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Deathclaw_Mayor16
Posts: 122
Joined: Thu Jun 30, 2016 2:45 am

barmyarmy72 wrote:

Post by Deathclaw_Mayor16 » Mon Nov 06, 2017 2:25 am

[quote=barmyarmy72]


 


Sorry, but refresh me. Who the fuck is matt again? Like alias wise? Wondering what this means tbh.


[/quote]


Matt WAS someone that was gonna work on the installer but something happened which Roy doesnt want to talk about,which got him booted.



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Tryannosaurus Wex wrote:

Post by RoyBatty » Mon Nov 06, 2017 8:35 am

[quote=Tryannosaurus Wex]


 


Holy Mesh Fixes Batman, that's a lotta them


 


Out of curiosity, what does correcting node order do?


[/quote]


Just getting started on those actually, it's tedious and boring.


Correcting the node order makes the blood decals work correctly.


I'm only like 1/2 done with the weapons too... all kinds of whack in them.


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FiftyTifty
Posts: 493
Joined: Tue Apr 09, 2013 7:36 pm

What is it that needs fixing?

Post by FiftyTifty » Tue Nov 07, 2017 12:01 am

What is it that needs fixing? If it's some detectable stuff, then it should be easy to make a xEdit script that will automate it.



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darious24555
Posts: 40
Joined: Wed Apr 30, 2014 4:01 pm
Location: Alaska

Problably not a plugin thing,

Post by darious24555 » Tue Nov 07, 2017 1:50 am

Problably not a plugin thing, more in nifscope



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FiftyTifty
Posts: 493
Joined: Tue Apr 09, 2013 7:36 pm

xEdit added script support

Post by FiftyTifty » Tue Nov 07, 2017 4:44 am

xEdit added script support for editing .nif files a while back. You can edit the .nifs for Morrowind, Oblivion, Fallout 3, New Vegas, Skyrim, Fallout 4, and Skyrim SE through xEdit scripting now.



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Unfortunately it's a process

Post by RoyBatty » Tue Nov 07, 2017 6:56 am

Unfortunately it's a process that cannot be automated, it requires manual inspection to determine what's wrong, missing extradata, out of order nodes, broken UV mapping, missing or wrong textures/cube maps, etc.


Nif support is great, zilav made a script for the invalid emittance, that saved countless hours. :D


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Damianwolff
Posts: 128
Joined: Tue May 05, 2015 5:16 am

I have a question. Since an

Post by Damianwolff » Tue Nov 07, 2017 10:25 am

I have a question. Since an installer is still some time off, is it possible to do a manual install of TTW 3.0? 



 



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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Damianwolff wrote:

Post by Risewild » Tue Nov 07, 2017 10:41 am

[quote=Damianwolff]


 


I have a question. Since an installer is still some time off, is it possible to do a manual install of TTW 3.0? 



 


[/quote]


Not in any legal way. So, no.


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Damianwolff
Posts: 128
Joined: Tue May 05, 2015 5:16 am

So it is not possible to

Post by Damianwolff » Tue Nov 07, 2017 1:17 pm

So it is not possible to distribute the legal files and executables, and have the players move all the assets on their own?



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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Without an installer the user

Post by Risewild » Tue Nov 07, 2017 1:34 pm

Without an installer the user can't patch the original FO3 files into the TTW compatible files. The only way would be for us to distribute the already patched files. That will never happen because it is explicit against copyright and digital distribution laws.


We will never do this, so if anyone is thinking of asking for it, you shouldn't even try. Remember, we ban people if they mention piracy (or pirate copies of the games) and in the law, distribute game files is considered piracy. So if anyone asks, the most probable answer would be a no and maybe even a ban. cheeky


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