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Risewild
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TTW's Public Dev Log

Hello there TTW community.

Many of you might have noticed that TTW hasn't had an update in quite some time and some of you might also have noticed that we (the team) keep saying we are working on a massive update for the next release (3.0).

We know how busy and hard working everyone is about this new update, but for people that are not part of the team it might seem like we are not doing much (because you guys and gals can only see the end result, which is still in the making). So the team talked about it and decided to compile and release a "Public Dev Log".

Dev logs are sometimes hard to compile when it is about a project of this magnitude and because team members usually work on separate things. Then some of those smaller things might get forgotten and end up not showing on any log. But we are still going ahead and try our best to tell you all what we have been doing to your favorite Fallout New Vegas modding project.

We plan on releasing a new update to our "Public Dev Log" every week or so, so stay tuned for more news and information.

And now for the giant wall of text that is the TTW 3.0 Dev Log. Hope you enjoy going through it point by point:

The next Updates are already part of TTW 3.01:







































Special thanks to dragbody and luthien anarion for outfit fixes both listed and forthcoming.
















Smaller weekly log because Roy has the plague surprise... Ok, he has flu and pneumonia. Hope you get better soon Roy! angel









Update 61

  • Fixed 2038 statics around the wasteland
  • Added weapon repair kit/alien epoxy fix for weapons that have durability mods applied. (Thanks luthien!)
  • Adjusted fCombatAttackChance, fCombatSpeakHitChance, fCombatSpeakHitThreshold to Fallout 3 values
  • Adjusted EMTLightString attenuation
  • Fixed Dog Eyes by skinning them (thanks Jamilla!)
  • Removed invalid light from meshes\dungeons\utility\scaffolding\libertyprimeblastdoors.nif
  • Completed the Outcast Trading options (integrated) (thanks tgspy!)
  • Fixed closing sound in meshes\architecture\megaton\megatongatehouse01.nif
  • Fixed Citadel early access exploit that would cause the player to become stuck
  • Fixed Feral Ghouls rewarding positive karma for killing them
  • Added EMTRopeBridge to RopeBridgeShort01
  • Adjusted EMTLightBulbFlicker
  • Adjusted EMTLightBulbFlickerLP
  • Removed invalid light node from meshes\dungeons\caves\lamplight\lamplightspherelight.nif
  • Fixed UV mapping in meshes\dungeons\utility\bays\utlbaywalltallmid05.nif
  • Fixed UV mapping in meshes\dungeons\wastelandhomes\wastermstairsdoorway02.nif
  • Fixed UV mapping in meshes\architecture\urban\oldtown\rowhousebasecred01.nif
  • Fixed geometry, UV mapping, vertex paints in meshes\architecture\pentagon\pentagonexteriorcor02.nif

Development of TTW is mostly complete. Change logs will come at a slower pace.


 


