JLF65's TTW3 mods

Mod releases and conversions for Current versions of TTW
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Manan
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Re: JLF65's TTW3 mods

Post by Manan » Mon Sep 23, 2019 12:36 am

Looks like good stuff. For the Zeta exploration one - when is the best time to install it, before or after completing the DLC? Do you expect any complications one way or the other?

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jlf65
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Re: JLF65's TTW3 mods

Post by jlf65 » Mon Sep 23, 2019 2:00 pm

Manan wrote:
Mon Sep 23, 2019 12:36 am
Looks like good stuff. For the Zeta exploration one - when is the best time to install it, before or after completing the DLC? Do you expect any complications one way or the other?
Either is fine. I've tested it both ways. Same for the Zeta clutter items - before or after works fine. I normally have them installed from the get-go as it's easier to just have them enabled and forget about it. They only affect Zeta, so it's not like they cause a slow down, just contribute towards the plugin limit.

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jlf65
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Re: JLF65's TTW3 mods

Post by jlf65 » Mon Sep 23, 2019 9:09 pm

Real Gauss Gun for NV and TTW3 now updated at the nexus. This updated my NV gauss rifle mod and added a TTW3 version. You can get a regular gauss rifle in the National Guard Armory in DC.

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jlf65
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Re: JLF65's TTW3 mods

Post by jlf65 » Tue Sep 24, 2019 4:45 pm

'Metro - You Are Here' by Bundis Dito. Converted (and cleaned) for TTW3. Bundis Dito allows modifications/bug fixes/improvements with attribution. Be sure to visit the original and endorse.

https://www.nexusmods.com/fallout3/mods/23697

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jlf65
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Re: JLF65's TTW3 mods

Post by jlf65 » Wed Sep 25, 2019 6:29 pm

Updated Real Gauss Gun TTW3 to 2.3. I forgot to handle the ammo inside the OA simulation. :oops:

Now anytime you pick up a microfusion cell, you get a clip of 2mm and flechettes for the gauss rifle.

Fidoraguy
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Re: JLF65's TTW3 mods

Post by Fidoraguy » Thu Sep 26, 2019 9:49 am

Thanks much for Metro, appreciate that a lot =)

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Manan
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Re: JLF65's TTW3 mods

Post by Manan » Sat Oct 05, 2019 5:23 am

jlf65 wrote:
Mon Sep 23, 2019 2:00 pm
Either is fine. I've tested it both ways. Same for the Zeta clutter items - before or after works fine. I normally have them installed from the get-go as it's easier to just have them enabled and forget about it. They only affect Zeta, so it's not like they cause a slow down, just contribute towards the plugin limit.
Alrighty, thanks!

Bloxyman
Posts: 28
Joined: Sat Jul 27, 2019 5:20 pm

Re: JLF65's TTW3 mods

Post by Bloxyman » Sat Oct 05, 2019 5:39 pm

Here's ten ideas I'd think would be awesome to have in TTW:

1. Ben Canning Enhanced:
https://www.nexusmods.com/fallout3/mods/23557

2. Mr. Burke's Dilemma:
https://www.nexusmods.com/fallout3/mods/22691

3. Tranquility Secrets:
https://www.nexusmods.com/fallout3/mods/22115

4. Keller Family Refuge:
https://www.nexusmods.com/fallout3/mods/21736

5. Dad's Legacy:
https://www.nexusmods.com/fallout3/mods/23458

6. Ol' Painless Relocated:
https://www.nexusmods.com/fallout3/mods/23496

7. Gob's Happy Ending Cleaned & Fixed:
https://www.nexusmods.com/fallout3/mods/23760/

8. GNR Eyebot Hacking Modules:
https://www.nexusmods.com/fallout3/mods/2535

9. Turret Terminal Revamp:
https://www.nexusmods.com/fallout3/mods/7497

10. Water Beggar Progression:
https://www.nexusmods.com/fallout3/mods/16033

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jlf65
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Re: JLF65's TTW3 mods

Post by jlf65 » Sat Oct 05, 2019 8:05 pm

1, 4, 5, and 10 have the best permissions, so I'll work on them here sometime. 7 literally only cleaned the original mod, and then changed the permissions, so I downloaded the original mod, which allows you to do anything with it. I can clean it up myself while converting it. So 7 is a no-go, but I can work from the mod it worked from.

The rest all require permission. Some look interesting, so I might ask permission on them. We'll see.

Bloxyman
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Joined: Sat Jul 27, 2019 5:20 pm

Re: JLF65's TTW3 mods

Post by Bloxyman » Sun Oct 06, 2019 4:22 pm

Thank you! :D

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