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Big Guns

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EnderDragonFire
Posts: 370
Joined: Sat Feb 01, 2014 6:50 pm

Fair enough, but why make it

Post by EnderDragonFire » Fri Aug 18, 2017 11:21 pm

Fair enough, but why make it part of the core? What about people who enjoy TTW as it is, but want bug fixes? Should they have to opt out of all future updates just to avoid unwanted feature creep? Surely it is better for the end user to OPT IN to extra content than opt out. More options and a streamlined base is ALWAYS better for the end user, even if it might be harder on the mod maker. Obviously the mod maker has no obligation to provide modularity, but if they are soliciting their users for suggestions, why not make their finished product that much better? Clearly, the community is divided on the issue, and this is a situation where pleasing both groups is entirely possible. 


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



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

I would not mind if that was

Post by Deathclaw_Mayor16 » Fri Aug 18, 2017 11:58 pm

I would not mind if that was included.Having the big guns skill back would make the Fallout 3 part more Fallout 3.But I'm fine either way.As long as the Fallout 3 part stays as original as possible to the actual game.



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pintocat
Posts: 576
Joined: Sun Apr 07, 2013 12:50 am

You can always merge plugins

Post by pintocat » Sat Aug 19, 2017 12:22 am

You can always merge plugins if you're worried about plugin count. 



tawatabak
Posts: 79
Joined: Sat Aug 23, 2014 11:09 pm

i dont mind plugin count

Post by tawatabak » Sat Aug 19, 2017 12:42 am

i dont mind plugin count


but if it makes converting fallout 3 mods to ttw easier, then yeah make it core


opens more possibilities 



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

@EnderDragonFire You've

Post by RoyBatty » Sat Aug 19, 2017 2:42 am

@EnderDragonFire You've stated your opinion several times. If you search for RFCW, you can find it, there's no added pickables, food for hardcore mode, train station, or any other feature creep. Of course it's also quite buggy and incompatible with everything, and completely unbalanced... but you can't have it both ways I'm afraid.


Speaking of merging plugins, that's my idea to make optionals use injected records into TTW's esm at unique ids so a custom xEdit script can be used to directly integrate optionals into it and allow people to tailor their experience. It creates incompatibility issues to a degree, and one of the reasons I've chosen to put bug fixes directly into TTW so that no external mod is needed for such things except for YUP for New Vegas end of things (except what YUP doesn't address). There is also a *lot* of broken stuff in Fallout 3 that no one has ever fixed, and I enjoy doing that. However I don't want to work on multiple projects anymore so I'm making what I do completely open and bug fix projects can just take what I do and back port it to Fallout 3 or for Fallout NV if they want.


Anyway this has become more of an argument rather than a pros and cons discussion.


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EnderDragonFire
Posts: 370
Joined: Sat Feb 01, 2014 6:50 pm

I apologize for making it

Post by EnderDragonFire » Sat Aug 19, 2017 3:12 am

I apologize for making it into an argument, that was not my intent. I will admit my posts were a little redundant, and I will refrain from posting anything else in this thread. I apologize if I have offended you in any way.


I assure you that all of my comments were posted with the earnest intent to provide constructive feedback. Feel free to delete my comments if you think they are unconstructive.


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



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

We understand your position,

Post by RoyBatty » Sat Aug 19, 2017 8:53 am

We understand your position, and take everyones opinions into consideration. I won't delete your comments at all, just wanted you to chill out a bit.


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W0lfwang
Posts: 13
Joined: Mon Jan 11, 2016 3:53 am

I say don’t do it, whit the

Post by W0lfwang » Sun Aug 20, 2017 12:24 am

I say don’t do it, whit the strength requirement for weapons it makes it irrelevant and kind of redundant. And I bet it will create problems with mods and will make the game feel less unified.


And by problems I don’t mean incompatibility, I know it will not break any mod, what I mean is; mods that work with weapon skills in mind or make the skills part of their calculation will not affect those weapons, that skill will be ignored.


I strongly disagree with the idea. I say don’t add the skill, or make it optional.  



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

W0lfwang wrote:

Post by Deathclaw_Mayor16 » Sun Aug 20, 2017 1:10 am

[quote=W0lfwang]


 


I say don’t do it, whit the strength requirement for weapons it makes it irrelevant and kind of redundant. And I bet it will create problems with mods and will make the game feel less unified.


And by problems I don’t mean incompatibility, I know it will break any mod, what I mean is; mods that work with weapon skills in mind or make the skills part of their calculation will not affect those weapons, that skill will be ignored.


I strongly disagree with the idea. I say don’t add the skill, or make it optional.  


[/quote]


Why dont you want it optional? It's not like it's gonna hurt to have it that way.Dont want to use it then you dont have to.



W0lfwang
Posts: 13
Joined: Mon Jan 11, 2016 3:53 am

Yea, I meant if they want to

Post by W0lfwang » Sun Aug 20, 2017 1:40 am

Yea, I meant if they want to bring it back, make it optional “or make it optional.” Sorry if I wasn’t clear, English is not my first language. Bu I do think that add it as mandatory is a bad idea.



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