Update 62

  • Fixed 576 statics around the wasteland
  • Changed VLightR01, VLightR02 and VLightR03 to use EMTNeonSignLightBox sound
  • Gave Protector Casdin Outcast T51-b armor
  • Added scripture to Rivet City church by request
  • Merged TTW test cell
  • Fixed BB Gun 3D Dist sound
  • Fixed Plasma Pistol to not use iron sights
  • Fixed MPLX Novasurge to not use iron sights
  • Fixed Plasma Pistol (GRA) to not use iron sights
  • Fixed Black Bart's Bane attack animation
  • Fixed invalid collision in meshes\weapons\1handminedrop\fragmine.nif
  • Fixed meshes\characters\_1stperson\1hpaimis animation to be accurate
  • Fixed meshes\characters\_1stperson\1hpattackloopis animation to be accurate
  • Fixed meshes\characters\_1stperson\2haaimis animation to be accurate
  • Fixed meshes\characters\_1stperson\2haattackloopis to be accurate
  • Fixed meshes\characters\_1stperson\2hraimis animation to be accurate
  • Fixed iron sight, shader flags, alpha property, missing extra data in meshes\weapons\2handautomatic\lightmachinegun.nif
  • Fixed iron sight, shader flags, alpha property, missing extra data in meshes\weapons\2handautomatic\lightmachinegunext.nif
  • Fixed iron sight, texture paths, shader flags, missing extra data, added missing environment map in meshes\nvdlc05\weapons\2handrifle\nvdlc051stpersonweapuniquebrushgun.nif
  • Created textures\nvdlc05\weapons\2handrifle\nvdlc05uniquebrushgun_m.dds
  • Created textures\nvdlc05\weapons\2handrifle\nvdlc051stpersonuniquebrushgun_m.dds
  • Fixed iron sight, texture paths, missing geometry in meshes\nvdlc05\weapons\2handrifle\nvdlc051stpersonweapuniquehuntingrifle.nif
  • Fixed iron sight, normals, projectile node, shader flags in meshes\nvdlc05\weapons\2handautomatic\nvdlc05weap127mmsmgmod01.nif
  • Fixed iron sight, normals, projectile node, shader flags in meshes\nvdlc05\weapons\2handautomatic\nvdlc05weap127mmsmgmod02.nif
  • Fixed iron sight, normals, projectile node, shader flags in meshes\nvdlc05\weapons\2handautomatic\nvdlc05weap127mmsmgmod03.nif
  • Fixed iron sight, normals, projectile node, shader flags in meshes\nvdlc05\weapons\2handautomatic\nvdlc05weap127mmsmgmod12.nif
  • Fixed iron sight, normals, projectile node, shader flags in meshes\nvdlc05\weapons\2handautomatic\nvdlc05weap127mmsmgmod13.nif
  • Fixed iron sight, normals, projectile node, shader flags in meshes\nvdlc05\weapons\2handautomatic\nvdlc05weap127mmsmgmod23.nif
  • Fixed iron sight, normals, projectile node, shader flags in meshes\nvdlc05\weapons\2handautomatic\nvdlc05weap127mmsmgmod123.nif
  • Fixed iron sight, normals, projectile node, shader flags, collision in meshes\weapons\2handautomatic\127smg.nif
  • Fixed iron sight, normals, projectile node, shader flags, collision in meshes\weapons\2handautomatic\127smgsilencer.nif
  • Fixed iron sight, projectile node, shader flags, missing extra data in meshes\weapons\2handautomatic\9mmsmg.nif
  • Fixed iron sight, projectile node, shader flags, missing extra data in meshes\weapons\2handautomatic\9mmsmgdrum.nif
  • Fixed iron sight, projectile node, shader flags, missing extra data in meshes\weapons\2handautomatic\9mmsmgunique.nif
  • Fixed iron signt, projectile node, shader flags, missing extra data in meshes\weapons\2handautomatic\22smg.nif
  • Fixed iron signt, projectile node, shader flags, missing extra data in meshes\weapons\2handautomatic\22smgext.nif
  • Fixed projectile node, shader flags, missing extra data in meshes\weapons\2handautomatic\servicerifle.nif
  • Fixed projectile node, shader flags, missing extra data in meshes\weapons\2handautomatic\servicerifleall.nif
  • Fixed projectile node, shader flags, missing extra data in meshes\weapons\2handautomatic\servicerifleap.nif
  • Fixed projectile node, shader flags, missing extra data in meshes\weapons\2handautomatic\serviceriflebayo.nif
  • Fixed projectile node, shader flags, missing extra data in meshes\weapons\2handautomatic\serviceriflerec.nif
  • Fixed projectile node, shader flags, missing extra data in meshes\weapons\2handautomatic\battlerifle.nif
  • Fixed projectile node, shader flags, missing extra data in meshes\weapons\2handautomatic\battlerifleall.nif
  • Fixed projectile node, shader flags, missing extra data in meshes\weapons\2handautomatic\battlerifleap.nif
  • Fixed projectile node, shader flags, missing extra data in meshes\weapons\2handautomatic\battleriflebayo.nif
  • Fixed projectile node, shader flags, missing extra data in meshes\weapons\2handautomatic\battleriflerec.nif
  • Created meshes\weapons\2handautomatic\servicerifleapbayo.nif
  • Created meshes\weapons\2handautomatic\servicerifleaprec.nif
  • Created meshes\weapons\2handautomatic\serviceriflebayorec.nif
  • Created meshes\weapons\2handautomatic\battlerifleapbayo.nif
  • Created meshes\weapons\2handautomatic\battlerifleaprec.nif
  • Created meshes\weapons\2handautomatic\battleriflebayorec.nif
  • Fixed shader flags, missing extra data in meshes\weapons\2handautomatic\laserpdw.nif
  • Fixed shader flags, missing extra data in meshes\weapons\2handautomatic\laserpdwrecycler.nif
  • Fixed shader flags, missing extra data in meshes\weapons\2handautomatic\laserrcw.nif
  • Fixed shader flags, missing extra data in meshes\weapons\2handautomatic\laserrcwrecycler.nif
  • Fixed iron sight, shader flags, missing extra data, added environment map in meshes\weapons\2handrifle\caravanshotgun.nif
  • Fixed iron sight, shader flags, missing extra data in meshes\weapons\2handrifle\scattergun.nif
  • Created textures\weapons\2handrifle\1stpersoncaravanshotgun_m.dds
  • Created textures\weapons\2handrifle\caravanshotgun_m.dds
  • Fixed iron sight, projectile node, removed bogus nodes, fixed collision, added missing extra data in meshes\weapons\1handpistol\9mm.nif
  • Fixed iron sight, projectile node, removed bogus nodes, fixed collision, added missing extra data in meshes\weapons\1handpistol\9mmextclip.nif
  • Fixed iron sight, projectile node, removed bogus nodes, added missing extra data in meshes\weapons\1handpistol\9mmextclipscp.nif
  • Fixed iron sight, projectile node, removed bogus nodes, fixed collision, added missing extra data in meshes\weapons\1handpistol\9mmextscp.nif
  • Fixed iron sight, projectile node, removed bogus nodes, fixed collision, added missing extra data in meshes\weapons\1handpistol\9mmunique.nif
  • Fixed iron sight, projectile node, added environment map in meshes\weapons\1handpistol\10mmsubmachinegun.nif
  • Fixed iron sight, projectile node, added environment map in meshes\weapons\1handpistol\10mmsubmachinegunextendedmag.nif
  • Created textures\weapons\1handpistol\1stperson10mmsubmachineextendedmag_m.dds
  • Created textures\weapons\1handpistol\10mmsubmachineextendedmag_m.dds
  • Fixed iron sight, projectile node, added environment map in meshes\weapons\1handpistol\10mmsubmachinegunextmagrecoilcompensator.nif
  • Fixed iron sight, projectile node, added environment map in meshes\weapons\1handpistol\10mmsubmachinegunrecoilcompensator.nif
  • Added missing iron sight node in meshes\nvdlc03\weapons\1handpistol\nvdlc03sonicgungabrielsbark.nif
  • Added missing iron sight node in meshes\nvdlc03\weapons\1handpistol\nvdlc03sonicgunoperalsinger.nif
  • Added missing iron sight node in meshes\nvdlc03\weapons\1handpistol\nvdlc03sonicgunrevelation.nif
  • Added missing iron sight node in meshes\nvdlc03\weapons\1handpistol\nvdlc03sonicroboscorpion.nif
  • Added missing iron sight node in meshes\nvdlc03\weapons\1handpistol\nvdlc03sonictarantula.nif
  • Added missing iron sight node in meshes\weapons\1handpistol\pulsegun.nif
  • Fixed iron sight, added missing extra data in meshes\weapons\1handpistol\127mmpistol.nif
  • Fixed iron sight, added missing extra data in meshes\weapons\1handpistol\127mmpistolsilencer.nif
  • Fixed shader flags, added missing extra data in meshes\weapons\1handpistol\357revolver.nif
  • Fixed shader flags, added missing extra data in meshes\weapons\1handpistol\357revolvercustom.nif
  • Fixed shader flags, added missing extra data in meshes\weapons\1handpistol\357revolverhdcylinder.nif
