Thanks all.
We'll get it released as soon as we can.
Jokerine was kind enough to make some missing food items for us, there are some pics of them here. http://imgur.com/a/aMpLb
Thanks Jokerine. :)
This isn't a bug reporting thread.
Nurse Graves is not a vendor in vanilla. Doctor Barrows is.
Bugs in NV are not our concern.
Bugs in mods are definitely not our concern.
Does "Removed changes to 10mm pistol in Vault 101" mean what I think it means? That the vault is actually equipped with 10mm again? If so; thanks! This was the biggest lore error in the mod, IMO.
EDIT: Although, "Removed .357 magnum and ammo from DC, Removed all "cowboy" and "NCR" guns from DC" seems to contradict the many, many justifications you guys have given for there presence over the years. Has there been a major change the the "prime directive" of TTW? Seems you are rolling back some major changes, for good or ill.
I distinctly remember there being some rather heated discussions, back and forth, over some of these features. I suspect some people won't be happy with the new update. I personally was always on the "preserve Fallout 3's feel" side of the argument, and applaud these changes, but not everyone will.
"Who are you, who do not know your history?"
I know some people won't like some changes. Some of them will be made optional, like the expanded armors and things. The 10mm was not done for lore reasons, it was done because Vault 101 was nigh impossible with a 9mm on very hard if you wanted to go the kill everyone route, it didn't penetrate the armor well enough. The baseball bat is still really OP starting weapon so the 10mm being too powerful argument doesn't really hold any water in that regard, There is a sniper rifle minutes after leaving the vault and no less than 4 hunting rifles. It's also about the same as the .22/.32 Revolver and there is plenty of those around. The 9mm is not removed from DC, they are abundant as usual, and the 9mm SMG is also available as a compliment to it.
My focus is making the game "feel" right, lore is secondary yet still important.
As far as weapons go, there are still NV weapons in DC. In fact there are more than before. All the factions have a larger selection of weapons now. It's just the Cowboy/NCR weapons which are not there. Generic weapons that wouldn't be out of place are in abundance. Why would DC NPC's have NCR service rifles? It's also a matter of balance, including caps flow, tiers, and damage output. We've refactored a lot of stuff and have been extensively testing all the changes and making balance adjustments when necessary.
I'll make .32 optional too, and skill books. Everything will be selectable via the MCM optional and those things will not be the default but can be enabled if desired. That way everyone can choose how they want TTW and everyone is happy. This is the route I personally think is the solution that will suit everyone's play style or desires from the project.
I never meant to suggest there should not be 9mm in DC, only that Vault Tec should have 10mm. It is an established bit of lore that Vaults all used 10mm handguns for security. Making the game feel right is important, but for me, things which slap lore in the face feel wrong. The only thing which really broke lore badly WAS the 10mm in my opinion. I never liked having west coast Enclave armor in DC, but Fallout 4 has render that point moot by putting it in Boston. Not really a lore based objection any more.
I get that certain NV weapons don't fit well in DC. I always thought that the service rifle was very out of place. I don't quite understand why the .357 was removed, since that is one of the most common handgun calibers in the USA, and there are two revolvers in the base Fallout 3 game anyway (32 and 44). What exactly qualifies as a "Cowboy" weapon? Anything which falls under the Cowboy perk? Some of those are native to Fallout 3. Likewise, what is an "NCR" gun? Seems rather vague. Most of the weapons in NV are used in some way by the NCR.
"Who are you, who do not know your history?"
NCR gun = service rifle. They are specifically manufactured by NCR for their troops.
The NV .357 is a deer horn handled gun that looks more like an 1800's revolver than a modern nickel .357 mag with a form grip. Also it's yet another tier 0 revolver that only shares ammo with the Cowboy Repeater. There is already a tier 0 revolver in the .22/.32 revolver so it's redundant. I tossed around the idea of putting the police pistol in instead, but it's unique to DM so I decided not to.
I'm sure someone will make a weapon diversity mod like before which will fill the role of adding all the weapons to both wastelands, and that's what mods are for. TTW is being treated like it's own game, without any other mods, and to be balanced and fun for the 1st time player without too much confusion and clear roles for ever piece of gear.
Ah ok. So literally just the service rifle, got it!
As for the revolver, it never seemed strange to me. Then again, I am from Kentucky, and really don't know what type of guns people in DC would have. Everything here is made from deer horn!
"Who are you, who do not know your history?"
Well, I spent years on a farm in Virginia (relatively) near DC, and handguns were pretty scarce. Rifles and shotguns were the name of the game. Rifles: mostly .22, and some .30-06. Shotguns: mostly 20 gauge, and some 12 gauge. We had a 20 gauge shotgun that our mom used to shoot weasels trying to get into the chicken coop. Don't mean to imply those were the ONLY guns, but those were the ones most used day-to-day for hunting. Also not implying this matches the DC area, which is very different from rural Virginia.