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Re: ttw 3.0

Posted: Tue Oct 30, 2018 3:51 pm
by pintocat
The link is in the Announcement post. viewtopic.php?f=48&t=6353

Re: ttw 3.0

Posted: Wed Oct 31, 2018 11:16 am
by Zhunter5000
pintocat wrote:
Tue Oct 30, 2018 3:51 pm
The link is in the Announcement post. viewtopic.php?f=48&t=6353
K thanks for the heads up.

Re: ttw 3.0

Posted: Sun Nov 04, 2018 12:40 pm
by Patient No.6
MajinCry wrote:
Fri Sep 28, 2018 2:00 am
I've actually been working on this, after making an unreleased version for Fallout 4. The New Vegas side is already done and finished, and am waiting on TTW 3.0 to release so I can do the Fallout 3 side.

The next step after rebalancing all the Fallout 3 weapons, NPCs, and armours (thank Zilav for FNVEdit), would be to completely yank out the random animal NPC spawns, and replace them with actual animal NPCs.
I realize the situation that the Hunting Rifle and Combat Shotgun can be easily found in the early game of D.C. It breaks the balance between monsters and player. Combat Shotgun + Shotgun surgeon Perk really ruin everything.
And there's another situation: in the first few hours , I cannot get a cowboy repeater and some dynamites, but I see the assault rifle everywhere. that makes the cowboy Prek useless and commando Perk obligatory.
So these kinds of problem would be fixed in 3.0?

Re: ttw 3.0

Posted: Mon Nov 05, 2018 12:40 am
by RoyBatty
They have been addressed.

Re: ttw 3.0

Posted: Sat Nov 10, 2018 6:55 pm
by templeofninpo
I would really like to know if 3.* is going to continue to exit the vault at night. Would incorporate that into my big fancy mod I have planned... re: the remake and refinement of Garbage Guru Hauling and Free Store ( https://www.nexusmods.com/newvegas/mods/58996 ) in the Capitol Wasteland.

-edit- nevermind... the options for poverty avowed monks are elusive.

Image

Re: ttw 3.0

Posted: Sat Nov 10, 2018 7:20 pm
by ncrranger2019
Was it supposed to always make you leave the vault at night? My memories of starting new playthroughs in the current version of TTW are foggy but I remember leaving at dusk and early morning a few times.

Re: ttw 3.0

Posted: Sun Nov 11, 2018 12:07 am
by Bottletopman
I always assumed it depended on however long you took to escape the vault. I'd also end up leaving either in the morning or high noon.

Re: ttw 3.0

Posted: Sun Nov 11, 2018 2:09 am
by templeofninpo
Now we get to see how many TTW enthusiasts have been reliant on non-legit NV versions.

Re: ttw 3.0

Posted: Sun Nov 11, 2018 6:09 am
by ncrranger2019
LOL if you mean that only pirated games start during the day after leaving the vault, then I'm sorry to burst your bubble but I have both games on Steam :lol:

Re: ttw 3.0

Posted: Sun Nov 11, 2018 6:41 am
by templeofninpo
No, I mean that the same function that guards the NV 4G Patch is guarding TTW 3.*. Non-legit copies mechanically will not work.