  • Fixed shader flags, added missing extra data in meshes\weapons\1handpistol\357revolvershort.nif
  • Fixed shader flags, added missing extra data in meshes\weapons\1handpistol\357revolvershorthdcyl.nif
  • Fixed shader flags, added missing extra data in meshes\weapons\1handpistol\camera.nif
  • Fixed projectile node, shader flags, added missing extra data in meshes\weapons\1handpistol\huntingrevolver.nif
  • Fixed projectile node, shader flags, collision, missing extra data, removed bogus nodes in meshes\weapons\1handpistol\plasmadefender.nif
  • Created textures\weapons\1handpistol\1stpersonplasmadefender_m.dds
  • Created textures\weapons\1handpistol\plasmadefender_m.dds
  • Fixed projectile node, shader flags, collision, added missing iron sight node, added missing extra data in meshes\weapons\1handpistol\pulsegun.nif
  • Fixed iron sight, shader flags, collision, missing extra data, in meshes\weapons\1handpistol\silenced22.nif
  • Fixed iron sight, projectile node, shader flags, collision, missing extra data in meshes\weapons\1handpistol\thatgun.nif
  • Fixed extra data, projectile node, smoothing, collision, removed bogus nodes in meshes\weapons\2handhandle\25mmgrndlnchr.nif
  • Fixed extra data, projectile node, smoothing, collision, removed bogus nodes in meshes\weapons\2handhandle\25mmgrndlnchrhispeedkit.nif
  • Fixed extra data, projectile node, smoothing, collision, removed bogus nodes in meshes\weapons\2handhandle\25mmgrndlnchrunique.nif
  • Fixed extra data, removed bogus nodes in meshes\weapons\2handhandle\flamer.nif
  • Fixed extra data, removed bogus nodes in meshes\weapons\2handhandle\flamerexpandedtanks.nif
  • Fixed extra data, projectile node, removed bogus nodes in meshes\weapons\2handhandle\plasmacaster.nif
  • Fixed extra data, projectile node, removed bogus nodes in meshes\weapons\2handhandle\plasmacasterhselectrode.nif
  • Fixed extra data, projectile node, removed bogus nodes in meshes\weapons\2handhandle\incinerator.nif
  • Removed sound changes to EMTNeonSignAtomicWrangler, EMTNeonSignBisonHotel, EMTNeonSignMcCarran, EMTNeonSignMadrid, EMTNeonSignFreeside, EMTNeonSignFreesideLarge, EMTNeonSignKings, EMTNeonSignMickAndRalphs, EMTNeonSignMojaveExpress, EMTNeonSignSilverRush, EMTNeonSignULCasinoInt, EMTNeonSignUltraluxe, EMTNeonSignVault21, EMTNeonSignVikkiAndVance, EMTNeonSignWestsideLiquor, EMTClockTickSoft
  • Changed Col. Autumn's Laser Pistol back to automatic
  • Remade textures\weapons\1handmelee\1stpersonmachete_n.dds
  • Remade textures\weapons\1handmelee\machete_n.dds
  • Created textures\weapons\1handmelee\1stpersonmachete_m.dds
  • Created textures\weapons\1handmelee\machete_m.dds
  • Added missing Equip/Unequip sounds to Plasma Grenade
  • Added missing Equip/Unequip sounds, removed On Death effect from Stun Grenade
  • Fixed incorrect texture path in meshes\nvdlc05\effects\nvdlc05flamermuzzleflash01.nif
  • Fixed extra data, removed bogus nodes in meshes\weapons\2handhandle\flamer.nif
  • Fixed extra data, removed bogus nodes in meshes\weapons\2handhandle\flamerexpandedtanks.nif
  • Fixed extra data, removed bogus nodes in meshes\weapons\2handhandle\lasergatling.nif
  • Fixed extra data, removed bogus nodes in meshes\weapons\2handhandle\lasergatlingcfframe.nif
  • Fixed extra data, removed bogus nodes in meshes\weapons\2handhandle\lasergatlingfocusoptics.nif
  • Fixed extra data, removed bogus nodes in meshes\weapons\2handhandle\lasergatlingfocusopticscfframe.nif
  • Fixed extra data, removed bogus nodes in meshes\weapons\2handhandle\minigun.nif
  • Fixed extra data, removed bogus nodes in meshes\weapons\2handhandle\minigunallmods.nif
  • Fixed extra data, removed bogus nodes in meshes\weapons\2handhandle\minigunhispeedmotor.nif
  • Fixed extra data, removed bogus nodes in meshes\weapons\2handhandle\minigunstabilizer.nif
  • Fixed extra data, removed bogus nodes in meshes\weapons\2handhandle\minigununique.nif
  • Fixed extra data, removed bogus nodes in meshes\weapons\2handhandle\rockitlauncher.nif
  • Fixed/Added extra data, node order, removed bogus nodes in meshes\weapons\2handmelee\1stfireaxe.nif
  • Fixed/Added extra data, node order, shader flags, uv mapping, removed bogus nodes in meshes\weapons\2handmelee\1stfireaxeunique.nif
  • Fixed/Added extra data, node order, removed bogus nodes in meshes\weapons\2handmelee\fireaxe.nif
  • Fixed/Added extra data, node order, shader flags, uv mapping, removed bogus nodes in meshes\weapons\2handmelee\fireaxeunique.nif
  • Fixed/Added extra data, shader flags, collision,  removed bogus nodes, added missing environment map in meshes\weapons\2handmelee\thermiclance.nif
  • Fixed/Added extra data, node order, shader flags, collision, removed bogus nodes in meshes\weapons\2handmelee\9iron.nif
  • Fixed/Added extra data, node order in meshes\weapons\2handmelee\baseballbat.nif
  • Fixed/Added extra data, node order in meshes\weapons\2handmelee\baseballbatdirty.nif
  • Fixed/Added extra data, node order, removed bogus nodes in meshes\weapons\2handmelee\chainsaw.nif
  • Fixed/Added extra data, node order, removed bogus nodes in meshes\weapons\2handmelee\eagleflagpole.nif
  • Fixed/Added extra data, node order, removed bogus nodes in meshes\weapons\2handmelee\eagleflagpoll.nif
  • Fixed/Added extra data, node order, shader flags, collision, removed bogus nodes in meshes\weapons\2handmelee\golfdriver.nif
  • Fixed extra data, node order in meshes\weapons\2handmelee\nailboard.nif
  • Fixed extra data, node order in meshes\weapons\2handmelee\poolcue.nif
  • Fixed/Added extra data, node order, removed bogus nodes in meshes\weapons\2handmelee\rebarclub.nif
  • Fixed extra data, node order in meshes\weapons\2handmelee\sledgehammer.nif
  • Fixed/Added extra data, node order, removed bogus nodes in meshes\weapons\2handmelee\supersledge.nif
  • Fixed/Added extra data, node order, removed bogus nodes in meshes\weapons\2handmelee\supersledgeunique.nif
  • Fixed meshes\characters\_1stperson\2hmattackspin.kf
  • Fixed meshes\characters\_1stperson\2hmattackspin2.kf
  • Fixed meshes\characters\_male\2hmattackspin.kf
  • Fixed extra data, removed bogus nodes in meshes\weapons\2handlauncher\fatman.nif
  • Fixed extra data, removed bogus nodes in meshes\weapons\2handlauncher\fatmanlittleboy.nif
  • Fixed extra data, removed bogus nodes in meshes\weapons\2handlauncher\missilelauncher.nif
  • Fixed extra data, removed bogus nodes in meshes\weapons\2handlauncher\missilelauncherguidancesystem.nif
  • Fixed extra data, removed bogus nodes in meshes\weapons\2handlauncher\missilelauncherunique.nif
  • Fixed/Added extra data, removed bogus nodes in meshes\weapons\2handlauncher\teslacannonproto.nif
  • Fixed extra data, projectile node, removed bogus nodes in meshes\weapons\bbgun01.nif
  • Fixed extra data, projectile node, removed bogus nodes in meshes\weapons\bbgun02.nif
  • Fixed extra data, projectile node, removed bogus nodes in meshes\weapons\bbgununique.nif
  • Fixed a few minor bugs in TTWGenericHandlerScript
  • Fixed/Added extra data, projectile node, sighting node, removed bogus nodes in meshes\weapons\2handrifle\brushgun.nif
  • Fixed/Added extra data, projectile node, sighting node, removed bogus nodes in meshes\weapons\2handrifle\brushgunsteel.nif
  • Fixed/Added extra data, projectile node, sighting node, collision, removed bogus nodes in meshes\weapons\2handrifle\cowboyrepeater.nif
  • Fixed/Added extra data, projectile node, sighting node, collision, removed bogus nodes in meshes\weapons\2handrifle\cowboyrepeaterbrass.nif
  • Fixed/Added extra data, projectile node, sighting node, collision, removed bogus nodes in meshes\weapons\2handrifle\cowboyrepeaterlong.nif
  • Fixed/Added extra data, projectile node, sighting node, collision, removed bogus nodes in meshes\weapons\2handrifle\cowboyrepeaterlongbrass.nif
  • Fixed/Added extra data, projectile node, sighting node, collision, removed bogus nodes in meshes\weapons\2handrifle\cowboyrepeaterlongmaple.nif
  • Fixed/Added extra data, projectile node, sighting node, collision, removed bogus nodes in meshes\weapons\2handrifle\cowboyrepeaterlongmaplebrass.nif
