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jlf65
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Quote:Fixed bug in Point

Quote:

Fixed bug in Point Lookout mine fix script

Yay! Maybe I will be able to go through the mine without crashing half the time now.

Might I ask why shotguns were changed from 20 ga to 12 ga? Was it a balance issue now that DC has DT?

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That's not what the mine fix

That's not what the mine fix is, it's a fix for the teleporting landmines that show up in front of the bumper cars. I missed an else in the script.

DC only had Shotgun Shells, and since the Double Barrel Shotgun and Sawed-Off shotgun use 12ga, it didn't make sense to me that the Combat Shotgun (emphasis on combat) would use 20ga. Also the 12ga uses the same box model as the shotgun shells did, so world items appear the same as they did in Fallout 3. The Combat Shotgun is now also a Tier 3 weapon, so 12ga was also appropriate for that.

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RoyBatty wrote:That's not

RoyBatty wrote:

That's not what the mine fix is, it's a fix for the teleporting landmines that show up in front of the bumper cars. I missed an else in the script.

Oh, well that's a good fix, too!

 

Quote:

DC only had Shotgun Shells, and since the Double Barrel Shotgun and Sawed-Off shotgun use 12ga, it didn't make sense to me that the Combat Shotgun (emphasis on combat) would use 20ga. Also the 12ga uses the same box model as the shotgun shells did, so world items appear the same as they did in Fallout 3. The Combat Shotgun is now also a Tier 3 weapon, so 12ga was also appropriate for that.

Cool. Thanks for the info.

 

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Most shotguns are 12ga, so

Quote: "DC only had Shotgun Shells, and since the Double Barrel Shotgun and Sawed-Off shotgun use 12ga, it didn't make sense to me that the Combat Shotgun (emphasis on combat) would use 20ga. Also the 12ga uses the same box model as the shotgun shells did, so world items appear the same as they did in Fallout 3. The Combat Shotgun is now also a Tier 3 weapon, so 12ga was also appropriate for that."

Most shotguns are 12ga, so there should be at least 1 more 20ga shotty. Because right now only the Caravan and Single Shotguns use 20ga, which makes that ammo type almost useless due to how shitty those weapons are even with a realistic damage mod.

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ElectricaVulpes wrote:

ElectricaVulpes wrote:

Most shotguns are 12ga, so there should be at least 1 more 20ga shotty. Because right now only the Caravan and Single Shotguns use 20ga, which makes that ammo type almost useless due to how shitty those weapons are even with a realistic damage mod.

Well, the game is like that with other ammo types. For example 9mm is only used in 9mm Pistol and Submachine gun. Or the .22LR with also only a Pistol and a Submachine gun.

Also you forgot that there is another shotgun that uses 20ga, the Lever Action Shotgun .

 

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It's low tier ammo for low

It's low tier ammo for low tier weapons, and there just isn't any besides the sawed-off which is already 12ga by NV standards. It makes 0 sense for a tier 3 military weapon to use 20ga rounds.

Plenty of the ammo types are almost useless, they are fodder for the ammo crafting system. .22LR, 9mm, .357, etc.

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Just take all the "useless"

Just take all the "useless" ammo to an ammo bench and turn it into something useful. Or use it as currency. Dealers run out of caps quick, so I often tend to wind up using excess ammo as de-facto currency.

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My bad, I didn't think about

My bad, I didn't think about the other ammo types. I usually use shotguns so I don't mess around with other ammo types that much. Can't stand how little the weapon variation is, so I will most likely be using Weapons of the New Millenia and/or Mojave Terror Pack.

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I don't usually use guns so I

I don't usually use guns so I might be saying something really stupid but, Shotguns don't really have little variety do they?

In TTW there are a lot of Shotguns:

FO3 has:

  • Sawed-off Shotgun
  • Double Barrel Shotgun
  • Combat Shotgun

And then add the FNV ones:

  • Also has the Sawed-Off Shotgun so this one doesn't really count
  • Caravan Shotgun
  • Hunting Shotgun
  • Lever-Action Shotgun
  • Single Shotgun
  • Riot Shotgun

There are also nice unique ones in both games:

  • Terrible Shotgun
  • The Kneecapper
  • Sturdy Caravan Shotgun
  • Dinner Bell
  • Big Boomer

There are a lot of Shotguns in TTW .

