Pages

420 posts / 0 new
Last post
EnderDragonFire
EnderDragonFire's picture
Trusted Poster
Offline
Last seen: 13 hours 22 min ago
Joined: 02/01/2014 - 10:50
Karma: 369
The last couple days have

The last couple days have been quite around here... does that mean release will be soon, or have you hit a snag? 

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

Vex
Vex's picture
Offline
Last seen: 1 week 3 days ago
Joined: 02/15/2014 - 21:44
Karma: 26
i dont know if this had been

i dont know if this had been fixed,  but right by broken down chain link fence beside fort bannister there is 3-4 frag mines, that are not set to detonate when u get close, they have no light either, im pretty sure it was like that in original fallout 3, but it should be fixed, couple items in rivet city broken bow, that you have to tcl in console to pick up, only things i can think of right now, great work on 3.0 by the way, hope we see a release this summer, i think enough things have been fixed lol

RoyBatty
RoyBatty's picture
Administrator
Offline
Last seen: 8 hours 8 min ago
Joined: 04/27/2014 - 03:26
Karma: 5294
Donor
I need screenshots, click on

I need screenshots, click on the items in question in console so the refid appears and then take a screenshot. Post them on imgur or google drive and send me a link.

TAWM
TAWM's picture
Offline
Last seen: 2 days 13 hours ago
Joined: 05/23/2016 - 19:42
Karma: 74
From Update 26


From Update 26

"Each wasteland and dlc now has its own load screens"

 

Oh thank christ!  lol that is definitely a welcomed change.  It's annoying getting new vegas loading screens in the capital wasteland.  I actually like the regular fallout 3 loading screens as well as the dlc ones so I don't use mods for loading screens in fallout 3 so this is a welcome change seeing the originals come back. 

 

"Added Greenhouse to Rivet City (off science lab, lower floor)"


Okay...this makes sense with them doing hydroponics.  Is this in a new interior space or just adding greenhouse to the science lab interior cell?

 

Risewild
Risewild's picture
Administrator
Offline
Last seen: 3 hours 13 min ago
Joined: 10/01/2012 - 02:14
Karma: 3173
It's a new interior. There is

It's a new interior. There is a door in the science lab that leads to the new greenhouse.

RoyBatty
RoyBatty's picture
Administrator
Offline
Last seen: 8 hours 8 min ago
Joined: 04/27/2014 - 03:26
Karma: 5294
Donor
It's a small cell, just for

It's a small cell, just for funsies and it's out of the way and unobtrusive.

The downside to the load screens is... mods will need some patching or I'm hoping a function to fix it automagically. :)

Bonehead
Bonehead's picture
Offline
Last seen: 21 hours 51 min ago
Joined: 07/17/2015 - 05:37
Karma: 50
Is someone gonna work on

Is someone gonna work on Powered Power Armor to fix the remaining bugs and update it for 3.0 TTW(if its even needed)? its one of my favourite mods would be sad to see it get left behind.

I'm really excited for the new TTW, and i think adding small new interiors like the rivet city greenhouse makes for a nice touch! if i remember correctly you are also adding some stuff to the anchorage armory, its these FWE-esque improvements that make the mod that much more enjoyable imo.

RoyBatty
RoyBatty's picture
Administrator
Offline
Last seen: 8 hours 8 min ago
Joined: 04/27/2014 - 03:26
Karma: 5294
Donor
Cut content restoration is a

Cut content restoration is a separate optional.

Don't know about any mod updates, that's up to the people who handle them.

DippyTech
DippyTech's picture
Offline
Last seen: 2 months 3 weeks ago
Joined: 06/13/2017 - 16:50
Karma: 1
Super excited for the

Super excited for the upcoming update! I've been holding off replaying TTW for 3.0. Can't wait!

darious24555
darious24555's picture
Offline
Last seen: 22 hours 39 min ago
Joined: 04/30/2014 - 09:01
Karma: 36
What are the major bugs you

What are the major bugs you guys know of but haven't fixed or can't fix? I was surprised by the Rock-It launcher being fixed and was wondering if there where others like it.

