What does the future have in store for TTW?

What's new and upcoming in Tale of Two Wastelands? Find out here.
paragonskeep
Posts: 738
Joined: Thu Oct 25, 2012 6:19 pm

Risewild wrote:

Post by paragonskeep » Thu Sep 14, 2017 1:04 pm

[quote=Risewild]


Sorry. Today I am in an argumentative mood again.


I don't care either way, I just like to spew arguments sometimes.


[/quote]


Which is why we love you Rise


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

Sethoria123
Posts: 48
Joined: Mon Dec 15, 2014 7:24 pm

The overhall will come out

Post by Sethoria123 » Thu Sep 14, 2017 8:40 pm

The overhall will come out when its ready. I sence it being a case of squeezing in more bug fixes, RL time contrainsts, But it will release! i was myself going to do a 2.9 run myself, but having a look through the bug fixes, im holding off! So have patiance, and it will come, just not half baked like half the games that are released these days. I do have a question for the development team however, Will a list/section be released of what mods are going to be made compatable by you guys, and which mods we do as the players? As i dont mind putting in the leg work, as long as there is instuctions how to do so ^^ i know from roy that NV mods for the most part will be fine (other then some leveling lists, and i wont pretend to understand that) But will there be some sort of list of mods we as players fix outselves with insturctions how to do so? as from my understanding from past posts quite a bit has changed which might make some mods unstable if just copy pasted!



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darious24555
Posts: 39
Joined: Wed Apr 30, 2014 4:01 pm
Location: Texas

Couldn't you guys make the %

Post by darious24555 » Fri Sep 15, 2017 12:58 am

Couldn't you guys make the % optional using JIPLN by having it switch based on the set value. Like if at set value of 50, the % value would instead be 50%, or whatever balance you guys think is better.



Carter
Posts: 67
Joined: Thu Sep 25, 2014 9:20 pm

A lot of my favorite mods or

Post by Carter » Fri Sep 22, 2017 11:05 pm

A lot of my favorite mods or indie games on the internet are disapearing most by legal dmca take downs. I feel like I need to log in here and download the latest version even though I am pretty sure you guys collaborate with bethesda, but I still felt the need to post here. This is one of my favorite mods of all time, I don't think I could play fallout 3 or new vegas alone without it.


Keep up the good work, and as far as integration standards, you guys keep it very professional, which I really like, there not just a doorway portal to new vegas, it is professionally integrated. which you do not see in a lot of mods.



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RoyBatty
Posts: 6429
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Location: Vault 108

We don't collaborate with

Post by RoyBatty » Sat Sep 23, 2017 10:26 am

We don't collaborate with Bethesda, but we very much love them and their games. So we do whatever we can to stay on their good side and have been making more extreme efforts to do so. We also highly encourage the purchase of their games from steam or gog, and have a 0 tolerance for pirates.


We hope TTW stays around forever, we love working on it and we don't ever want to have to take it down.


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bill
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Location: NY
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Why make TTWs VATS like FO3s?

Post by bill » Wed Oct 18, 2017 7:43 am

Why make TTWs VATS like FO3s? New Vegas had better VATS mechanics, FO3s were broken.



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Risewild
Posts: 2681
Joined: Mon Oct 01, 2012 9:14 am

bill wrote:

Post by Risewild » Wed Oct 18, 2017 8:44 am

[quote=bill]


 


Why make TTWs VATS like FO3s? New Vegas had better VATS mechanics, FO3s were broken.


[/quote]


That is an optional (like all the points in that section of the OP). So people who want to play Fallout 3 with FNV stuff or people who want to play FNV with FO3 stuff can pick to play with FO3 VATS if they want to.


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Andrej89
Posts: 9
Joined: Wed Jan 11, 2017 10:17 am

Yossarian wrote:

Post by Andrej89 » Fri Nov 03, 2017 9:55 am

[quote=Yossarian]


 


RoyBatty wrote:



To say that New Vegas is setup differently than Fallout 3 in this regard is complete and utter nonsense. They both make use of the leveled spawns and encounter zone systems. The DLC's are setup in almost the exact same way in both games. New Vegas makes less use of the encounter zones in the wasteland (which are setup by region) but it still makes use of them in many areas.


 



Leveled spawns make sense in most cases, but the consistency of an environment shouldn't be sacrificed for it.


Leveling a Death-Claw, Giant Radscorpion or Yai-Gui to Level 50 makes sense, because these creatures are general strong enemies and should be so at all levels.


It also makes sense to level NPCs, Ghouls or Super-Mutants, as having them as strong foes doesn't influence the consistency at all.


However, you shouldn't replace a gecko with a Radscorpion at L20. A Gecko should level until maybe Level 15 and be capped there, but if you replace him with another critter type, you change the entire environment of the region.


For example Geckos are resources. People hunt them for hide and meat. Nobody would hunt a Radscorpion. If now at L20 all Geckos suddenly become Radscorpions, the nearby towns can't survive anymore. Also, if every prey gets replaced by dangerous predators at some point, then the whole ecosystem would collapse.


There are many Open World Games such as Far Cry or all these MMORPGs, that just place predators on every corner to have proper loot and challenge, without questioning if this would hurt the authenticity of the world. I find it very hard to take such games serious.


I'm just suggesting not to throw all world consistency to the dump for the sake of balancing, if you plan to rework the entire level system of all TTW.


[/quote]

I agree with this, I hope it'll be optional. I like static world as much as possible. Stomping on geckos and bloatflies around GS at level 20+ and still having a hard time in quarry junction at level 30. Now I hope I won't burst any bubble cause I didn't really understand what Roy was saying. But still to put golden geckos around goodspring seems absurd to me. I hope it's optional.. like super mutant rebalance or sth... Thank you guys!



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RoyBatty
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You realize there is random

Post by RoyBatty » Fri Nov 03, 2017 6:00 pm

You realize there is random spawns around goodsprings that place bark scorpions and even cazadors right?


It was clearly stated it would be optional from the start, please read before jumping to conclusions.


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SaymonKopolsky
Posts: 25
Joined: Wed Jan 31, 2018 12:58 pm

I found this project

Post by SaymonKopolsky » Wed Jan 31, 2018 1:28 pm

I found this project yesterday, it seems incredible, you guys recommend downloading version 2.9.4 or waiting for version 3.0 ? 


 


I just wanted to say to not waste time doing "optional plugins", this slows down the development of the mod and makes it difficult for anyone who has never installed mods, just give us your vision of "tales of two wasteland".


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