I have completed the initial conflict resolution between FO3 and FNV. There are bound to be errors, the way the Fallout engine works is just too complex for one person to reliably resolve all conflicts. By the end of the week, a closed beta will start. Members of the team will be given a list of goals to be accomplished and will scour the wasteland for issues, upon completion of this closed beta, we will release it to the public as a public beta. I would like for the closed beta to last approx. 1 month. Unlike the last release of TTW, all FNV DLC will be supported out of the box because, unlike the last release, we are focusing on not touching ANYTHING on the FNV side of things. There may be unforseen problems, but I did my best to ensure that the initial conflict resolution changed as little as possible. The FO3 DLCs on the other hand, will be tested and released one at a time after the closed beta is over. Currently there is a debate (here) over whether or not TTW should require all DLC from both FO3 and FNV. Currently the majority favors requiring all DLC. Please stop by that thread and tell us what you think.
Our goals for TTW are two fold:
To create a base mod that ONLY recreates Fallout 3 using the FNV engine. This mod will not include any extra content that is not necessary to upgrade Fallout 3.
To create a fully integrated merger between FO3 and FNV this will include Chuck's train travel method and other additions that help the two games feel appropriate with one another.
Tale of Two Wastelands has undergone a bit of a change in how it works. We are going to a multi-master format, FalloutNV.esm loads first and is unchaged, Fallout3.esm is patched to have FalloutNV.esm as its master, but is otherwise unchanged, it loads its second. Finally, TaleOfTwoWastelands.esm loads third, it resolves conflicts between FNV and FO3. Our ultimate desire with this format change is to reduce download sizes and increase ease of installation.