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The Riot Shotgun is my

The Riot Shotgun is my general purpose go-to weapon of choice when I can get one. Until then, I usually get by with Pa's Fishing Aid (you missed that in the list of "unique" shotguns). It's a double-barrel shotgun with better stats. I also keep a silenced small handgun for insects and quiet kills on humans, and a BIG rifle (like a .50MG) for Super Mutants and other bad things that only get irritated if you use a smaller gun.

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There just needs to be more

There just needs to be more overall weapon variation. Also, will the cut unique weapons and armor be restored by TTW?

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Pa's Fishing Aid is cut

Pa's Fishing Aid is cut content.

Yes I am working on a cut equipment module.

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Awesome. Tho F3 uniques don't

Awesome. Tho F3 uniques don't look unique, so I will prob remake the textures I made for the F3 unique weapons and make some changes to the unique armors with Nifskope.

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RoyBatty wrote:Pa's Fishing

RoyBatty wrote:

Pa's Fishing Aid is cut content.

Yes I am working on a cut equipment module.

It is? Huh. I normally run with Point Lookout Reborn, so it must add it back in. It's been so long since I ran vanilla PL that I couldn't remember it not being present.

Hopefully whomever did the PLR conversion will do the 3.0 conversion. There's a number of mods I normally use in FO3 that I hope either work in 3.0 or get a quick update.

 

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jlf65 wrote:

jlf65 wrote:

Hopefully whomever did the PLR conversion will do the 3.0 conversion. There's a number of mods I normally use in FO3 that I hope either work in 3.0 or get a quick update.

That was in fact RoyBatty.

https://taleoftwowastelands.com/content/ttw-point-lookout-reborn

 

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I won't be updating that mod,

I won't be updating that mod, it's got too many problems.

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Well, your notes definitely

Well, your notes definitely imply it's a bunch of work. Depending on what else I need to do once 3.0 comes out, I may take a stab at it since it's one of my favorite mods - PL just isn't the same without it!

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There's a crap ton of wild

There's a crap ton of wild edits that need to be removed from it. I also had to fix several scripts and stuff which you could carry over. JRCO is pretty nice guy, I'm sure he'll give permission.

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RoyBatty wrote:There's a crap

RoyBatty wrote:

There's a crap ton of wild edits that need to be removed from it. I also had to fix several scripts and stuff which you could carry over. JRCO is pretty nice guy, I'm sure he'll give permission.

Yeah, I've contacted him a few times with bug reports on the various versions he's done. He's always been nice, and receptive about bugs and suggestions.

 

EDIT: Tried to leave a PM for him over at Nexus...

Quote:

The following errors were found

The member jcro25 cannot receive any new messages

This personal message has not been sent

Do you know another way to get a hold of him?

 

 

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Woah! How do you guys find

Woah! How do you guys find these issues in Fallout games? Why are they released with so many bugs? I wonder what`s left for this release. 

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There's hundreds of thousands

There's hundreds of thousands of records, of course there is going to be bugs in such huge games.

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Fixed the revolver cylinder

Fixed the revolver cylinder glitch? You mean the one where the speed loader stays attached to the cylinder after reloading?

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Yes that and when first

Yes that and when first equipping it in 3rd person.

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I'm a little confused about

I'm a little confused about the 3D sound fixes. Are those the sounds of the specific weapons when you're very far away?

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I personally don't see how

I personally don't see how .357, 9mm, or 20ga are useless. The Police Pistol, Maria, and the Lever Action Shotgun are all perfectly usable weapons, at least with vanilla New Vegas balancing. You don't need to use the VERY BEST weapon of a given type of be effective. Although I agree that .22 is pretty much garbage for most purposes.

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

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The 360 low frequency effects

The 360 low frequency effects flag was missing from some weapon fire sounds which makes them not sound right with surround sound.

