Poll Results

What's new and upcoming in Tale of Two Wastelands? Find out here.
TAWM
Posts: 80
Joined: Tue May 24, 2016 2:42 am

SuperSandro2000 wrote:

Post by TAWM » Sun Jul 23, 2017 11:02 am

[quote=SuperSandro2000]


Could there be an option to not do i?. Otherwise I need to mess with mo that it recognises it and I am to lazy for that.


[/quote]


 


Considering installing the JIP LN plugin is the same exact process you use to install any other mod I can't see how in the world this would be difficult if you use Mod Organizer already. 


 


With MO you just manually download it off the nexus click on install a new mod from archive find the plugin select it click open and choose the manual install option and when it loads on the left screen of mod organizer you click on it to select it and your done...it really isn't that difficult. 



paragonskeep
Posts: 738
Joined: Thu Oct 25, 2012 6:19 pm

RoyBatty wrote:

Post by paragonskeep » Sun Jul 23, 2017 5:06 pm

[quote=RoyBatty]


 


We make the install process as easy as possible while making it easy for us to maintain.


If someone is "too lazy" or has no interest in getting their mods/load order to work correctly with a little bit of effort that's their problem and not ours.


[/quote]


Until they come looking for help for not RTFM.


Keep up the great work Roy and all TTW Team. Greatly appreciate your efforts and time.


 


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

User avatar
EnderDragonFire
Posts: 370
Joined: Sat Feb 01, 2014 6:50 pm

Could there be an option to

Post by EnderDragonFire » Sat Jul 29, 2017 6:48 pm

"Could there be an option to not do i?. Otherwise I need to mess with mo that it recognises it and I am to lazy for that."


Mod Organizer recognizes NVSE plugins just like any other file you install. I have been using MO since it was in new, and I can say for certain that this is the case. You just download JIP-LN and install it through MO like any other mod. It is as simple as that. 


 


On an unrelated note, I am truly AMAZED that there are over 1500 people who actually responded to the poll. It does not seem like TTW had that number of active users, at lease not based on the number who use the forum and chat. 


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



User avatar
RoyBatty
Posts: 6521
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

I'd wait at this point.

Post by RoyBatty » Thu Aug 10, 2017 11:52 pm

I'd wait at this point.


Image

Bottletopman
Posts: 69
Joined: Thu Jan 05, 2017 12:28 am

Damn glad to see that yes won

Post by Bottletopman » Mon Aug 21, 2017 2:08 am

Damn glad to see that yes won out - I can't think of anything you'd lose from installing it, especially with the fact that it fixes at least 2 engine bugs that completely change gameplay as a result.


For those wondering, weapons that had the Ignores DT/DR or Bypasses DT/DR effect didn't actually ignore or bypass DT or DR, meaning that if you took that scary looking Ripper out on a guy in power armour, he'd just laugh at you and shoot you in the face. Now you can actually take on deathclaws with a chainsaw like the madman you've always wanted to be.


The second fix is pretty major as well - weapons that fired non-hitscan explosive projectiles (e.g things like grenades, missiles, mini nukes etc.) would do no impact damage whatsoever. If you want to test this, set the mini nuke explosion to 1 damage then score a direct hit with a Fat Man on a target. The Fat Man should deal 400 damage from the impact alone, but due to the bug mentioned, it will actually only do 1 damage...from the explosion. JIP LN fixes this so that now scoring direct hits is a very viable strategy, especially with timed mini nukes lol. This also means you no longer need mods that work around this by increasing explosion damage - something that may be considered OP as this means targets would take more damage standing on the edge of an explosion.


I wonder what other engine bugs there are in the game that could be blessed by the hand of JIP LN...


tp for my bunghole?

Post Reply