Derp

RoyBatty
RoyBatty's picture
Administrator
Offline
Last seen: 8 hours 8 min ago
Joined: 04/27/2014 - 03:26
Karma: 5294
Donor
Biggest one is AI issues with

Biggest one is AI issues with pathfinding and door locking/unlocking. Hopefully a solution is found for these problems.

jlf65
jlf65's picture
Offline
Last seen: 9 hours 35 min ago
Joined: 08/10/2016 - 14:10
Karma: 614
Pathfinding will NEVER be

Pathfinding will NEVER be solved - even by new games.

As to unlocking doors, I just use my light saber. Problem solved!

jlf65
jlf65's picture
Offline
Last seen: 9 hours 35 min ago
Joined: 08/10/2016 - 14:10
Karma: 614
Quote:Fixed dissonance on 3

Quote:

Fixed dissonance on 3 of Gob's lines as close as possible

Hey, was that bug where the opening scene with Gob ALWAYS takes place ever fixed? What I mean: I once never entered Moriarty's place until AFTER I fixed GNR. However, when I entered, Gob's pounding on the radio and complaining while Nova tells him it's not the radio, but GNR's signal.

RoyBatty
RoyBatty's picture
Administrator
Offline
Last seen: 8 hours 8 min ago
Joined: 04/27/2014 - 03:26
Karma: 5294
Donor
Nope, but I can add that to

Nope, but I can add that to the bug tracker.

jlf65
jlf65's picture
Offline
Last seen: 9 hours 35 min ago
Joined: 08/10/2016 - 14:10
Karma: 614
RoyBatty wrote:Nope, but I

RoyBatty wrote:

Nope, but I can add that to the bug tracker.

Thanks. I should have done that myself when I ran across it, but forgot all about it until reading the latest dev log.

darious24555
darious24555's picture
Offline
Last seen: 22 hours 39 min ago
Joined: 04/30/2014 - 09:01
Karma: 36
Yeah, I don't think the whole

Yeah, I don't think the whole AI problems and pathfinding will be fixed unless we developed true AI, and then it wouldn't be used for an old game like this.

What's the problem with locking/unlocking?

Derp

Bonehead
Bonehead's picture
Offline
Last seen: 21 hours 51 min ago
Joined: 07/17/2015 - 05:37
Karma: 50
The vendors getting fixed was

The vendors getting fixed was one of the things i was most looking forward to, glad you guys got that out of the way

Amakker
Amakker's picture
Offline
Last seen: 2 months 2 weeks ago
Joined: 05/21/2015 - 05:59
Karma: 15
Donor
Looks like I got the itch to

Looks like I got the itch to play Fallout 3/NV just in time :). Good luck with v3.0, after reading the dev log I am looking forward to playing!

H1ms3lf
H1ms3lf's picture
Trusted Poster
Offline
Last seen: 1 week 5 days ago
Joined: 04/11/2017 - 13:44
Karma: 149
A random suggestion that's

A random suggestion that's probably wrong or too late in the coming, but...

I asked in a thread about making FO3 part of the game look more like FO3 (mostly the details, things like the loading symbol, greenish tinting for the loading images and fonts, possibly even the FO3 intro slides and theme, etc), and NV look more like NV, luthien said it was not possible ATM to change things like the tinting IIRC.

Could it instead be as in "doable but has to mess with the .exe" ?

In this case there could be 2 slight different .exes, one that relates the details to FO3 and another to NV, player launches whichever is desired based on personal choice or current progression/location.

Dunno if possible, the amount of extra work required (hoping it is minor), or I'm just saying nonsense (no surprises there!! =]).

Anyway, just a random thought, ignore if nonsense or too late in the coming.

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

RoyBatty
RoyBatty's picture
Administrator
Offline
Last seen: 8 hours 8 min ago
Joined: 04/27/2014 - 03:26
Karma: 5294
Donor
Loading screens are already

Loading screens are already done.

The loading wheel and slide projector are hard coded.

ElectricaVulpes
ElectricaVulpes's picture
Offline
Last seen: 5 hours 27 min ago
Joined: 06/29/2017 - 12:26
Karma: 14
Any way to replace all of the

Any way to replace all of the loading screens with the projector slides style?

RoyBatty
RoyBatty's picture
Administrator
Offline
Last seen: 8 hours 8 min ago
Joined: 04/27/2014 - 03:26
Karma: 5294
Donor
No, they are hardcoded in the

No, they are hardcoded in the engine.

