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Easy way to identify compatible mods

General mod discussion and requests.
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mitch221
Posts: 1
Joined: Wed Dec 07, 2022 4:31 pm

Easy way to identify compatible mods

Post by mitch221 » Wed Dec 07, 2022 4:36 pm

I assume most of the mods linked on the index page are popular or converted for TTW. Does anyone have advice or a good rule of thumb to identify if a mod is compatible.
Example: If the mod touches (insert file type) it will be incompatible.
As someone who's new to TTW and modding in general it would be great to better understand and not scroll the Nexus aimlessly.
If someone has advice or could point me in the right direction that would be greatly appreciated.

Keats
Posts: 35
Joined: Sat Oct 27, 2018 12:59 pm

Re: Easy way to identify compatible mods

Post by Keats » Thu Dec 08, 2022 7:15 pm

Unfortunately I don't think there's any easy way to determine which mods are or are not compatible, as TTW touches nearly every part of the game in some fashion. To make matters worse, incompatibility doesn't always manifest itself in ways that are immediately noticeable such as the game refusing to launch.

As a general rule, quest mods and small, self-contained mods (such as a mod that adds some items to a specific location in the wasteland or adds a few perks) should be fine while larger mods (such as anything that describes itself as overhaul) warrant more care. Also, TTW adds a trainstation to the Freeside - anything that conflicts with that is straight out.

If in doubt, read the mod description carefully and also look at the comments.

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