just another set of suggestions and questions

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Corruptbacon
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just another set of suggestions and questions

Post by Corruptbacon » Sat Dec 19, 2020 11:41 am

ill admit i haven't played much version 3.3.2 but have played in the past and am so thankful that what i thought was an impossible dream of fnv features in fo3, thank all contributors.
ill start with suggestions then to questions

s1. DC super mutants look bad compared to fnv, much more detail, so id suggest using the fnv mesh and assuming it not to difficult a fo3 skin for it.

s2. (default) DLCs issues, broken steel and point lookout have a special effect on the tri laser and lookout lever and shot guns, that do (too) large amounts of damage, they should please be removed.
NVDLCs after completing the main quest named characters disappear and enemies stop spawning (why?) i know it makes sense for some but not all.
OWB trauma suits have short sleeves and no gloves yet skeletal hands can hold guns? also the Developers (FNV not TTW) couldn't even put a small piece of vertebra so the skull isn't just floating in the helmet.
you should be able to go back to dead money, i know your suppose to "let go" of the sierra madre, but having to explore totally every time before going to the casino is making it a chore not exploration, also ghost people are fun to shoot

s3. NV creatures that could be in FO3, not sure what lore allows, but i think defiantly giant rats would be everywhere, maybe gecko types? or even new animals, deer, alligators (for lookout), pigs/boar, mountain lions/cougars/bobcats, spiders, tarantula hawks (mentioned in OWB i think), i also never understood why the mirelurk kings looked like a different species but were still allied with mirelurks. iv read/heard people dont like bloat flies, but if they are descended from flies of some type shouldnt they have some kind of nests? may be piles of dead/rotting items.

s4. vault 108 seems to have no machine that looks capable of making clones, could be a good addition, even better the ability to create allied Gary clones.

s5. raider diversity, i read somewhere the NV raiders all others except fiends and khans had no similarity to the FO1&2 counterparts
and CW raiders are all the same and part of the same faction, also on the subject of raiders they dont do much they hang around one spot and re spawn, i think it would be interesting if they actually had attack party's, walking the wastes attacking settlements, each other talon, the legion that sort of thing.

s6. scrap/jury-rigged weapons and robots

s7. better dismemberment specifically around the torso, bifurcation from blades, big holes from close up/ high cal guns, pieces from explosions, burns, smouldering from energy weapons.

Q1. whats and EBN i looked it up but im still not sure what it does.

Q2. iv previously followed the ttw install guide, but it put ttw in its own folder and i couldn't open it in the geck, however just using the default installer it installed into the fnv folder and i could open it in the geck, so right thing to do or wrong? i want the option to move stuff around or change models

Q3. if a mod says for 3.+ is it safe or at least worth a try?

Q4. i did look in the recommended mods so if i missed something sorry, recommended stability mods, and weather mods

Q5. when i first started fiddling with the Xedit, not sure if i misunderstood the direction, is making a merge patch for all active mods even a thing, i remember doing it for oblivion, so yes or no.

real sorry for the long list
thanks

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Risewild
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Re: just another set of suggestions and questions

Post by Risewild » Mon Dec 21, 2020 1:19 am

Thanks for your suggestions, I will try to address them as best as I can. :D

s1. DC Super Mutants are a different type of Super mutants and mutated by a different strand of the FEV. They are supposed to look, speak, and even behave different from the West Coast Super mutants (created by the Master for his Unity plan). TTW used the FNV models and textures in the past (before the FO3 ones could be used) and it didn't look very good, the players also didn't like it, since it made the FO3 side of TTW lose some of it's identity and charm. The objective of TTW is to make both sides of it (FNV and FO3) to be balanced in a way that makes playing each still feel like the vanilla FNV and FO3. Changing things from FO3 to look like the things in FNV would go against the TTW design philosophy (that's why the FO3 Hunting Rifle was changed back to a different type than the FNV one too).
This is best as a TTW mod instead of being in base TTW.

s2. In a past TTW version, the magic damage from PL and BS DLCs was removed, this made the game too easy and stopped feeling like the original experience. The team at the time applied a different effect to the attacks that would reduce some armor from the target instead, but it still didn't feel right. So the damage effects were brought back.
About DLCs, go back to them and their NPCs. It's out of the scope of TTW to change things from the base games unless they need to be changed to fix bugs, make things work properly or to be balanced.
I'm not sure about the trauma suits. But I don't think that changing them fits the scope of TTW (like I mentioned before).
These are best as TTW mods instead of being in base TTW.

s3. NV creatures in DC. The team has talked about this for long discussions in the past. But to be honest I can't really remember if we reached a positive or negative agreement. It does go outside of the TTW scope. So I think we decided not to do it.
This is best as a TTW mod instead of being in base TTW.

s3. s4. s5. s6. s7. These are too much "feature creep", and go way outside of the scope of TTW.
These are best as TTW mods instead of being in base TTW.