ElectricaVulpes
ElectricaVulpes's picture
Offline
Last seen: 5 hours 27 min ago
Joined: 06/29/2017 - 12:26
Karma: 14
And that would require

And that would require editing the .exe file. It's too bad, cuz i have always prefered the projector slides for the loading screens. It just seems like they actually put some work into them, unlike NV where it seems kind of basic and lazy.

H1ms3lf
H1ms3lf's picture
Trusted Poster
Offline
Last seen: 1 week 5 days ago
Joined: 04/11/2017 - 13:44
Karma: 149
ElectricaVulpes wrote:

ElectricaVulpes wrote:

And that would require editing the .exe file. It's too bad, cuz i have always prefered the projector slides for the loading screens. It just seems like they actually put some work into them, unlike NV where it seems kind of basic and lazy.



Hence why I was asking about the possibility of having 2 different exes, so each can relate details like intro/loadwheel/tinting/etc to a different "content source" (FO3/NV) at launch. But I suppose that if doing that was somehow easy they would have done or considered. Some of the stuff from NV is kinda worse than FO3 but seems TTW has to always abide by NV standards. The beauty in modding is change and choice, or at least sticking to what works best, in this sense, twas a dark day when TTW "signed" a NV contract ^^, sacrifices much of a modders bias.

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

Deathclaw_Mayor16
Deathclaw_Mayor16's picture
Offline
Last seen: 8 hours 15 min ago
Joined: 06/29/2016 - 19:45
Karma: 97
H1ms3lf wrote:

H1ms3lf wrote:

 

ElectricaVulpes wrote:

And that would require editing the .exe file. It's too bad, cuz i have always prefered the projector slides for the loading screens. It just seems like they actually put some work into them, unlike NV where it seems kind of basic and lazy.

 

 


Hence why I was asking about the possibility of having 2 different exes, so each can relate details like intro/loadwheel/tinting/etc to a different "content source" (FO3/NV) at launch. But I suppose that if doing that was somehow easy they would have done or considered. Some of the stuff from NV is kinda worse than FO3 but seems TTW has to always abide by NV standards. The beauty in modding is change and choice, or at least sticking to what works best, in this sense, twas a dark day when TTW "signed" a NV contract ^^, sacrifices much of a modders bias.

Well,TTW is a New Vegas mod.It has to abide by it's rules.There's no going around that.Some work arounds can be done but other's can not.That's just how it is.

 

jlf65
jlf65's picture
Offline
Last seen: 9 hours 35 min ago
Joined: 08/10/2016 - 14:10
Karma: 614
Quote:Fixed kitchen super

Quote:

Fixed kitchen super mutant saying his lines to Shorty after he was dead

Good! Can't tell you how many times I've killed that SM then looted the kitchen while waiting for his speech to end. It's gotten so I hardly noticed any more.

TAWM
TAWM's picture
Offline
Last seen: 2 days 13 hours ago
Joined: 05/23/2016 - 19:42
Karma: 74
"Added 8 DT to Yao Guai to

"Added 8 DT to Yao Guai to offset weapon damage increase"  

 

lol how much did you all increase the dmg and dps of the Chinese Assault Rifle and other DC weapons?    The Yao Guai don't even have DR or DT in fallout 3 of new vegas so the rebalancing most have been extremely extensive.  I'm really curious if you all upped the damage of the Fallout 3 DLC weapons as well.  Is something like the Destabilizer vastly increased in dmg and dps as well?

 

Vex
Vex's picture
Offline
Last seen: 1 week 3 days ago
Joined: 02/15/2014 - 21:44
Karma: 26
there is some converted

you guys are making alot of changes like every week, keep up the good work, hopefully we get a release by end of summer at this rate!

RoyBatty
RoyBatty's picture
Administrator
Offline
Last seen: 8 hours 8 min ago
Joined: 04/27/2014 - 03:26
Karma: 5294
Donor
All weapons have been

All weapons have been balanced to be inline with New Vegas, while still retaining their overall feel in F3. Since creatures have been given DT like in NV (SMs, radscorps, etc) then creatures in F3 need to have this compensation too. Many already have damage reduction via their body part data like Mirelurks so the extra DT given to them is mild. This has also been balanced to work across all difficulty levels, from very easy to very hard.

