What Mods can you use with TTW?

General discussion of Tale of Two Wastelands
Fleebusia
Posts: 11
Joined: Sun Sep 19, 2021 10:43 pm

What Mods can you use with TTW?

Post by Fleebusia » Sun Sep 19, 2021 11:08 pm

Hi all,

I'm hoping that someone can give me a feel for what type of mods I can use with TTW. I could never get into FNV, but had no trouble putting many hours into FO3, albeit in a heavily modded state.

Ultimately I would just like to know if it's possible to add some hardcore mods to TTW that increase spawns and/or make enemies tougher. In Fo3 I would use FWE+MMM with very harsh settings along with no-VATS and Iron-sights to achieve a more honest and balanced FPS experience.

Why not just play FO3 you might say. Well, although I really enjoy the atmosphere in Fo3, I would always have to endure the fact that I could never get stutter remover and Iron-sights to work nicely together, resulting in either playing low FPS to account for frame syncing or high FPS with misaligned sights. So I never truly got to experience Fo3 the way I've always wanted.

I've just downloaded TTW in hopes that A) It can be modded and B) I might finally be able to experience Fo3 with the convenience of official Iron-sight support.

If anyone could post something that resembles a Hardcore mod-list, I'd be very grateful. Also, thanks for making TTW available.

User avatar
Laclongquan
Posts: 332
Joined: Mon May 03, 2021 4:19 am

Re: What Mods can you use with TTW?

Post by Laclongquan » Mon Sep 20, 2021 1:53 am

There's a More Spawn mod here in TTW forum, I dont know if modder up to Nexus or not. But More Spawn is very useful in increase spawns naturally.

There's a FNV mod call Better Raider Armor, which raise basic DT of the four basic raider armors to 8. This make them tougher naturally.

If you play hardcore, you should use a mod that raise Starvation/Thirst/Sleep to triple the original setting so you have to eat more, drink more, sleep more. I use Control hardcore settings

True Scattergun, a visual mod. It help the visual effect of shooting magnum buckshot. If you like shotguns I consider this a must have.

Fafnir Better Uniques for CW which make the unique weapons in CW more... visually recogznizable and better. Also a must have.

If you like PA stat and protection but dont like tin-can looks, you can install Power Armor look ugly mod, which basically give you a PA invisible underwear and you can wear other clothes you like. Also useful to equip your companion and raise their survivability.

There's also a Slower Level Rate mod. Basically it extend the levelup threshold so you stay at lower level more. 3x is very useful in Vegas because of too many quest xp. But in Capital Wasteland 3x might just be too much. 1.5x is more suitable.

In counter to my above paragraph, I must say that CW cells remember your level the 1st time you visit it. So you can find cells with level 5 enemies when you are level 30, simply because you visit it earlier. To counter this effect, at beginning of the game, cheat
setlevel 20
to raise your character to that. Then run like hell a full sprint through every open world cells in the south west and north east sectors. Then return to vault 101 and cheat again
setlevel 1
Now you are at start, no change in your build, but have a tougher world await :evil:

Fleebusia
Posts: 11
Joined: Sun Sep 19, 2021 10:43 pm

Re: What Mods can you use with TTW?

Post by Fleebusia » Mon Sep 20, 2021 8:10 am

Oh nice. Thanks, Laclongquan.

That spawn multiplier is definitely going straight on the list. Hopefully there exists another mod that will make enemies tougher or have X chance to face higher-level enemies. I'm just too used to fighting groups of 10-20 jacked-up raiders at once in Fo3, so I know I will be disappointed with vanilla spawns in both worlds.

Control Hardcore sounds right up my alley too. I'm guessing this is similar in function to Primary Needs?

Fafnir sounds good too. Would you know of any others that add more powerful weapons to enemies so we aren't predominantly fighting guys with Varmint rifles and weak melee weapons? I'm accustomed to FWE/MMM where raiders have some very nasty weapons that can easily 2-shot you if you don't have any buffs up or decent armor.

I do hope there's a better alternative to that Slower XP mod. In both Fo3 and FNV I would set XP rate to 20-25% as I like to level very slowly. But those mods would just reduce XP gain instead of increasing level-to-level caps. I would have thought a mod like that would be easily implemented, but maybe I ask too much.

I feel I'm going to be missing MMM a lot in this, along with the many customization settings inherent to FWE. I never cared at all for the vanilla experience in either game. I just couldn't appreciate the overall experience when the combat was lacking any sort of challenge. And VATS, although a cool mechanic, is essentially a god-mode button, which I never cared for either.

I'm going to be really bummed if I can't get Bullet time to work in this.


Thanks again for all the suggestions. I will look into those now.

User avatar
Laclongquan
Posts: 332
Joined: Mon May 03, 2021 4:19 am

Re: What Mods can you use with TTW?

Post by Laclongquan » Mon Sep 20, 2021 12:13 pm

There is a philosophy about loot: loot = money+equipment. So the more they carry, the more for us to loot. So poor loot is not exactly a bad point, from a powergamer's POV. Because a powergamer can always find more than enough, especially when we are OCD.

As for tougher raider template, I havent found any. Nonhumanoid? I am not interested
----------------------------
Slower level rate mod is to stretch the threshold.

