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RoyBatty
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The team has decided to make

Post by RoyBatty » Wed May 31, 2017 11:32 am

The team has decided to make that off by default.


Some concessions have to be made. Not everyone uses TTW for the same reasons, some people want to just use it to play Fallout 3, and we want to accommodate that too.


The goal is to integrate the games, things mostly get changed on the Fallout 3 side of things to compensate for the mechanics. However in order for a lot of Fallout 3 stuff to even work properly things have to be changed in Vegas sometimes, the Companions are a prime example of that.


This has been said before, TTW is now being treated like it's own game. In order for the project to move forward and raise it's overall quality and polish we've been spending countless hours working on it. It's really hard to make things which were designed by different people to work well together, so some middle ground has to be found. We try very hard to remain conservative about it too. So all we can ask is you suspend judgement until it's released and you've had a chance to play it.


We already know some people are not going to be happy with some things and gracious for others, you can't please all the people all the time. When it comes down to it, the motivation for such a project is based on the desires of the people who put the work into it. Without that motivation it will die and fade away.


That all being said, everything is being made as optional as possible, so *you* can choose how you want to play TTW.


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FiftyTifty
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On the subject of bugs, what

Post by FiftyTifty » Wed May 31, 2017 12:48 pm

On the subject of bugs, what's the state of the vendor contianer CTD?


Might have been fixed, but I remember this being a right pain in the ass. If an NPC has a vendor container in an unloaded cell, different to the one that the player and the trader are in, the game will CTD when you barter with the trader.



paragonskeep
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For my $0.02. 

Post by paragonskeep » Wed May 31, 2017 5:10 pm

For my $0.02. 


I wasn't a Fallout player until Fallout 3, and that honestly was a fluke because I had a gaming store at the time and it was the "in" game. After watching others play, I joined in a was hooked. I've put literally 1000's of hours into Fallout 3 and then New Vegas (although not nearly as much in Vegas). There are aspects of Vegas that are better than 3, but there are aspects of 3 which are better than Vegas. Both are awesome games, but they have their strong and weak points. 


When I found TTW I thought it was awesome, didn't agree with everything but was still awesome.  I felt that TTW would be at it's best if it took the "best" of both games (yes best is subjective) or for a simpler aspect the most balanced from both games. IMO repair is better in Fallout 3, you have to use resources better and plan more and utilize a skill. FNV has better speech challenges, again you have to use a skill. 


Can you please everyone? Of course not. But everything I've ever learned about creative projects is that you do them for yourselves and hope others like it as well. 


I greatly appreciate the effort the TTW team puts into an awesome project (it's FAR more than a mere mod) and that they listen to suggestions and opinions. But ultimately it's their project that they are gracious enough to share with the rest of us. IF it can be made with optional plugins via MCM that's awesome, but if there are aspects that can't be done this way we have to respect their decisions. This is a moddable game so we can always adjust it to our tastes anyway. 


Thanks again Roy, Rise, Jazz, and the rest of the team (Rise could you update that page on who's who on the team again?) 


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

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EnderDragonFire
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RoyBatty wrote: The goal is

Post by EnderDragonFire » Wed May 31, 2017 5:41 pm

[quote=RoyBatty] The goal is to integrate the games, things mostly get changed on the Fallout 3 side of things to compensate for the mechanics. However in order for a lot of Fallout 3 stuff to even work properly things have to be changed in Vegas sometimes, the Companions are a prime example of that.


This has been said before, TTW is now being treated like it's own game. In order for the project to move forward and raise it's overall quality and polish we've been spending countless hours working on it. It's really hard to make things which were designed by different people to work well together, so some middle ground has to be found. We try very hard to remain conservative about it too. So all we can ask is you suspend judgement until it's released and you've had a chance to play it.[/quote]


That actually clears things up nicely! Thanks for the clarification, Roy. I understand that the TTW player base is diverse, (and the team as well, I suspect) and that you cannot please everyone. I also understand that you are not obligated to do so. I am sorry if my previous post seemed entitled or demanding. You all have put a lot of work into this project and I am grateful to have TTW to play at all! 