  • Fixed/Added extra data, projectile node, sighting node, collision, removed bogus nodes in meshes\weapons\2handrifle\cowboyrepeatermaple.nif
  • Fixed/Added extra data, projectile node, sighting node, collision, removed bogus nodes in meshes\weapons\2handrifle\cowboyrepeatermaplebrass.nif
  • Fixed/Added extra data, projectile node, collision, removed bogus nodes in meshes\weapons\2handrifle\cowboyrepeaterunique.nif
  • Created meshes\weapons\2handrifle\brushgunnopeep.nif
  • Created meshes\weapons\2handrifle\brushgunsteelnopeep.nif
  • Created meshes\weapons\2handrifle\cowboyrepeaterlongnopeep.nif
  • Created meshes\weapons\2handrifle\cowboyrepeaternopeep.nif
  • Fixed 1stPersonCowboyRepeaterMaple to use the correct model
  • Fixed 1stPersonCowboyRepeaterLongTubeMaple to use the correct model
  • Fixed 1stPersonCowboyRepeaterBrass to use the correct model
  • Fixed 1stPersonCowboyRepeaterBrassMaple to use the correct model
  • Fixed 1stPersonCowboyRepeaterLongTubeBrass to use the correct model
  • Fixed 1stPersonCowboyRepeaterLongTubeBrassMaple to use the correct model
  • Adjusted Ant Sting balance
  • Adjusted Chinese Pistol balance
  • Adjusted Elder Lyon's Laser Pistol balance
  • Adjusted Laser Pistol balance
  • Adjusted Laser Pistol (GRA) balance
  • Adjusted Laser Rifle balance
  • Adjusted Protectron's Gaze balance
  • Adjusted Recharger Rifle value and damage
  • Adjusted Smuggler's End balance
  • Adjusted Wazer Wifle balance
  • Fixed WPNRifleSniperModFire2D
  • Fixed WPNRifleSniperModFire3D
  • Fixed sound in meshes\characters\_1stperson\2hrjamg.kf
  • Fixed sound in meshes\characters\_male\2hrjamg.kf
  • Fixed sound in meshes\characters\_male\sneak2hrjamg.kf
  • Fixed casings to appear in meshes\characters\_1stperson\1hpjamr.kf
  • Fixed sound in meshes\characters\_male\2hrjamh.kf
  • Fixed sound in meshes\characters\_male\sneak2hrjamh.kf
  • Fixed sound in meshes\characters\_male\2hhjamf.kf
  • Fixed sound in meshes\characters\_male\sneak2hhjamf.kf
  • Fixed sound in meshes\characters\_1stperson\2hhjamf.kf
  • Fixed sound in meshes\characters\_1stperson\2hrjamh.kf
  • Created meshes\characters\_male\2hajamm.kf
  • Created meshes\characters\_male\sneak2hajamm.kf
  • Fixed binormals in meshes\dungeons\metro\station\entryhall\methallcorner01.nif
  • Fixed incorrect texture in meshes\dungeons\hotelhighend\room\htlhrmcorout01.nif
  • Fixed incorrect havok materials in meshes\creatures\nvmantis\skeleton.nif
  • Fixed incorrect havok materials in meshes\creatures\nightstalker\skeleton.nif
  • Fixed incorrect havok materials in meshes\creatures\nvbighorner\skeleton.nif
  • Fixed incorrect havok materials in meshes\creatures\nvcazadores\skeleton.nif
  • Fixed incorrect havok materials in meshes\creatures\nvgecko\skeleton.nif
  • Fixed incorrect havok materials in meshes\creatures\nvgiantrat\skeleton.nif
  • Fixed incorrect havok materials in meshes\creatures\nvmantis\skeleton.nif
  • Fixed incorrect havok materials in meshes\creatures\nvraven\skeleton.nif
  • Fixed incorrect havok materials in meshes\creatures\nvsporecarrier\skeleton.nif
  • Fixed incorrect havok materials in meshes\creatures\nvsporeplant\skeleton.nif
  • Fixed incorrect havok materials in meshes\creatures\nvtumbleweed\skeleton.nif
  • Fixed incorrect havok materials in meshes\creatures\yaoguai\skeleton.nif
  • Fixed gap in mesh\dungeons\caves\rooms\nvsulfurcavecorner.nif
  • Fixed incorrect UVs in meshes\dungeons\caves\rooms\nvsulfurcavepool.nif
  • Fixed incorrect UVs in meshes\dungeons\caves\rooms\nvsulfurcavepool02.nif
  • Fixed incorrect UVs in meshes\dungeons\caves\rooms\nvsulfurcavepool03.nif
  • Added missing geometry in meshes\architecture\urban\buildingkits\bldbasementstructure01.nif
  • Fixed incorrect UVs, added missing geometry in meshes\architecture\retaining wall\rwstairs02.nif
  • Fixed DC Mister Gutsy hit points
  • Added missing Hispanic male supermutant captive
  • Removed extra outfit from DeadSettler02
  • Added acoustic spaces to TTW train stations
  • Added info refusal flag to many barter topics
  • Removed goodbye flag from many barter topics
  • Fixed Flak to only use barter lines when he's offering services
  • Fixed WastelandNV LOD water type
  • Fixed bug in MS17 when it's completed before visiting Vault-Tec HQ, disabling the Masterbrain, shutting down the robots and gaining access to the computer will now work.
  • Fixed 2 turrets in Vault-Tec HQ
  • Fixed geometry gap in meshes\landscape\roads\overpass\roadoverpasstransitionnometal.nif
  • Fixed decals in meshes\architecture\pentagon\pentagonexteriorwingl.nif
  • Fixed UV mapping in meshes\nvdlc01\architecture\townsquare\nvdlc01_tskit-upper06.nif
  • Fixed degenerate normals in meshes\nvdlc03\clutter\nvdlc03paperstack01.nif
  • Fixed geometry gap in meshes\dungeons\caves\cavehallramp03.nif
  • Fixed collision in meshes\vehicles\barge.nif
  • Fixed collision in meshes\vehicles\nv_woodcart.nif
  • Fixed road trim in textures\landscape\roads\roadwasteland01.dds
  • Fixed road trim specular in textures\landscape\roads\roadwasteland01_n.dds
  • Fixed geometry issues in meshes\architecture\wasteland\highway\highwaybeltwayinterchange01.nif
  • Fixed geometry issues in meshes\landscape\roads\overpass\highwaystr01rwoverpass02stone.nif
  • Fixed geometry issues in meshes\architecture\retaining wall\rwendlstone01_nv.nif
  • Fixed uv error in meshes\architecture\hooverdam\nv_hooverdam_obsdeck.nif
  • Fixed meshes\gore\robotlimbspray01.nif (thanks WJS!)
  • Fixed robot blood decals
  • Fixed rebreather sound effect
  • Fixed rebreather to have quest item tag removed at the end of Volare!
  • Fixed Deputy Weld's dialogue to work after respawning
  • Fixed havok material in meshes\architecture\paradisefalls\paradisedressing\cagedskeleton01.nif
  • Fixed havok material in meshes\architecture\paradisefalls\paradisedressing\cagedskeleton02.nif
  • Fixed havok material in meshes\architecture\paradisefalls\paradisedressing\cagedskeleton03.nif
  • Fixed havok material in meshes\architecture\paradisefalls\paradisedressing\cagedskeleton04.nif
  • Fixed havok material in meshes\architecture\paradisefalls\paradisedressing\cagedskeleton05.nif
  • Fixed Refrigerator sounds in Point Lookout
  • Fixed Oven sounds in Point Lookout
  • Removed duplicated opening sounds from the Luggage in Point Lookout
  • Fixed Marguerite's dialogue for the still to not appear until the player has examined it
  • Fixed UV error in meshes\dungeons\enclave\custom\ecvplayerstasispod01.nif
  • Restored Nuka Cocktail and replaced DC Nuka Grenade with it
  • Restored Molotov Cocktail
  • Removed Nuka Grenades made with Quartz recipes
  • Created meshes\dungeons\industrial\pods\indbeamendfull02a.nif
  • Created meshes\dungeons\industrial\pods\indbeampodtopodreg01a.nif
  • Fixed issue with Krenshaw having no greeting after completing Free Labor
  • Fixed issues with concealed weapons when entering The Pitt
  • Fixed UV in meshes\dungeons\utility\bays\utlbaywalltallmid04.nif
  • Refixed UV in meshes\dungeons\utility\bays\utlbaywalltallmid05.nif
  • Fixed overlapping faces in meshes\architecture\urban\capitol\capitolbasestairs01.nif
  • Fixed overlapping faces in meshes\architecture\urban\capitol\capitolbasestairs02.nif
  • Added missing faces in meshes\landscape\plants\vault22\vault22mushrooms03.nif
  • Added schematic and recipe for Trench Knife
  • Added schematic and recipe for converting Small Energy Cells to Mesmetron Power Cells
  • Thousands of fixes to all weapon meshes in both games ala Weapon Mesh Improvement Mod (I'm not going to bother with listing them individually anymore)
  • Created recipes, and note for Cryolator
  • Updated Warmonger perk to handle all craftable weapons
  • Placed 160 or so Liquid Nitrogen ammo for Cryolator in the Capital Wasteland
  • Placed Coolant Components for Cryolator in the Capital Wasteland and Mojave
  • Fixed Ferocious Loyalty perk to work for all DLC companions, both F3 and NV
  • Fixed Euclid C finder stealing XP
  • Fixed Two-Step Goodbye stealing XP

