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More awesome news

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

More awesome news

Post by Risewild » Tue May 30, 2017 7:12 am

We already told you about the awesome Rock-it Launcher fix, now it is time to reveal more things.


The next version of TTW will include another two features that would have been impossible without some awesome magic, they are:


Weapons that ignore DT/DR will finally be fixed and ignore damage reduction and damage threshold like they should have from the start. Now Deathclaw and Yao Guai Gauntlets, Rippers, Chainsaws, Thermic Lances, Industrial Hands, etc are all fun to play with again!


A repair system similar to the one from Fallout 3 is now possible to implement on TTW. No more being able to repair everything to 100% with low repair skill, this also makes it so that the vendors that repair equipment will be more useful.


These two things should be toggleable in the TTW MCM.


These features were only possible due to the hard work of jazzisparis.


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CVB_Taihou
Posts: 67
Joined: Tue Jun 21, 2016 7:27 pm

Does that mean 3.0 requires

Post by CVB_Taihou » Tue May 30, 2017 10:30 am

Does that mean 3.0 requires JIP LN plugin?



H1ms3lf
Posts: 146
Joined: Tue Apr 11, 2017 8:44 pm

Awesome!!

Post by H1ms3lf » Tue May 30, 2017 12:35 pm

Awesome!!



FO3 repair is a must, TTW should set it as the starting default method.


The weapons I've mixed feelings since those need good balance to not become OP, but going melee always requires (and welcomes) incentive =]


A good mod/overhaul that synergizes melee and unarmed combat (so that one provides bonuses to the other) could be a sweet change to close combat oriented characters. Hmm gonna create a topic about it in the request/ideas forum section ^^


(https://taleoftwowastelands.com/content/tweaking-unarmed-skill-melee-combat-incentive)


Compulsive post editor and CEO for the ENDLESS WAVES OF BAD DOGGIE!!

Currently trying to get the FWE Wasteland Explorer bike to work in TTW =X



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EnderDragonFire
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H1ms3lf wrote:

Post by EnderDragonFire » Tue May 30, 2017 5:25 pm

[quote=H1ms3lf]


FO3 repair is a must, TTW should set it as the starting default method.


[/quote]


I STRONGLY disagree. The whole point of TTW, as I understand it, is to bring Fallout 3 into New Vegas' superior engine. What you are suggesting would have the opposite effect, overwriting a New Vegas feature with a Fallout 3 one. It would be no different than replacing DT with DR or removing iron-sights or hardcore mode. I would like it as an OPTIONAL file for users who want it, but making it the default goes against the philosophy of TTW, IMO. People who want Vegas to be unaffected by TTW should be the default, not the ones who have to use optional patches. 


"Who are you, who do not know your history?"



a2937
Posts: 130
Joined: Mon Jul 04, 2016 3:44 pm

Woah! That is impressive. I

Post by a2937 » Tue May 30, 2017 6:31 pm

Woah! That is impressive. I`ve been avoiding deathclaw gauntlets for a while now. Should be soon before I start using them again. 



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jlf65
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a2937 wrote:Woah! That is

Post by jlf65 » Wed May 31, 2017 1:25 am

[quote=a2937]Woah! That is impressive. I`ve been avoiding deathclaw gauntlets for a while now. Should be soon before I start using them again. [/quote]


I normally make one and stick it on the wall in my underground bunker. Maybe I'll actually use one when 3.0 comes out.



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RoyBatty
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We'd like to have the

Post by RoyBatty » Wed May 31, 2017 2:33 am

We'd like to have the features in the TTW plugin so it doesn't require JIPLN, but I haven't talked to him about that yet.


Both will be enabled by default (but can be disabled). The repair change was one of the things NV did that was not necessarily a good decision. In fact I strongly dislike/approve of that change to the game mechanics for multiple reasons.




  • It unbalances early game and makes it too easy to get decent armor and weapons even with a skill of 8.


  • This in turn also removes the entire weapon degradation and jamming system, which the weapon degradation was already altered to affect damage reduction less. That just compounds the changes and again unbalances the game.


  • Weapons and armor durability calculations were changed already to make them last longer, in addition to increasing the health on most items. Again this compounds changes that were already made and creates a further unbalance.


  • It unbalances the economy heavily especially in early game, something NV definitely doesn't need.


  • It makes the repair skill mostly a dump stat instead of being one of the most important.


  • It devalues weapon repair kits to the point of being useless, which in turn also affects the crafting system and the reason to scrounge those components.


  • It makes repair skill magazines and books useless.


Just because it's in NV doesn't mean it's good by default. That particular decision was half baked at best. I respect JSawyer as a designer, but in this particular case I strongly disagree for the reasons stated.


TTW's mission statement is to bring Fallout 3 up to New Vegas mechanics standards yes, but not at the cost of Fallout 3's balancing, feel and flow. There are a great number of users who purely use TTW to play Fallout 3, and that user base has up until now been neglected. Enhancements that TTW makes are now mostly disabled by default and optional in order to preserve more of a pure vanilla experience when possible. It is simple enough to add these things as optionals and create a platform where modding can shape the game as the player desires. In this case it is enabled by default, but will be easy to disable for those who do not like the decisions. Flexibility is key to the new mission goals.


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H1ms3lf
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It's good that TTW provides

Post by H1ms3lf » Wed May 31, 2017 3:05 am

It's good that TTW provides the options to choose from, so each player can play as he/she desires.


I personally think TTW main design should try to enhance the game(s) whenever possible, and in this case the previous repair was lacking/broken. Good to see that you guys are willing to step up and make the tough choices, tunning/tweaking every other mod in the future to work with TTW is gonna be a lot sweeter with a repair skill that holds depth.


Compulsive post editor and CEO for the ENDLESS WAVES OF BAD DOGGIE!!

Currently trying to get the FWE Wasteland Explorer bike to work in TTW =X



paragonskeep
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Joined: Thu Oct 25, 2012 6:19 pm

Sounds awesome Roy. Thank you

Post by paragonskeep » Wed May 31, 2017 4:20 am

Sounds awesome Roy. Thank you (TTW team) for all your time and work for all of us to enjoy. 


If life is but a test, where's the damn answer key?!?!?

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EnderDragonFire
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I guess the TTW team needs to

Post by EnderDragonFire » Wed May 31, 2017 6:24 am

I would greatly appreciate if the TTW team would publish a new "mission statement" for the mod. As a long term user who has gotten used to the old mentality of "don't touch Vegas," these changes are a bit... startling.


I kind of want to know what the heck I am getting into as an end user of this mod. Where is it headed? Turning FNV into Fallout 3? Something else? It has clearly gone beyond simply porting and patching FO3 into New Vegas. 


 


"Who are you, who do not know your history?"



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