EDIT: My personal opinion (which is rather immaterial) is that New Vegas is better balanced and has better mechanics. I don't like .32 ammo, I don't like Fallout 3's repair system, I DO like having access to the "Cowboy" style weapons in the Capital Wasteland, and I even prefer for Fallout 3 mutants to be as strong as New Vegas' super mutants. Obviously some of these changes might alter the tone of the game, and other people might not like that. So I think making everything optional is a good decision! 


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



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RoyBatty
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Yes we all have different

Post by RoyBatty » Thu Jun 01, 2017 4:26 am

Yes we all have different opinions too, and have had heated discussions over them. :D


My personal opinion is I don't like NV's repair, I don't like the OP speech checks, I find magazines a useless and frivolous addition to the game and prefer skill books with the 1-2 point system for a permanent boost and giving me a reason to explore and find them, I like the tougher supermutants and centaurs of NV, I like the tougher reavers, radscorps and robots of Fallout 3, I don't like many of the weapons from NV appearing in DC where they are out of place and it would be just as silly to put the Fallout 3 ones in NV imo, I don't like the West Coast armors on the East Coast and I wouldn't like the East Coast ones on the West Coast either, I sure as hell don't want Geckos, Mantis, Big Horners or Securitrons in DC, nor do I want Mirelurks or Albinos in NV, although Rats would be fine in DC, I want the .32 weapons, as they were balanced differently and many mods made use of that ammo type however I want the hunting rifle to have a different appearance and mods which I am in the process of making, optional of course.


So you can see that I want my game setup different than other people too.


That said, we have set things up now to easily accommodate any combination of features and also made making mods to make the game how you like much easier to do. There are already full sets of leveled lists to just drop your guns and armor and what not into with minimal fuss and without causing major incompatibilities.


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EnderDragonFire
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I imagine that everyone has

Post by EnderDragonFire » Thu Jun 01, 2017 7:17 am

I imagine that everyone has different preferences. I don't expect you to cater to my personal wishes. I was just stating my personal preferences so everyone could see which "camp" I fall into on these issues. I am glad you guys have worked so hard to make the mod appeal to a wide audience! 


With regards to weapons, I understand your point. Which weapons fit which game is quite subjective, and the default should probably be whatever the majority of the team is comfortable with. I never had an issue with the "Cowboy" stuff in DC, but for whatever reason, the 9mm pistol seemed wrong (even though most people don't mind the 9mm in DC). Likewise, I think that many DC weapons fit well in New Vegas. I can understand how trying to find a balance between two different games with two different tones can be challenging, especially given the subjectivity inherit in such decisions. 


P.S. You should totally make a mod which has all the features you prefer! Sounds like an interesting vision for TTW. It would be like TJ's old Panzer mod or Jsawyer's mod! 


EDIT: I just noticed that you said "also made making mods to make the game how you like much easier to do." If this means what I think it means, it means you are making customizing TTW easier for the end user? I made a few edits for personal use in older versions (Removing West Coast enclave armor from Fallout 3, restoring the .32 pistol, adding 10mm back to Vault 101, etc.) and if these types of edit are easier now, that is great news. 


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



Yossarian
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One thing I've learned from

Post by Yossarian » Thu Jun 01, 2017 2:30 pm

One thing I've learned from Modding is, that there are 1000 different views how things should be. If you want to please every request, then you will offer 1000 different options and will spend way too much time to implement all these options. Modding different options is sometimes very time consuming. One reason I never updated NSkies at some point was, that I had so many options, that it became very difficult to change simple things without having to review all options as well. It's not motivating to create options if you personally don't have interest in them. If I ever would update NSkies again, I most likely would kick all these optional crap, what would result in people requesting the old version back. You should create your vision and don't feel the need to please everyone. Game Designers normally also don't offer you various options. They create their vision and you have to take it, or change it by modding it yourself. So, everyone who complains about things not being like they expect, could open the Geck and do it on their own. I think that is how most of us start with modding.