Update 63

  • Fixed 77 statics around the wasteland
  • Marked Anchorage simulation weapons as can't drop and quest items to fix exploits
  • Fixed ...And Know Disintigrations challenge
  • Fixed Tranquility Lane to handle the Pimpboy
  • Fixed Zhu-Rong explosion
  • Fixed Weapons Created PC Misc Stat
  • Fixed Deathclaw Pro Hunter form list
  • Fixed Gecko Steak Value
  • Fixed Super Stimpaks and Auto Inject Stimpaks to increment Stimpaks Taken PCMiscStat
  • Reenabled Quantum Chemist Perk, changed recipe to check for the perk and changed it to use 10 nukas
  • Changed Gun Nut perk to give -10% spread and +10% item condition per rank when using guns
  • Changed Little Leaguer to give +10% damage to bats and nail boards and 10% throwing velocity to grenades per rank
  • Changed Thief to give +10% sneak speed and +5% pickpocket chance per rank
  • Fixed UV mapping in meshes\nvdlc01\architecture\townsquare\nvdlc01_tskit-upper04.nif
  • Fixed model list in MQ03Robobrain
  • Fixed model list in MQ03Robobrain2
  • Fixed model list in MQ04RoboCustodian
  • Removed invalid animation in meshes\nvdlc01\clutter\loudspeakers\nvdlc01_loudspeakers_off.nif
  • Fixed Major Knight's free repair option if Confirmed Bachelor speech check passed
  • Fixed invalid texture and removed invalid alpha property in meshes\dungeons\vaultruined\debris\vruinedrubblepilelg01.nif
  • Fixed some errors with turning in books to Scribe Yearling
  • Fixed bug in Pinkerton's dialogue tree that would allow reverting a stage in Wasteland Survival Guide
  • Finished and merged Bobblehead rebalance
  • Changed Daddys Girl/Boy to make hacking easier and give +10% positive chem duration per rank
  • Changed Scoundrel to give +10% discount at vendors and +5 speech challenge XP per rank
  • Fixed issue with objective updating in Those if Bryan Wilks father is discovered before accepting the quest from Bryan
  • Fixed dialogue issue in Those with missing female response line "Please, Mister please find my papa." changed to "Please, Please find my papa."
  • Added missing geometry in meshes\clutter\security\genericsafecracked01.nif (thanks hopper!)
  • Fixed degenerate normals in meshes\furniture\dinertable01.nif
  • Fixed degenerate normals in meshes\furniture\dinertable01_nv.nif
  • Fixed degenerate normals in meshes\furniture\dinertable03.nif
  • Fixed UV mapping in meshes\architecture\urban\buildingkits\bld11stairs2nd01.nif
  • Fixed UV mapping in meshes\architecture\urban\buildingkits\bld11stairs2nd02.nif
  • Fixed exploit that allowed getting infinite Vault 112 jumpsuits
  • Corrected many suitcases orientation for animation fix (thanks darth!)
  • Fixed degenerate normals on varmint rifles and ratslayer
  • Fixed incorrect receiver on 3 out of 4 scoped varmint rifles and ratslayer
  • Fixed iron sights on unused battle rifle/service rifle meshes
  • Fixed UV issues in ranger sequoia
  • Fixed degenerate normals in 12.7mm pistol
  • Fixed degenerate normals in lever action shotgun
  • Fixed degenerate normals in single shotgun
  • Fixed degenerate normals in riot shotgun
  • Fixed UV issues and degenerate normals in hunting revolver
  • Fixed degenerate normals and projectile node in lil devil
  • Fixed UV issues and degenerate normals in GRA hunting revolvers
  • Removed GRA tri-beam laser rifle extra geometry
  • Added GRA tri-beam laser rifle 3rd person textures
  • Fixed degenerate normals in anti-material rifle
  • Fixed degenerate normals in GRA anti-material rifles
  • Fixed collision on GRA anti-material rifles with suppressor
  • Fixed geometry in LAER
  • Fixed invalid ironsight node name in LAER
  • Fixed crash on exiting outcast outpost
  • Fixed weapon duplication exploit in Anchorage
  • Fixed command tent shader effect bug in Anchorage
  • Fixed bugs with Rivet City vendors offering services when not in their vendor locations
  • Fixed bug with Seagrave Holmes dialogue options for telling you about Pinkerton after he already told you
  • Fixed bug with minigun sound at the end of the Anchorage battle
  • Fixed bug with two soldiers not being disabled at the end of the Anchorage battle
  • Fixed bug with killing Spook in The Pitt stopping quest progression
  • Fixed friendly fire making the Anchorage simulation soldiers hostile to the player
  • Fixed punching the doctor in the Anchorage simulation from making the simulation soldiers hostile to her
  • Fixed General Chase sliding bug in Command Tent
  • Fixed Star Paladin Cross not being able to be talked to after Take it Back
  • Fixed Liberty Prime's head not being disabled at the relay after Death From Above
  • Fixed NPC's using FEV infected Aqua Cura displaying messages and possibly killing the player
  • Fixed 1hmelee animations to not have FXSwingKnife sound hard coded in them (thanks for pointing that out Pavel)
  • Fixed 2hmelee animations to not have FXSwing2hm sound hard coded in them
  • Added swing sounds back to melee weapons
  • Fixed some incorrect sounds in melee weapons
  • Fixed android audio holotapes not working after completing The Replicated Man
  • Fixed rare hang issue with McGraw greeting after leaving the Anchorage sim