Some weapons do more damage but not all. Most weapons have had their critical hit chance multipliers toned down to NV levels too because of the perks NV introduced. Also ammo types have been considered, as well as the weapon degradation rates and perks for damage increase, rate of fire, reload speed, equip speed, weapon mods and other factors which were not present in F3.

TAWM
TAWM's picture
Offline
Last seen: 2 days 13 hours ago
Joined: 05/23/2016 - 19:42
Karma: 74
Okay.  So some weapons are

Okay.  So some weapons are going to stay gimped like the plasma rifle compared to how powerful it was in Fallout 3.  The alien weaponry is still going to be very powerful though right? 

RoyBatty
RoyBatty's picture
Administrator
Offline
Last seen: 8 hours 8 min ago
Joined: 04/27/2014 - 03:26
Karma: 5294
Donor
I am not happy with the

I am not happy with the ineffectiveness of energy weapons in New Vegas in general, but such a rebalance for those weapons would have to be optional.

However Size Matters has been restored again, and it covers all 2handhandle weapons, including the ones in New Vegas. 3 ranks , 10% damage boost, and 10% accuracy boost per rank.

catcameback
catcameback's picture
Offline
Last seen: 2 weeks 2 days ago
Joined: 12/19/2016 - 15:23
Karma: 38
Donor
I had heard about how that

I had heard about how that perk made the mini gun actually fun to use. I'll be glad to be able to make a heavy weapons build now.

Napoles
Napoles's picture
Offline
Last seen: 13 hours 3 min ago
Joined: 12/17/2015 - 03:37
Karma: 15
catcameback wrote:

catcameback wrote:

 

I had heard about how that perk made the mini gun actually fun to use. I'll be glad to be able to make a heavy weapons build now.

I did a Minigun run a few years back, mowing down enemies in seconds was awesome.

JerryHou
JerryHou's picture
Offline
Last seen: 6 days 10 hours ago
Joined: 07/08/2017 - 18:29
Karma: 2
Luckily I just installed my

Luckily I just installed my F3 and FNV, will wait for TTW 3.0 to start a new play through! Get hyped!

SuperSandro2000
SuperSandro2000's picture
Offline
Last seen: 2 weeks 5 days ago
Joined: 07/14/2017 - 01:58
Karma: 8
H1ms3lf wrote:Went to check
H1ms3lf wrote:

Went to check if somebody had already tried to put up a TTW guide...
Hell, what do I know! It seems somebody has already been doing it for a while, updated regularly \o/
Hopefully it keeps developing as 3.0 comes out.

http://wiki.step-project.com/User:Adonis_VII/TTW

Kudos to this Adonis person =]

I wanted to make auch guide for myself. If there is already one I give it a read and contribute to it. Maybe the team shoudl link it in the FAQ.
Adonis VII
Adonis VII's picture
Trusted Poster
Offline
Last seen: 2 hours 37 min ago
Joined: 01/04/2015 - 20:50
Karma: 169
SuperSandro2000 wrote:

SuperSandro2000 wrote:

H1ms3lf wrote:

 

Went to check if somebody had already tried to put up a TTW guide...

Hell, what do I know! It seems somebody has already been doing it for a while, updated regularly \o/

Hopefully it keeps developing as 3.0 comes out.


http://wiki.step-project.com/User:Adonis_VII/TTW


Kudos to this Adonis person =]

I wanted to make auch guide for myself. If there is already one I give it a read and contribute to it. Maybe the team shoudl link it in the FAQ.

I think it would be inappropriate to link to my guide in the FAQ or give it any "official" endorsement as many of the choices are subjective.  A separate guide for just installing TTW with MO, instructions on installing fixes and extenders such as YUP, NVAC, NVSR, along with instructions on creation of a merged patch and generating ObjectLOD would be best.

Sethoria123
Sethoria123's picture
Offline
Last seen: 4 hours 37 min ago
Joined: 12/15/2014 - 11:24
Karma: 17
Hi!

Hi!

Ive got 2 weeks off working coming up in augeust, go me!

I wanted to ask, as it ussally takes a good day for me to mod ttw correctly, without having to many exclamtion marks ^^

is 3.0 going to be a q3 or q4 estimate release? 

RoyBatty
RoyBatty's picture
Administrator
Offline
Last seen: 8 hours 8 min ago
Joined: 04/27/2014 - 03:26
Karma: 5294
Donor
Hopefully GrantSP makes a

Hopefully GrantSP makes a basic installation tutorial for MO that others can build off of after 3.0 drops.

