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Whoa! Slow down there buddy...

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rself3
Posts: 7
Joined: Sat Nov 03, 2012 2:56 am

Whoa! Slow down there buddy...

Post by rself3 » Sat Nov 03, 2012 3:51 am

Haha, it always happens every time I start a new FO3 or NV with DLC installed. The moment I walk outside...


"A message is being broadcast across the wasteland..."


"A new casino is opening up..."


"A riverboat is hanging out..."


"Here's some random sh*t to wear..."


"A space ship just crashed, dude..."


"Random text popup..."


"Do you want to upgrade to AOL 9.0?"


"Do you have problems making love to your wife???"


I think you guys get the idea - is there any way to add built-in "DLC suppression" to TTW so that either the user can choose when to start the DLC or maybe have it triggered at 'appropriate' times - like when you near the location of the DLC on the map?


Not a big deal, but a nice feature to have. :)



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

Tried merging those plugins a

Post by tizerist » Sat Nov 03, 2012 1:28 pm

Tried merging those plugins a couple of days ago. (The individual versions, as the the all-in-one NV mod doesn't work) and there was numerous failings, in particular The Pitt. So unless I was doing it wrong, and I doubt if I was, then merging these mods presents issues.



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

That is because we had to

Post by JaxFirehart » Sat Nov 03, 2012 4:25 pm

That is because we had to make changes to ensure that the DLC messages only appear when appropriate. I am working on a quick mod that removes all DLC messages, because they drive me nuts too! Expect it Monday.



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

*salutes Jax*

Post by tizerist » Sat Nov 03, 2012 5:13 pm

*salutes Jax*


excellent news. Will this also cover the 'what weapon packs do you want' message?



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

No, that menu will be left in

Post by JaxFirehart » Sat Nov 03, 2012 5:35 pm

No, that menu will be left in, but it will disable the messages that pop up notifying you, again, which packs you chose.



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

Hey, my mod. :)

Post by Gribbleshnibit8 » Sun Nov 04, 2012 2:12 am

Hey, my mod. :)


I'll be making a TTW compatible version of it once I get around to modding for TTW, which should actually be soon. I also have a version of the Delay DLC for Fallout 3 that I remade in my style for FNV. They will all be merged into one file for convenience.


 


I too agree that the Courier's Stash thing is a bit annoying.



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

What would you suggest to

Post by JaxFirehart » Sun Nov 04, 2012 3:04 am

What would you suggest to make the Courier's Stash menu less annoying?


It is a requirement for TTW and that won't change. The menu was my attempt at giving the player the choice of picking their pre-oreder bonuses, but I'm open to suggestions.



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

Erm, could there be an ini

Post by tizerist » Sun Nov 04, 2012 12:10 pm

Maybe an ini tweak or something for those of us who use all the packs, and don't want any message at all?


How are the packs actually implemented in this version? The weapons packs are just distributed throughout the wastes, and blended in?


I think a large percentage of people probably want to use all the extra goodies, but don't want the weapons just handed to them (anything is better than that), and don't want to be informed of them.



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

The packs are completely

Post by JaxFirehart » Sun Nov 04, 2012 3:38 pm

The packs are completely unchanged. We are trying to keep everything as vanilla as possible. The only reason we even programmed in a choice menu is because the packs are a load requirement, so the menu allows you to pick and choose which packs you want. If you load a mod that distributes them through the wastes, it SHOULD work perfectly. If it does not let me know and I will try to find a more compatible option.



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

Well my suggestion would be

Post by Gribbleshnibit8 » Sun Nov 04, 2012 9:05 pm

Well my suggestion would be to just get rid of them. I never used them anyway. They're cheaty in their standard version, and the gear isn't that great anyway. It's four more plugins I don't have to have. I'd much rather have those plugin slots taken up by something good, like PN or the like.


I've never really come close to hitting the mod limit before, and don't think I will still. But that's just my opinion. I can always isolate out those parts of TTW and rip them out myself later.


But, if it's simply just a matter of only overriding those particular quest scripts to add the menu, I would just suggest two versions. I've experience with mods like that, just maintain the full version, and rip out the extra stuff right before release.



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