TTW Version Compatibility: 

v2.9

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Edited by: RoyBatty on 07/13/2018 - 15:36 Reason: Updated and changed older logs into spoiler tags to reduce the size of the post. Makes it easier to find the edit post button.
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Looks like we're in for some

Looks like we're in for some pretty good updates when the next version is released.

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Indeed it does. With polished

Indeed it does. With polished TTW and a pair of straight hands to make the mods work, would anyone seriously choose Fallout 4 over it?)))

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Quote:

Quote:

Fixed Missing NPC voices in F3/NV due to voice type checks (Thanks MajinCry)

MOM I'M ON TV

Aye, this seems right amazing. I'll probably nip on back to this game when the update drops, what with all these fixes lying around.

 

Damianwolff wrote:

Indeed it does. With polished TTW and a pair of straight hands to make the mods work, would anyone seriously choose Fallout 4 over it?)))

My main gripe with Bethesda's previous games, is that we can't add/remove navmeshes at runtime. We're stuck with enabling and disabling navmeshes we ready up in the GECK. I want constructible settlements that the AI can actually navigate around goddangit.

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Awesome update, keep chuggin

Awesome update, keep chuggin along, TTW team.  Ya'll are doing amazing work with this project.

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Damianwolff wrote:

Damianwolff wrote:

 

Indeed it does. With polished TTW and a pair of straight hands to make the mods work, would anyone seriously choose Fallout 4 over it?)))

Why would one need to choose one over the other?  This isn't Highlander, there can be more than one. 

Anyway, I have two questions for the developers. 

First is it known yet whether or not current saves will work with version 3?  I ask because I was actually about to start over again in the next few days.  Should I wait? 

And second, will mods I have converted for the current version still work with the coming version? 

In any case, thank you all. 

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This was exciting to read. I

This was exciting to read. I've been wanting a fix for a some of the bugs in here for years.

 

 


Freakin' Bigtown robots...

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There are no words to

There are no words to describe how relived and exited I am to read this post. Thanks for bring us up to speed! 

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

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Zetman wrote:

Zetman wrote:

Why would one need to choose one over the other?  This isn't Highlander, there can be more than one. 

With utmost courtesy, but for a lot of people it probably is Highlander. When you have work, responsibilities, and leizure outside of video games, finding time for two moddable open world games can be hard. My replay of Oblivion stopped dead in its tracks once I got into Fallout TTW again.

Zetman wrote:


First is it known yet whether or not current saves will work with version 3?  I ask because I was actually about to start over again in the next few days.  Should I wait?

From what I've seen the devs say on Discord, unless a bit of trolling was involved, a fresh start will be needed. They've been advising people to get the best out of their current game, because the shift to a new version might require some time and effort, and will mean beginning a clean slate.

As I understood, the mods you and I have in our LO will need to be tweaked with a xEdit script (similarly to DR to DT conversion script and TTW conversion script). If you've taken care to organize your mods before, this should take a weekend evening tops, I hope.

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Damianwolff wrote:

Damianwolff wrote:

 

Zetman wrote:

Why would one need to choose one over the other?  This isn't Highlander, there can be more than one. 

 

With utmost courtesy, but for a lot of people it probably is Highlander. When you have work, responsibilities, and leizure outside of video games, finding time for two moddable open world games can be hard. My replay of Oblivion stopped dead in its tracks once I got into Fallout TTW again.

Zetman wrote:


First is it known yet whether or not current saves will work with version 3?  I ask because I was actually about to start over again in the next few days.  Should I wait?

From what I've seen the devs say on Discord, unless a bit of trolling was involved, a fresh start will be needed. They've been advising people to get the best out of their current game, because the shift to a new version might require some time and effort, and will mean beginning a clean slate.

As I understood, the mods you and I have in our LO will need to be tweaked with a xEdit script (similarly to DR to DT conversion script and TTW conversion script). If you've taken care to organize your mods before, this should take a weekend evening tops, I hope.

Regarding the first part.  Well yeah, not both at the same time, I have a job too.  I just mean you can switch back and forth every now and then.  That is what I do, play one game for a half hour every now and then for a few weeks or months, then switch to another, and so on, whenever I feel like I need a break from the current game.  But I'm not choosing between them, I play them all, eventually, even if I don't have time to for all at once. 