Napoles
Napoles's picture
Offline
Last seen: 13 hours 3 min ago
Joined: 12/17/2015 - 03:37
Karma: 15
Is the original release date

Is the original release date for this still the latter half of this year?

I'm really hoping to get my hands on this soon!

TAWM
TAWM's picture
Offline
Last seen: 2 days 13 hours ago
Joined: 05/23/2016 - 19:42
Karma: 74
RoyBatty wrote:

RoyBatty wrote:

 

Hopefully GrantSP makes a basic installation tutorial for MO that others can build off of after 3.0 drops.

 

Shouldn't it basically be the same as the current tutorials? 

The only thing different this go around would be the TTW NVSE plugin and that takes like 5 seconds to install with MO.   

 

Risewild
Risewild's picture
Administrator
Offline
Last seen: 3 hours 13 min ago
Joined: 10/01/2012 - 02:14
Karma: 3173
TAWM wrote:

TAWM wrote:

 

RoyBatty wrote:

 

Hopefully GrantSP makes a basic installation tutorial for MO that others can build off of after 3.0 drops.

 

 

Shouldn't it basically be the same as the current tutorials? 

The only thing different this go around would be the TTW NVSE plugin and that takes like 5 seconds to install with MO.   

 

Many mods (including some FNV ones too) will need converting for 3.0 once it is out.

RoyBatty
RoyBatty's picture
Administrator
Offline
Last seen: 8 hours 8 min ago
Joined: 04/27/2014 - 03:26
Karma: 5294
Donor
TTW takes some trickery to

TTW takes some trickery to get it work properly in MO. Grant has already mentioned making a tutorial for this.

EnderDragonFire
EnderDragonFire's picture
Trusted Poster
Offline
Last seen: 13 hours 22 min ago
Joined: 02/01/2014 - 10:50
Karma: 369
"TTW takes some trickery to

"TTW takes some trickery to get it work properly in MO"

... It does?  I hope I have not been doing it wrong all these years; I have never used TTW with anything EXCEPT Mod Organizer! 

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

GrantSP
GrantSP's picture
Trusted Poster
Online
Last seen: 6 min 15 sec ago
Joined: 01/08/2017 - 15:13
Karma: 86
Yeah it does need a bit of

Yeah it does need a bit of coaxing to load the correct BSAs in the correct order but aside from that it works fine.

I will get a guide together as soon as 3.0 drops.

nhwook05
nhwook05's picture
Offline
Last seen: 2 months 4 days ago
Joined: 07/17/2017 - 01:36
Karma: 1
Oh so thank you 

Oh so thank you 

I'm Korean and many of korean player play ttw. thank you ttw team!

CVB_Taihou
CVB_Taihou's picture
Offline
Last seen: 2 hours 22 min ago
Joined: 06/21/2016 - 12:27
Karma: 44
nhwook05 wrote:

nhwook05 wrote:

 

Oh so thank you 

I'm Korean and many of korean player play ttw. thank you ttw team!

 

I too am Korean. I go by the name 'DONTPLAYANYTHING' on TTW discord.

a2937
a2937's picture
Offline
Last seen: 1 day 11 hours ago
Joined: 07/04/2016 - 08:44
Karma: 107
What is the "too good to be

What is the "too good to be two" challenge? I cannot find it anywhere online. 

Risewild
Risewild's picture
Administrator
Offline
Last seen: 3 hours 13 min ago
Joined: 10/01/2012 - 02:14
Karma: 3173
a2937 wrote:

a2937 wrote:

 

What is the "too good to be two" challenge? I cannot find it anywhere online. 

It's a TTW only challenge.

You can find it in your pipboy challenge screen like the normal Fallout New Vegas Challenges.

RoyBatty
RoyBatty's picture
Administrator
Offline
Last seen: 8 hours 8 min ago
Joined: 04/27/2014 - 03:26
Karma: 5294
Donor
Kill all Gary's with a lead

Kill all Gary's with a lead pipe.

We added our own challenges.

Bonehead
Bonehead's picture
Offline
Last seen: 21 hours 51 min ago
Joined: 07/17/2015 - 05:37
Karma: 50
haha thats hilarious actually

haha thats hilarious actually

Pages