Q1. ENB are graphical presets that change how the game "looks" like. It changes stuff like Bloom, Saturation, Lighting, etc. ENBs tend to not work well for FNV, so we don't really support them. It's a "use at your own risk" type of thing.

Q2. If you install TTW using a mod manager like MO2, then you need to run the GECK through MO2 too. Otherwise the GECK will not know where to look for the TTW files and won't work for TTW.

Q4. Yes. Unless the mod is buggy or not made well, but that's the same for all Mods in all games.

Q5. Merge patches are not recommended. What is recommended is using "The Method". You can find information about how to do it in this thread:
viewtopic.php?f=18&t=8449&p=69451
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Corruptbacon
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Re: just another set of suggestions and questions

Post by Corruptbacon » Mon Dec 21, 2020 3:52 am

thanks allot
so is "out of scope" anything not using base game assets? it will save me asking dumb questions and wasting your time.

i was thinking a re texture of the nv super mutant skin to dc colors so you get quality and consistency.

i re checked the recommended mods, but didn't see anything related stability does that mean they are unnecessary?

does hard core mode override the default difficulty settings, or do they work together, and if so whats the best combination?

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RoyBatty
Gary
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Re: just another set of suggestions and questions

Post by RoyBatty » Mon Dec 21, 2020 7:43 am

Out of scope means it goes too far in changing something. We try to keep most changes minimal unless it makes the game more playable inside the vanilla mechanics. The only alterations to appearance are to fix bugs or to make the unique items truly unique as they are in NV. If we go to far it changes the game too much either feel wise or balance wise and such changes are rejected. Even when we change things, we stick to the vanilla look of the game, the art style is important to preserve to keep the look of the game so nothing is jarring.

What stability mods do you speak of, the ones that actually work are in the recommended list. Placebo/BS/Game Breaking mods are not recommended.

Hard core and difficulty are separate as in NV. They do different things.
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Corruptbacon
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Re: just another set of suggestions and questions

Post by Corruptbacon » Mon Dec 21, 2020 10:08 am

thanks roy
recently the main stability mod i was looking at was NVAC, im interested because i remember how unstable the base game was and putting mods on top even more so.

so do you have a suggestion for what difficulty setting to choose with hard core mode?

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RoyBatty
Gary
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Re: just another set of suggestions and questions

Post by RoyBatty » Thu Dec 24, 2020 8:18 am

TTW is not unstable by itself, it's mostly badly made mods that make the game unstable. There are still broken meshes in vanilla which are fixed for the next version.

Personally I play HC on Very Hard with sawyerbatty and bleed.
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Corruptbacon
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Re: just another set of suggestions and questions

Post by Corruptbacon » Thu Dec 24, 2020 12:00 pm

thanks ill keep that in mind since i have to reinstall ttw anyway

i only just realized your the author of "another interior mod" i followed the link to the nexus it says its compatible with "wastland interior project" but its not in the recommended list, any reason? adding interiors i think is a great idea

Lyndi
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Re: just another set of suggestions and questions

Post by Lyndi » Thu Dec 24, 2020 9:20 pm

Most likely its because both mods add interiors to some of the same structures. If you try to run both mods you'll end up with overlapping doorways and other weirdness.
Produces the programming equivalent of coffee stains.

Corruptbacon
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Joined: Wed Nov 20, 2019 5:48 am

Re: just another set of suggestions and questions

Post by Corruptbacon » Fri Dec 25, 2020 12:27 am

thank allot, ill leave any other questions until after boxing day, have yourself a good holiday

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RoyBatty
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Re: just another set of suggestions and questions

Post by RoyBatty » Sun Dec 27, 2020 3:55 am

I'm not the author, Wasteland Loner is, I just converted it for TTW.
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