Regarding the second part.  Thanks for the info.  I guess I will wait before starting now.  Judging by that advice they've given then hopefully it is no more than a few months away.  Anyway, thanks again. 

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New games will be needed.

New games will be needed. Enjoy your play throughs as they are now, and don't wait for us.

There will be an additional xEdit script in a new conversion package to update 2.xx mods to 3.xx. It's not that many forms that need this, just a few dozen or so.

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RoyBatty wrote:

RoyBatty wrote:

 

New games will be needed. Enjoy your play throughs as they are now, and don't wait for us.

There will be an additional xEdit script in a new conversion package to update 2.xx mods to 3.xx. It's not that many forms that need this, just a few dozen or so.

Well I don't actually have one right now to enjoy, I haven't played this in nearly half a year and was just about to start over, so I probably will wait. 

Anyway, thank you for the details, they are most appreciated. 

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Thank you all for your hard

Thank you all for your hard work!

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Wow. Thanks for the great

Wow. Thanks for the great work! Nice to see some life signs here. Got pretty silent around here.

Once the new version will be out I will head right into the game again.

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Sweet, good to know you guys

Sweet, good to know you guys aren't dead. What is the end goal for 3.0?

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TTW 3.0, Project Brazil...

TTW 3.0, Project Brazil... Can't wait to get back in the game \o/

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i see you guys messed with

i see you guys messed with the super mutants' DT quite a bit between updates, what was the reasoning behind the changes? and cheers for the hard work btw <3

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Getting them to "feel" right

Getting them to "feel" right vs the weapon balance and comparatively to Fallout 3.

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It is nice to hear that you

It is nice to hear that you are still working on TTW .More reasons to keep playing Fallout NV .Fallout 4 feels empty .

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Looking good. I can't wait
Looking good. I can't wait to do a run through in TTW 3.0 :)
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Kaleschky wrote:

Kaleschky wrote:

 

It is nice to hear that you are still working on TTW .More reasons to keep playing Fallout NV .Fallout 4 feels empty .

 

Yeah the wife has me modding FNV/3 because 4 is so boring.  I'm really glad you guys are working on this still, as well.  I will be sending you a donation soon.  =)

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New save required... I see.

New save required... I see. Thanks for the warning! I wish more mods were so transparent when such an update is on the way. Does this apply to saves made with "vanilla" TTW? As in no other mods?

 

I am guessing there will probably be several new cross content discussions after this goes live? Some pretty radical changes in there, form the looks of things. Will the bobblehead changes still be optional in 3.0? 

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

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EnderDragonFire wrote:

EnderDragonFire wrote:

 

New save required... I see. Thanks for the warning! I wish more mods were so transparent when such an update is on the way. Does this apply to saves made with "vanilla" TTW? As in no other mods?

 

I am guessing there will probably be several new cross content discussions after this goes live? Some pretty radical changes in there, form the looks of things. Will the bobblehead changes still be optional in 3.0? 

Yes and yes.

The new game will be needed even with just an old vanilla TTW save game and The bobbleheads changes are still optional.

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RoyBatty wrote:

RoyBatty wrote:

 

New games will be needed. Enjoy your play throughs as they are now, and don't wait for us.

There will be an additional xEdit script in a new conversion package to update 2.xx mods to 3.xx. It's not that many forms that need this, just a few dozen or so.

I'll be finishing Fallout 4 while waiting for you guys.

To think I'd still be playing F3/NV in 2017 and it's all cause of y'all, thanks for working on TTW so consistently!

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Thx for the great effort guys

Thx for the great effort guys you're the best, I'm planning to play FO3 & NV all over again but i'll wait for this.

I have a question if you don't mind, when TTW 3.0 is going to get released? is there a close date on your mind or things are not clear currently?

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Awesome progress, excited to

Awesome progress, excited to watch the project as it moves forward!

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Thanks all.

Thanks all.

We'll get it released as soon as we can.

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Jokerine was kind enough to

Jokerine was kind enough to make some missing food items for us, there are some pics of them here. http://imgur.com/a/aMpLb

Thanks Jokerine. :)

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I just found out about this

I just found out about this project today. I had no idea that any such thing existed. The funny thing is, I was just thinking about ways to show off Fallout 3 and New Vegas to a friend of mine who spent the last year addicted to Fallout 4 but had never seen the earlier games.

My thought was skipping right to New Vegas and streaming that, since I really didn't want to deal with the Games For Windows Live nonsense for getting Fallout 3 to work in Windows 10. This will give me the opportunity to show both without having to deal with that. :-)  

I'll have to keep an eye on the updates, for when the new version comes out so I can do that. I'm still having fun with Fallout 4, myself, since I started that many months late. So, I'm not in any rush. :-)

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Fallout 3 is perfectly

Quote:



Fallout 3 is perfectly compatible with Windows 10 without GFWL. Install the attached DLL in your FO3 directory to skip having to use XBL or whatever they renamed that crap.

 

This is the same DLL installed by FOMM with the "Use fake xlive dll" option in the Install Tweaker under the Tools menu.

 

Ah, thank you! I'll still use TTW -- be it the current or upcoming version, depending on my and my friend's patience -- simply because it looks like so much fun (and I like NV hardcore, except for the companion thing, and some of the other engine changes), but that lets me load up the game and play around some in the meantime. Very much appreciated!

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Looks Great Thanks!

.

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This isn't a bug reporting

This isn't a bug reporting thread.

Nurse Graves is not a vendor in vanilla. Doctor Barrows is.

Bugs in NV are not our concern.

Bugs in mods are definitely not our concern.

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Does "Removed changes to 10mm

Does "Removed changes to 10mm pistol in Vault 101" mean what I think it means? That the vault is actually equipped with 10mm again? If so; thanks! This was the biggest lore error in the mod, IMO. 

 

EDIT: Although, "Removed .357 magnum and ammo from DC, Removed all "cowboy" and "NCR" guns from DC" seems to contradict the many, many justifications you guys have given for there presence over the years. Has there been a major change the the "prime directive" of TTW? Seems you are rolling back some major changes, for good or ill. 

I distinctly remember there being some rather heated discussions, back and forth, over some of these features. I suspect some people won't be happy with the new update. I personally was always on the "preserve Fallout 3's feel" side of the argument, and applaud these changes, but not everyone will. 

 

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

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I know some people won't like

I know some people won't like some changes. Some of them will be made optional, like the expanded armors and things. The 10mm was not done for lore reasons, it was done because Vault 101 was nigh impossible with a 9mm on very hard if you wanted to go the kill everyone route, it didn't penetrate the armor well enough. The baseball bat is still really OP starting weapon so the 10mm being too powerful argument doesn't really hold any water in that regard, There is a sniper rifle minutes after leaving the vault and no less than 4 hunting rifles. It's also about the same as the .22/.32 Revolver and there is plenty of those around. The 9mm is not removed from DC, they are abundant as usual, and the 9mm SMG is also available as a compliment to it.