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RoyBatty
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The options have already been

Post by RoyBatty » Thu Jun 01, 2017 3:15 pm

The options have already been made, and will continue to be as side projects when we get bored and want to be more creative.


You don't have to worry about the 10mm and stuff anymore, it was reverted. The armors are also now optional so you don't have to worry about that either.


The hunting rifle is currently the .308 one, it was originally supposed to be 30-06 but they changed it to .32 for some reason for Fallout 3, design choice I guess. There will be an optional at some point to restore the .32 pistol and rifle, my plan is to use Paciencia's texture and model for the New Vegas .308 hunting rifle sans the Mexican flag which I have already done, I may change the stock to the sportster stock too to further differentiate it. I want different mods for the .32 rifle too so they don't seem like the same gun as much, it will also have the correct sights for a Winchester Model 70 Alaskan (what the hunting rifle is) which I am in the process of modeling.


As for an overhaul I was discussing a leveling overhaul last night with darth, we planned to make full set of tier 1 to tier 5 or 6 enemy spawn lists for both wastelands to account for the level 50 cap like Lonesome Road has. This will include making all encounter zones re-spawn at the players current level instead of staying at the level of first encounter.


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jlf65
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NV magazines ARE pretty weird

Post by jlf65 » Thu Jun 01, 2017 6:16 pm

NV magazines ARE pretty weird - a TEMPORARY boost to a skill? What? Did you forget what you read after 20 minutes? I've used a magazine once or twice. The times I could really use a magazine, I never had the right one, but I'd have six or seven that I NEVER use anywhere.



H1ms3lf
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Yossarian wrote:You should

Post by H1ms3lf » Thu Jun 01, 2017 7:08 pm

[quote=Yossarian]You should create your vision and don't feel the need to please everyone. Game Designers normally also don't offer you various options. They create their vision and you have to take it, or change it by modding it yourself.[/quote]

That's true for mostly all fields, but more noticeable on mass medias like publicity/games or television/cinema. It is also what separates the truly talented from the rest, they know how to twist and accommodate their vision into something that will please the majority and leave fewer/smaller holes.


 


For the most I entirely agree with RoyBatty (great minds think alike \o/), things have to abide lorewise, but I've a soft spot for change, for example, wouldn't mind Mirelurks on NV in a specific spot/role where they fit, same for NV stuff on DC. However, go "throwing" stuff left and right without any lore/care or specific accommodations (which I imagine is what Roy was referring to) really doesn't sits well, feels like something slap together.


YES, trying to make everything make sense would take A LOT of effort and extra work, BUT, sometimes all it takes is a little care and extra work (failing that, it's often best to entirely avoid doing), however, most people are careless and inconsiderate, that's the truth of the matter for me =P


I'm already worrying about what to do with the (ridiculous) magazines. Would be cool if there was a script or mod of some sort that changes magazines to a permanent +1 skill book of that category, or to a drug that temporarily enhance said skill (to a lesser extent than the ludicrous mags), since drugs often have weird side effects to them making it a win/lose - conditional situation. This script/mod would obviously have a (very!) small chance to convert for skill books and a greater chance to convert into drug(s).



Another thing is that I can't play the games in "vanilla" state, both (FO3 specially) is so easy/merciful and unrealistic in terms of difficulty and resources that I can't stand it, always have to tune up scarcity of resources and enemies toughness (sadly a poor replacement for good AI).



And then... slowly, steady and onwards we advance! Glad that TTW exists :)

PS: I remember .308 ammo (snipers rilfes?) being kinda rare to find in DC, had to run into Casdin for reliable amounts, curious to see how rare TTW makes it.

PS2: Regarding repair, the full bonus while 50% and above is a nice change from NV, but how effective repairing is (player, NPCs, kits) needs to go according the value of repair skill. Player with 50 repair gets a kit to work at half its total effectiveness, and NPC with 50 can't repair past that.


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



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