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Absolutely loving TTW

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KennyMcCormick
Posts: 46
Joined: Thu Feb 14, 2013 7:18 am

Absolutely loving TTW

Post by KennyMcCormick » Sat Feb 16, 2013 1:14 am

I first tried this mod way back in the RFCW days. I say tried, because it never did work. I always got stuck with the "Menu buttons never show up" bug back then. So I decided to let it rest for a while and see where the project goes. Fast forward to about two weeks ago, I notice a completely new version under a new name with an automated installer, so I downloaded it and ran the installer...


Huzzah! WE have menu buttons! Gotta wait for about 20 seconds for them to show up, but they're there. