuff such as Climate and Region weathers. Will it be enough to load them with the new ESMs or do I need to create them from scrach?

Also, will it still be possible to start from Mojave Wasteland? Because I don't really like the Start in Capital Wastelands. It don't feel right for me gameplay-wise to poke around with Raiders, Supermutants and Talon Soldiers in early game. FNV has a much softer start.

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No need to rush, we can

No need to rush, we can always wait a couple more weeks for the team to do some finishing touches.

I'm sure you all have the hang of it and its gonna come sooner or later =D
Thanks immensely for the incredible work, support and community! You people are amazing!!

Compulsive post editor and CEO for the ENDLESS WAVES OF BAD DOGGIE!!
Currently trying to get the FWE Wasteland Explorer bike to work in TTW =X

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Really impressive work you

Really impressive work you guys are doing on this update. I greatly look forward to playing through TTW again.

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I don't think there will be

I don't think there will be an issue with weather mods Yossarian, but the water height bugs should be addressed.

Start Up menu has always allowed you to start in Vegas.

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Mart's Mutant Mod and such

Mart's Mutant Mod and such are gonna break pretty rough, aren't they? And the PN patch mods...

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Hrm MMM not too bad, the

Hrm MMM not too bad, the update script will handle that.

PN shouldn't really be affected that much if at all except for vendor list stuff maybe.

The stuff that will be affected mostly is things like Interiors and AWOP4FO3.

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I cant tell you guys who have

I cant tell you guys who have developed this from start to finish how much i appriate the work you do! Working a shitty job, i can tell you that modding this game, and playing both f03+nv together brings me excitment! Looking forward to my next playthrough with 3.0. Thanks again guys for teh amazing work!

paragonskeep
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RoyBatty wrote:

RoyBatty wrote:

 

Hrm MMM not too bad, the update script will handle that.

PN shouldn't really be affected that much if at all except for vendor list stuff maybe.

The stuff that will be affected mostly is things like Interiors and AWOP4FO3.

So Chuck has a lot to do..................

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

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Will mods which require TTW,

Will mods which require TTW, but only effect the Mojave be effected very much? 

"Who are you, who do not know your history?"

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A few months ago I went ahead

A few months ago I went ahead and installed TTW, with the intention of sticking with the old version, but didn't get very far before illness took me away from the game. So, now I'm starting to feel better, I'm looking forward to this update, without worrying about having to start over. :-)  

I have a ton of mods installed, but of the ones I really care about there's only one that I imagine will require heavy updating (Children of the Wasteland), so I'm willing to have some more patience. :-)

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Don't worry about CotW. It

Don't worry about CotW. It won't require much work at all to update.

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Wow, I didn't realize that 3

Wow, I didn't realize that 3.0 was so close to release.  I've really been itching to play through TTW again, so I'm excited that work is continuing.  Thanks in advance for the hard work TTW team.

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Good to see that the project

Good to see that the project is gonna get a major update soon. That in mind, i usually start a fallout run this time of year and would like to use the mod, but if its going to update soon im trying to decide if i should wait or go ahead and use the current version. I really hate being that guy, but is there any way to know how soon the release will be? even if its like a ballpark answer.  up to two weeks or so is fine and i would wait, but if its gonna be more i would kind of like to know. again, sorry to be that guy. 

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It'll probably be more than

It'll probably be more than that. Also some weeks or months will pass as mods get updated.

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I just wanted to say how

I just wanted to say how useful this dev log has been! It has really helped my follow your progress. 

P.S. More than two weeks till release? I can't wait! Hope it comes out before summer is over. 

"Who are you, who do not know your history?"

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Thanks for the heads up.

Thanks for the heads up. Again, sorry for asking that, but its good to know that i can go ahead and start a run. Best of luck with version 3. Looking forward to it whenever it comes out since this project is my favorite by far.

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I am curious. Will Elijah's

I am curious. Will Elijah's ramblings perk affect all F3 melee weapons? 

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CVB_Taihou wrote:

CVB_Taihou wrote:

 

I am curious. Will Elijah's ramblings perk affect all F3 melee weapons? 

Yes. Since Perks from FO3 and FNV work with weapons from both games and DLCs in TTW that perk will affect weapons from both too.

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Are you guys going to merge

Are you guys going to merge the WMX mods made for the FO3 weapons that don't rely on WMX assets? I think it would fit the whole 'bring FO3 up to speed with NV' thing you guys have.

Derp

Risewild
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TTW already has it's own

TTW already has it's own weapon mods for FO3 weapons.

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Really? Huh, must have missed

Really? Huh, must have missed or forgot about that. Been so long waiting for 3.0 and playing FO4 that details are slipping.

Derp

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Not all FO3 only weapons have

Not all FO3 only weapons have mods, but some like the AR, CAR, Chinese Pistol, Combat Shotgun, etc. have mods .

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http://www.nexusmods.com

http://www.nexusmods.com/newvegas/mods/63265/? is this going to be at all compatible with TTW 3.0? I haven't played the previous versions at all, so I wasn't sure. Super excited for release! I check back every other day to make sure I haven't missed it

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Kappaccino wrote:

Kappaccino wrote:

 

http://www.nexusmods.com/newvegas/mods/63265/? is this going to be at all compatible with TTW 3.0? I haven't played the previous versions at all, so I wasn't sure. Super excited for release! I check back every other day to make sure I haven't missed it

Probably not without some user end effort. If I'm remembering correctly, the TTW versions of WMX, EVE, etc. have FO3 edits in them, and those won't be in that plugin you linked.

Can't say for sure, though.

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When you say "Mirelurk DT

When you say "Mirelurk DT reduced to 5", is that just for the face? I noticed when I played last time that mirelurks were a LOT easier to kill in TTW than in 3, to the point that my beginner character could easily handle them without bothering with face shots. I chalked that up to the DR/DT switch and moved on, but I never felt like they needed to be made weaker.

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@Kappaccino

@Kappaccino

The mod author said he might make a patch, but no promises.

Derp

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The Mediocre Mr Rook wrote:

The Mediocre Mr Rook wrote:

 

When you say "Mirelurk DT reduced to 5", is that just for the face? I noticed when I played last time that mirelurks were a LOT easier to kill in TTW than in 3, to the point that my beginner character could easily handle them without bothering with face shots. I chalked that up to the DR/DT switch and moved on, but I never felt like they needed to be made weaker.

That was because their health was reduced in the older version of TTW, I have restored all creatures health back to the Fallout 3 level. They did not have DR, the damage they take is controlled by their body part data multipliers which are unchanged from Fallout 3.

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Hmm - they only creature that

Hmm - they only creature that really needs tweaking in FO3 is the deathclaw. After playing NV, you see what a deathclaw REALLY is. Going back to FO3, the deathclaws seem pretty pathetic. I normally have a mod that makes the FO3 deathclaws the same as NV ones.

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RoyBatty wrote:

RoyBatty wrote:

That was because their health was reduced in the older version of TTW, I have restored all creatures health back to the Fallout 3 level. They did not have DR, the damage they take is controlled by their body part data multipliers which are unchanged from Fallout 3.

Awesome, thanks! That had actually been bugging me for a while. Looking forward to the update, I had actually been planning to jump in again a few weeks ago but decided to wait when I saw how close this was to updating. And, for what it's worth, I mostly agree with this

jlf65 wrote:

 

Hmm - they only creature that really needs tweaking in FO3 is the deathclaw. After playing NV, you see what a deathclaw REALLY is. Going back to FO3, the deathclaws seem pretty pathetic. I normally have a mod that makes the FO3 deathclaws the same as NV ones.

 

but I feel like the logistics of implementing it fairly might be difficult. The crazy strong deathclaws work well in NV because they're limited to certain areas, either as completely optional encounters or beef gates. In 3, they're a lot more common and can be encountered randomly. All in all, probably not something that should go in to the base TTW mod.

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The Mediocre Mr Rook wrote:

The Mediocre Mr Rook wrote:

jlf65 wrote:

 

Hmm - they only creature that really needs tweaking in FO3 is the deathclaw. After playing NV, you see what a deathclaw REALLY is. Going back to FO3, the deathclaws seem pretty pathetic. I normally have a mod that makes the FO3 deathclaws the same as NV ones.

 

 

but I feel like the logistics of implementing it fairly might be difficult. The crazy strong deathclaws work well in NV because they're limited to certain areas, either as completely optional encounters or beef gates. In 3, they're a lot more common and can be encountered randomly. All in all, probably not something that should go in to the base TTW mod.

In FO3, deathclaws don't appear until you reach a certain level, with two exceptions: going to Old Olney or the Deathclaw Sanctuary, and the random encounter with a near-dead deathclaw that also gives you the deathclaw gauntlet schematic. If you KNOW you're going to be facing NV deathclaws, you don't go to Old Olney or the Deathclaw Sanctuary until you're ready, and if you can't beat the near-dead deathclaw in the random encounter, you'll die an not face it again as it's a random encounter. I've played with NV deathclaws in DC since playing through NV once, and I've never had a complaint yet.

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IIRC (I might be remembering

IIRC (I might be remembering wrong) FNV Deathclaws will not replace FO3 Deathclaws.

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The best setting would be for

The best setting would be for Deathclaws to scale according player level, going through the baby/small ones all the way to its most dangerous incarnation (regardless if DC or Mojave).

Theres also got to be (for immersion/diversity in encounters) always a (10% ?) chance of spawning encounters lower than the player, so all previous creature types are still used, and another (5~10% ?) chance for encounters higher than the player level.

Specially when the player is low level, there are many encounters where the best tactic is to hide/detour or run, being able to go Superman (carelessly facetank) on everything the wastes throw at me, makes me feel like I out-leveled the content of the game (which happens after getting a PA, always need to apply 1~2 extra layers of difficulty).

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Currently trying to get the FWE Wasteland Explorer bike to work in TTW =X

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Risewild wrote:IIRC (I might

Risewild wrote:

IIRC (I might be remembering wrong) FNV Deathclaws will not replace FO3 Deathclaws.

I wouldn't expect it in the main game. This is definitely something for a mod... which is why I always wind up making one that does that, among other things. I also like to mod the drop list for deathclaws - seriously, the NV list is stingy! The only thing going for it is you can get more than just a hand. I modify the list to make it virtually guaranteed you'll get one hand, with a possibility of a second hand... which is realistic. Having a poor chance of getting a single hand is the pits when you run quest mods that send you out for deathclaw hands. Seriously, the last time I ran TTW without my mod, I got ONE HAND from SIX deathclaws!

 

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I have another question. Will

I have another question. Will the flare gun make Capital Wasteland deathclaws(abominations) flee?

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It should.

It should.

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Did the mod team ever reach a

Did the mod team ever reach a consensus on if NVSE should be required for future releases of TTW?

Risewild
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NVSE will be required as it

NVSE will be required as it is with the last version.

There are just some things that would be impossible or would be too much of a mess and unoptimized if we didn't use NVSE.

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The answer to this question

The answer to this question is probably buried around here somewhere. but once TTW 3.0 comes out ( no need to rush I love you guys and what you do :) ) is there a chance that TTW converted mods might not function properly? Will there be a way to update them if so?

You're Face to Face With the Link Who Sold the World

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The answer to this question

whoops posted twice

You're Face to Face With the Link Who Sold the World

Risewild
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Yes and yes.

Yes and yes.

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some mods will be compatible,

some mods will be compatible, some easily updatable by running an xEdit script, others will need more extensive work.

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