The weapon balancing is meant to progress from tier0 to tier4 where the higher the level you get the lower tier weapons become less effective or even useless. That's by design to give all the weapons in the game a purpose. They may still be useful for low level creatures like rad roaches, but in hardcore the ammo weight is better used on more effective weapons and low level creatures taken care of with melee.

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Perhaps that is the "intended

Perhaps that is the "intended" design, but honestly, the game is easy enough that you can do the whole thing using any weapon you choose. If you want to use only a 9mm pistol, or even a Laser Pistol, it is totally possible to do so.

This is true especially if you invest in non-combat skills such as Sneak and Speech, but even without them it is still possible. For role play reasons, you might choose to use a specific weapon despite it's objective inferiority. Do note that I am talking about VANILLA TTW/FNV balancing, this might not be possible with certain mods installed. 

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

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You might be able to play the

You might be able to play the whole thing with a fork, but I prefer to play through with a .50 caliber sniper rifle with explosive ammo.

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Are there forks in New Vegas?

Are there forks in New Vegas? I thought that was a Skyrim thing... anyway, I am not recommending using weak weapons. Rather, I was just saying that it is possible to use them, especially with the right perks, modifications, and special ammo. However, I think I might be derailing this thread somewhat, so I will leave the weapons alone. 

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

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How are the Fallout 3 fixes

How are the Fallout 3 fixes being incorporated? By modifying the Fallout3.esm directly, or by chucking them into TaleOfTwoWastelands.esm?

Back when I made a rock removal mod, that disabled all the tiny non-collideable rocks in Fallout 3, the sheer number of record changes significantly slowed down the startup time (had to wait for the full sequence to finish before you could skip), and greatly increased cell loading hitches.

Patching the original bugged records ought to keep performance from going down.

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All patches are in

All patches are in taleoftwowastelands esm , there is no additional startup time because I do not script things like that.

All unnecessary changes to the vanilla esms have been reverted and moved to the taleoftwowastelands esm.

Navmeshes and null records that caused crashes are the only exceptions to the rule of not modifying the original esms, out side of the records present in the Fallout NV esms that have had the references redirected and duplicate records removed. That said, duplications are still present where the assets or other factors are different from Fallout 3, examples of this are Ants, Brahmin, packages, the static letters, sounds and other things which either don't work in Fallout 3 or change something audibly, visually or behaviorally.

As for balance, we're setting things up to have it both ways. Vanilla we be as was originally intended as much as possible. Optionals will enable things like integration and additional armors. Mods can address balance as per usual in the modding scene. TTW is setup as a baseline, and personal preferences can be built from there.

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RoyBatty wrote:

RoyBatty wrote:

All patches are in taleoftwowastelands esm , there is no additional startup time because I do not script things like that.

That's not what was happening. The plugin only had a whole bunch of reference records that were disabled. Since there were so many changed records, starting New Vegas took much longer. No scripts, just a bunch of REFRs.

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Well TTW doesn't disable

Well TTW doesn't disable 50000 records so it's not an issue. :)

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Are you rebalancing energy

Are you rebalancing energy weapons to be like they where in 3? Switching between 3 and NV on Energy Weapons playthroughs shows a big difference in effectiveness. I'm guessing the change to DT from  DR had something to do with that. Especially laser weapons, doesn't make sense the pre-war military wanted to replace guns with laser and plasma when they aren't as much as an improvement as made out to be.

Derp

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darious24555 wrote:

darious24555 wrote:

 

Are you rebalancing energy weapons to be like they where in 3? Switching between 3 and NV on Energy Weapons playthroughs shows a big difference in effectiveness. I'm guessing the change to DT from  DR had something to do with that. Especially laser weapons, doesn't make sense the pre-war military wanted to replace guns with laser and plasma when they aren't as much as an improvement as made out to be.

IIRC there is no information in the lore about the USA military wanting to replace guns with energy weapons. Most energy weapons were just being developed and made, so they were "rough" weapons made to be usable but they didn't get enough time before the bombs fell to be developed in a way that would surpass guns.

