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tizerist
Posts: 235
Joined: Mon Sep 17, 2012 10:24 am

General feedback

Post by tizerist » Mon Sep 17, 2012 10:51 am

This thread is for general feedback, issues that are not really specific and stuff that's not worth starting a new thread for.



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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

Remnic wrote:

Post by chucksteel » Tue Sep 18, 2012 12:17 am

[quote=Remnic]


I'm trying to find the Courier Stash mass patch for TTW but the link that's been posted in the instructions is missing. For the sake of the community, can this be addressed as soon as possible? Also, keep up the good work.


[/quote]


 


I'll get on it right away. 


 


Edit: Heres a link http://www.4shared.com/file/G0NMZisW/CourierStash.html? I'll also update the link on the download page. thanks for pointing this out. 



thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

The big problem with merging

Post by thermador » Tue Sep 18, 2012 12:59 am

The big problem with merging all of the pre-order packs is that there are mods, such as WMX and WMVM, that depend on the original pre-order packs.  WMX fixes errors with preorder pack weapons, such as the Weathered 10mm pistol.  It can't do that if you merge the pre-order packs.


Does the patch do anything besides mash the packs together?  Does it fix any bugs?



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

It just mashes them together,

Post by JaxFirehart » Tue Sep 18, 2012 1:10 am

It just mashes them together, it also tweaks them so that you don't get them until after V101. In the rebuild we are focusing on making sure everything is as compatible as possible so merging the courier's stash will not be done.



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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

Also I intend on asking

Post by chucksteel » Tue Sep 18, 2012 1:18 am

Also I intend on asking RickerHK to rework his Pre-Order start menu so that it uses the individual Pre-order pack and, not the merge version so if you have all you will get a choice of which packs you want to use at the start of a new game without having to uncheck them if your mod manager. You should be able to choose if you want none, one or all depending on your play style. 



tizerist
Posts: 235
Joined: Mon Sep 17, 2012 10:24 am

Tiiu wrote:

Post by tizerist » Wed Sep 19, 2012 8:34 pm

[quote=Tiiu]


installing TTW seems to prevent the building of a Bashed Patch


[/quote]


^ ^ New version is apparently installed in a completely different way, which will probably change that.


Also, has there been any ideas on how to implement NV DLC messages upon new game when starting in DC? Will they pop up when the player is still in DC?



Appletart
Posts: 31
Joined: Thu Oct 04, 2012 5:23 pm

I am glad to be able to go

Post by Appletart » Fri Oct 05, 2012 11:31 pm

I am glad to be able to go back to the capital wasteland thanks to this mod since RCWL is no longer available so i'll thank you guys for this. I had some trouble installing the mod as the instructions didn't tell me to use half of the patchers. After finding out from ingame i was missing things i went ahead and used the other patchers and everything is working. I was able to go to DC and the game runs fine. 


I don't know if this is a known bug or issue but in the brief time i was in the capital wasteland before i turned off for the night i didn't hear voices. I entered the Superduper Mart and the Protectron didn't speak the sequence it does when you activate it, i didn't head the raiders as they returned and that annoying kid who cries about ants had no voice. Also there was no raido. I don't know if i missed something in the installation.


My other concern for this mod is the DLC patcher. I don't know why but it says my ThePitt.esm is not a known version even then the .esm isn't modified at all. I can't use the patcher because it won't let me do anything because my ThePitt isn't recongised. Any Help for this will be greatly appreciated.



Appletart
Posts: 31
Joined: Thu Oct 04, 2012 5:23 pm

I've just entered Paradise

Post by Appletart » Tue Oct 09, 2012 9:30 pm

I've just entered Paradise Falls and i see some red squares with ! inside them meaning missing meshes, not alot of them mind you, i saw four as i entered the plaza before i turned off, those are the only ! boxes i've found since i correctly installed the mod. 


I'm also missing voices for things. I have the voices for the main people so far like Sarah and Three Dog but the guard at the gate to Paradise Falls was mute, so were the Outcasts and normal Brotherhood of Steel people that hung around GNR. I'm also missing Radio as the Enclave Radio and GNR are silent unless its Three Dog giving the news. Strangely i heard the GNR radion through a radio on a table but not through my Pipboy. Besides those problems the mod is working just fine. I get freezing on loading every now and then but thats kind of expected with this mod being what it is plus i have a good number of weapon mods and FOOK NV installed.



Appletart
Posts: 31
Joined: Thu Oct 04, 2012 5:23 pm

You don't have to do what you

Post by Appletart » Tue Oct 16, 2012 1:36 pm

You don't have to do what you did to get the quests to initiate. Don't know about the DLCs (the patcher won't fork for me because it doesn't recognise my ThePitt.esm). I never go to Megaton anymore to do the main quest in Fallout 3, i kill that Silver woman, take the caps and go to GNR where i run into Sarah and the like and its then it initiates the quest for me since i've to help Three Dog. I had that problem too with RFCW but you don't need to go into the house or the vault to start the quests, just to the door/gate for when the screen seems to brighten up and then some music plays like it does when you first leave. 



thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

jwccis80, all of the issues

Post by thermador » Tue Oct 16, 2012 2:29 pm

jwccis80, all of the issues you are describing (related to starting the game) are fixed in the upcoming new version of TTW.  Sorry about all the trouble with that.



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