How many xp you earn is exactly that many. 300 xp quest reward is still the same. 50xp per kill is still the same. You just need to earn more xp to levelup.
Too long listShow
Original 3X 2x
1 . 0 0 0

2 . 200 600 400

3 . 550 1650 1100

4 . 1050 3150 2100

5 . 1700 5100 3400

6 . 2500 7500 5000

7 . 3450 10350 6900

8 . 4550 13650 9100

9 . 5800 17400 11600

10 . 7200 21600 14400

11 . 8750 26250 17500

12 . 10450 31350 20900

13 . 12300 36900 24600

14 . 14300 42900 28600

15 . 16450 49350 32900

16 . 18750 56250 37500

17 . 21200 63600 42400

18 . 23800 71400 47600

19 . 26550 79650 53100

20 . 29450 88350 58900

21 . 32500 97500 65000

22 . 35700 107100 71400

23 . 39050 117150 78100

24 . 42550 127650 85100

25 . 46200 138600 92400

26 . 50000 150000 100000

27 . 53950 161850 107900

28 . 58050 174150 116100

29 . 62300 186900 124600

30 . 66700 200100 133400

31 . 71250 213750 142500

32 . 75950 227850 151900

33 . 80800 242400 161600

34 . 85800 257400 171600

35 . 90950 272850 181900

36 . 96250 288750 192500

37 . 101700 305100 203400

38 . 107300 321900 214600

39 . 113050 339150 226100

40 . 118950 356850 237900

41 . 125000 375000 250000

42 . 131200 393600 262400

43 . 137550 412650 275100

44 . 144050 432150 288100

45 . 150700 452100 301400

46 . 157500 472500 315000

47 . 164450 493350 328900

48 . 171550 514650 343100

49 . 178800 536400 357600

50 . 186200 558600 372400
If you want to slower level up even more, you can player.addperk that Skilled perk manually. That would add a debuff -10% Xp without anything else.

Fleebusia
Posts: 11
Joined: Sun Sep 19, 2021 10:43 pm

Re: What Mods can you use with TTW?

Post by Fleebusia » Mon Sep 20, 2021 10:03 pm

Indeed. Thankfully mods like FWE/PN come with barter settings that allow you to remedy that. They also come with loot rarity sliders which I would just crank down to compensate.

Yeah, I perfectly understood how that leveling mod works. I was trying to say that I would rather avoid one that uses that system. I already have the Skilled Perk, but that by itself won't be nearly enough. I have just learned that StewieTweaks has both a scale-all XP modifier and Barter modifiers so I'm pretty good on that front. I just hope that these are global, on-the-fly scripts that will apply across both worlds. I assume so because it seems to be a flat reduction in gained XP as opposed to scaling values for each entity. So it shouldn't have to reference anything but the XP value itself.

Regards tougher spawns- I may ask around and see if anyone has adapted parts of MMM's spawn settings as stand-alone mods. Or perhaps the author of More spawns knows how to apply a static or dynamic level modifier to govern those spawns.

I installed JAM which came with configurable Bullet-time and sprint. I just need to find something to make the world less empty and spawns less puny.

User avatar
RoyBatty
Gary
Posts: 7257
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Re: What Mods can you use with TTW?

Post by RoyBatty » Tue Sep 21, 2021 5:12 am

FWE is not compatible ever, and never will be. PN is ancient and outdated/broken.

Check Qolore's modded NV guide for replacements and mods which are compatible in addition to our recommended list.
Image

User avatar
Laclongquan
Posts: 332
Joined: Mon May 03, 2021 4:19 am

Re: What Mods can you use with TTW?

Post by Laclongquan » Tue Sep 21, 2021 7:25 am

If op interest in barter setting, theres tougher barter mod which drive barter rate way up. Thats the only way to keep shoppings in check

Fleebusia
Posts: 11
Joined: Sun Sep 19, 2021 10:43 pm

Re: What Mods can you use with TTW?

Post by Fleebusia » Tue Sep 21, 2021 9:02 am

RoyBatty wrote:
Tue Sep 21, 2021 5:12 am
FWE is not compatible ever, and never will be. PN is ancient and outdated/broken.

Check Qolore's modded NV guide for replacements and mods which are compatible in addition to our recommended list.
Yes, I am aware. I mentioned those in reference to what Laclongquan mentioned about the caveat associated with running spawn mods. I'm sad that FWE/MMM components were never made standalone. Gun oil functionality from RH-Ironsights would be an absolute godsend too.

I'll check out that guide. Thanks!

Laclongquan wrote:
Tue Sep 21, 2021 7:25 am
If op interest in barter setting, theres tougher barter mod which drive barter rate way up. Thats the only way to keep shoppings in check
I'm using StewieTweaks for Bartering. You can tweak and fine-tune every item group independently. Works really well. Unfortunately, it does not come with loot rarity options like FWE/PN. :(

I installed that More spawn mod you suggested, not quite up to par with my usual expectations, but at least it's something. I can't say I like how almost every single raider so far has a single-shot shotgun that does virtually no damage at all lol.

User avatar
Laclongquan
Posts: 332
Joined: Mon May 03, 2021 4:19 am

Re: What Mods can you use with TTW?

Post by Laclongquan » Tue Sep 21, 2021 9:48 am

Like i said, you need to setlevel 20 nand run through every raider campspawn to raise their levelnto useable threshold. Or 25hp raider will bother you in your 30s.

At least you can do this for cw. Mojave has no hope because their templates are too weak.

Fleebusia
Posts: 11
Joined: Sun Sep 19, 2021 10:43 pm

Re: What Mods can you use with TTW?

Post by Fleebusia » Tue Sep 21, 2021 10:57 am

Laclongquan wrote:
Tue Sep 21, 2021 9:48 am
Like i said, you need to setlevel 20 nand run through every raider campspawn to raise their levelnto useable threshold. Or 25hp raider will bother you in your 30s.

At least you can do this for cw. Mojave has no hope because their templates are too weak.
Oh yeah, that part. That really sucks. I can't even recall where all these areas are. I was actually looking forward to discovering them organically all over again. Maybe this is TTW's way of saying I need to go back to FWE/MMM lol. Sadly, TTW has the same damn Iron-sight drift as Fo3, so it's not like I am missing out on anything now.

Appreciate all the help though. Have a good one!

Post Reply