My focus is making the game "feel" right, lore is secondary yet still important.

As far as weapons go, there are still NV weapons in DC. In fact there are more than before. All the factions have a larger selection of weapons now. It's just the Cowboy/NCR weapons which are not there. Generic weapons that wouldn't be out of place are in abundance. Why would DC NPC's have NCR service rifles? It's also a matter of balance, including caps flow, tiers, and damage output. We've refactored a lot of stuff and have been extensively testing all the changes and making balance adjustments when necessary.

I'll make .32 optional too, and skill books. Everything will be selectable via the MCM optional and those things will not be the default but can be enabled if desired. That way everyone can choose how they want TTW and everyone is happy. This is the route I personally think is the solution that will suit everyone's play style or desires from the project.

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I never meant to suggest

I never meant to suggest there should not be 9mm in DC, only that Vault Tec should have 10mm. It is an established bit of lore that Vaults all used 10mm handguns for security. Making the game feel right is important, but for me, things which slap lore in the face feel wrong. The only thing which really broke lore badly WAS the 10mm in my opinion. I never liked having west coast Enclave armor in DC, but Fallout 4 has render that point moot by putting it in Boston. Not really a lore based objection any more.

I get that certain NV weapons don't fit well in DC. I always thought that the service rifle was very out of place. I don't quite understand why the .357 was removed, since that is one of the most common handgun calibers in the USA, and there are two revolvers in the base Fallout 3 game anyway (32 and 44). What exactly qualifies as a "Cowboy" weapon? Anything which falls under the Cowboy perk? Some of those are native to Fallout 3. Likewise, what is an "NCR" gun? Seems rather vague. Most of the weapons in NV are used in some way by the NCR. 

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

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NCR gun = service rifle. They

NCR gun = service rifle. They are specifically manufactured by NCR for their troops.

The NV .357 is a deer horn handled gun that looks more like an 1800's revolver than a modern nickel .357 mag with a form grip. Also it's yet another tier 0 revolver that only shares ammo with the Cowboy Repeater. There is already a tier 0 revolver in the .22/.32 revolver so it's redundant. I tossed around the idea of putting the police pistol in instead, but it's unique to DM so I decided not to.

I'm sure someone will make a weapon diversity mod like before which will fill the role of adding all the weapons to both wastelands, and that's what mods are for. TTW is being treated like it's own game, without any other mods, and to be balanced and fun for the 1st time player without too much confusion and clear roles for ever piece of gear.

EnderDragonFire
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Ah ok. So literally just the

Ah ok. So literally just the service rifle, got it! 

As for the revolver, it never seemed strange to me. Then again, I am from Kentucky, and really don't know what type of guns people in DC would have. Everything here is made from deer horn! 

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

jlf65
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Well, I spent years on a farm

Well, I spent years on a farm in Virginia (relatively) near DC, and handguns were pretty scarce. Rifles and shotguns were the name of the game. Rifles: mostly .22, and some .30-06. Shotguns: mostly 20 gauge, and some 12 gauge. We had a 20 gauge shotgun that our mom used to shoot weasels trying to get into the chicken coop. Don't mean to imply those were the ONLY guns, but those were the ones most used day-to-day for hunting. Also not implying this matches the DC area, which is very different from rural Virginia.

 

darthbdaman
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Reality doesn't factor into

Reality doesn't factor into it that much. Feel is what matters. That's obviously very subjective, but FO3 has a specific feeling, and the 357 and the Service Rifle don't match it. Again, that's subjective, and everyone won't agree with it (IO don't necessarily agree with all of it), but the ultimate goal is achieving something that incorporates NV's enhancements, without compromising the experience of 3.

EnderDragonFire
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I know "feels" is subjective,

I know "feels" is subjective, which I why I said there would be controversy. There has been controversy before about which NV weapons belong in DC and which one's don't. My opinion does not really matter on the subject. I am just putting my 2 cents in, in case the TTW team is interested in feedback. Although I do feel that this discussion is sort of taking over this thread, and might not really be on topic anymore. If any of the TTW dev's want this discussion to stop I am happy to comply. 

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

darious24555
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What's the end goal for 3.0?

What's the end goal for 3.0? You guys just combing through it in the GECK and FNVEdit untill you can't find any more problems?

rockitten
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Well, if those wasteland

Well, if those wasteland survival guide can ended up in west coast, I can't see why some NCR service rifle ended up in east coast impossible, either by scavenging from dead NCR troops or by some jet-addic quartermaster(s) and it may ended-up anywhere. Afterall, comparing with those 200+ years old pre-war weapons, which their parts/quality and availability will be depleting overtime, those are the "new guns" manufactured after the great war should have a higher availability.

The one I am more interested would be those from Honest Hearts. I would like to have them early.

 

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TTW deals with the Wasteland

TTW deals with the Wasteland Survival Guide on the West Coast by replacing them with Scout Handbooks (like in older Fallout games).

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"Feel" is very very specific

"Feel" is very very specific here. As in we play Fallout 3 and compare it with TTW and adjust stuff until it "feels" roughly the same with NV mechanics such as DT and expanded ammo.

darious24555
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Maybe you can replace the 357

Maybe you can replace the 357 magnum with the 45 auto, I think it would fit DC well.

Does the Marksman Carbine count as an NCR weapon? I think it'd be a good fill in for the lack of an AR platform in DC, since the service rifle is out.

RoyBatty
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This isn't a suggestions and

This isn't a suggestions and requests thread, please take that to the appropriate topic/sub.

EnderDragonFire
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I really opened a can of

I really opened a can of worms didn't I Roy? I really did not know that THIS thread would be the place where the controvery happened, or I would have kept my mouth shut and waited for the update to go live. Sorry. 

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

Risewild
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EnderDragonFire wrote:

EnderDragonFire wrote:

 

I really opened a can of worms didn't I Roy? I really did not know that THIS thread would be the place where the controvery happened, or I would have kept my mouth shut and waited for the update to go live. Sorry. 

No need to apologize. The team likes suggestions, what Roy means is that suggestions should go into the right thread for it so it doesn't clog this thread and because the suggestions will have more visibility there .

You guys can go crazy ( ) with suggestions in this subforum:

https://taleoftwowastelands.com/forums/tale-two-wastelands-suggestions-questions-and-feedback

RoyBatty
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Yup what Rise said. I wasn't

Yup what Rise said. I wasn't berating you guys, sorry about that.

KeltecRFB
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Thank you team for continuing

Thank you team for continuing to share your hard work, and now development progression!

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

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

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