For example, the laser pistol was made to be sold to civilians, the plasma rifle was an adapted construction tool, plasma pistols weren't American, but came from Austria, the Gauss Rifle was German, etc. The USA military didn't seems to have much of an interest in energy weapons, and only started to look into it right before the bombs fell.

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The energy weapons are plenty

The energy weapons are plenty powerful with high energy skill, laser commander and/or Size Matters, Better Criticals and The Professional perks, and using OC or MC ammo. The exception is the laser rifle and pistol which could use a little boost. The plasma rifles are quite powerful, especially A3-21's.

The Alien weapons are also formidable with Xenotech Expert and high energy weapon skill.

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Thanks for all the hard work

Thanks for all the hard work you do, you guys are amazing indeed!! salutes from Argentina :D

 

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WastelandOverlord wrote:

WastelandOverlord wrote:

 

The Winchester P94 is the industrial model, the one from the first two games. The rifle shown in Fallout 3 onward was the military-commissioned Plasma Rifle and was designed to be a weapon from the get-go. The Wattz laser rifle was in use by marines according to Future Weapons Today, and the newer laser models (AER_) were in the process of production and implementation when the Great War was ongoing, so there's sufficient enough evidence that the US military had planned to, if not replace conventional guns, install energy weapons as a staple part of their manpower.

That and energy weapons are just cooler :P

So just like I said, they were just being manufactured before the bombs fell, they weren't very "polished" yet. Guns have been improved and upgraded for centuries, the energy weapons were just in their infancy, so it makes sense they were still not superior or better than normal guns. Maybe on par, otherwise there was no point in the USA still have 95% of it's weapons being ballistic guns and having so many prototype energy weapons being made (AER14 prototype laser rifle, Tesla-Beaton prototype, MPLX Novasurge, Q-35 matter modulator, Pulse Gun, etc), because if Energy Weapons were already as good as ballistic ones, then there would be no reason to push so much research and prototypes for energy weapons (the great war was about resources being scarce, so why waste them into trying to improve energy weapons?), they would be mass manufactured and most of the troops equipped with them, which every game shows us (I don't know about Fallout 4 though, although that game lore contradicts itself sometimes) that didn't seem to happen (military guns are common, while military energy weapons are quite uncommon, for example, go into any pre-war military armory/fort/base that wasn't looted yet, and rarely we see even one energy weapon while we see many guns).

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hello all!

hello all!

 

I was just wondering, with the update changing various mods, needing an update script, Will it be only traders/weapon placement mods that will need the script? (i.e WMX) or will it include Project nevada and mods that effect graphics wholescale? will quest mods be  also effected (both ttw and new vegas)?

 

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Quest mods for new vegas will

Quest mods for new vegas will be unaffected. Graphics mods mostly unaffected except NPC stuff will need to carry over any changes to avoid bugs. Stuff that affects leveled lists will need work. Stuff that adds locations and what not that change navmeshes will need work. PN patch will need an update to carry fixes forward, in fact all mods need to be checked and any fixes carried forward.

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Ahh ok thats fine, new vegas

Ahh ok thats fine, new vegas stuff ic an handle, either way looking forward to the challange of reinstalling ttw again ^^ thanks!

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Is there an estimate on the

Is there an estimate on the release of 3.0?

Risewild
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October 2077.

October 2077.

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We're up to 2084 now.

We're up to 2084 now.

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Or put more simply......... 

Or put more simply.........  Stardate -238374.3164655434........

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Risewild wrote:

Risewild wrote:

October 2077.

Great, it's out October Numbers are nothing but smoke and mirrors.

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Quote:Requiring JIP LN

Quote:

Requiring JIP LN explosive projectile fix

Is this what it sounds like? That was always my #1 complaint about New Vegas - most of the explosive weapons never do damage like they should (have to shoot the ground at their feet to do splash damage as there was no direct damage), so I rarely ever used them.

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Yes it is.

Yes it is.

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Nurse Graves In Underworld

Nurse Graves In Underworld should be a merchant (that sells medicine)

read the notes on this page (i dont know if you guys already did this, but she dont sell to me in my game)

http://fallout.wikia.com/wiki/Graves

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