TTW Temporary Optionals

Mod releases and conversions for Current versions of TTW
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RoyBatty
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Re: TTW Temporary Optionals

Post by RoyBatty » Mon Nov 19, 2018 1:31 am

Probably not intended, will look at it.
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CrusaderTheFirst
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Re: TTW Temporary Optionals

Post by CrusaderTheFirst » Fri Nov 23, 2018 12:02 am

The Armor Expansion doesn't seem to work with enclave forces. They only have regular enclave armors and sometimes only mk 2 helmets (mostly tesla helmets) but that's it. No mark 2 armors and no advanced power and tesla armors on them.

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RoyBatty
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Re: TTW Temporary Optionals

Post by RoyBatty » Fri Nov 23, 2018 12:30 am

They work fine here, you probably have a mod breaking the leveled lists.
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wunderbutt
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Re: TTW Temporary Optionals

Post by wunderbutt » Sat Nov 24, 2018 6:33 pm

What about those options that came with 2.9? Would love to also choose which wasteland to start in if possible.

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IvoryOwl
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Re: TTW Temporary Optionals

Post by IvoryOwl » Sat Nov 24, 2018 6:45 pm

wunderbutt wrote:
Sat Nov 24, 2018 6:33 pm
What about those options that came with 2.9? Would love to also choose which wasteland to start in if possible.
Those will be added in the upcoming update. (Not related to this mod)

charman
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Re: TTW Temporary Optionals

Post by charman » Sat Dec 01, 2018 1:09 am

Roybatty, do you think there will ever be a TTW mod that makes the NV speech checks more like FO3's?

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Risewild
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Re: TTW Temporary Optionals

Post by Risewild » Sat Dec 01, 2018 3:07 am

charman wrote:
Sat Dec 01, 2018 1:09 am
Roybatty, do you think there will ever be a TTW mod that makes the NV speech checks more like FO3's?
Yes, since Roy likes FO3 speech checks more than FNV ones. Probably in an optional or something.
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RoyBatty
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Re: TTW Temporary Optionals

Post by RoyBatty » Sat Dec 01, 2018 5:06 am

That's entirely up to retlaw, that's his mod.
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brfritos
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Re: TTW Temporary Optionals

Post by brfritos » Sat Dec 01, 2018 5:36 am

Risewild wrote:
Sat Dec 01, 2018 3:07 am
charman wrote:
Sat Dec 01, 2018 1:09 am
Roybatty, do you think there will ever be a TTW mod that makes the NV speech checks more like FO3's?
Yes, since Roy likes FO3 speech checks more than FNV ones. Probably in an optional or something.
Totally off-topic, but I don't know which system is worse, the "push to win button" FNV speech check or the "it doesn't make sense" FO3 one.
I was exiting the Vault yesterday with a dumb as hell courier/lone wanderer with only two points in INT.
Since this means you have tons of spare SPECIAL points, because I even removed one point from PER and CHR, my LCK was pretty high, but my speech had what... 15 points?!
I think 90% of the time I was able to pass the speech checks, which baffles me.
FNV lessen this feeling, but it's not a ideal solution, like I said it's a win button: see how many points left to pass the check, reload a earlier save before talking to someone and pump up magazines, clothing, mentas and so on. Problem solved.

Is it possible to remove the percentages or the points message "hinting" the player of how many points or chance he need to pass the check or not?

charman
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Re: TTW Temporary Optionals

Post by charman » Sat Dec 01, 2018 7:04 am

@brfritos There's already a mod that removes dialogue tags for speech checks so it just looks like normal dialogue.

I liked the idea of combining speech percentages and skill checks. Using the Speech skill to try and take a chance to get information out of a person or get something more. Could you ask the mayor for 500 caps instead of 100? Sure. Is it likely to work? No....but just maybe.

But for things like Science where you'd need an actual base level of understanding, there'd be a solid "__/40" skill check.

And if you wanted to get REAL crazy with it, the Speech skill could grant small percentages to pass skill checks even if you won't pass the skill check.

For example, if you had 75 points in Speech, 25 points in Science, and you come across a skill check of 40 Science, maybe you're speech skill still grants you a 10% chance to pass the check even though your Science is only 25/40.

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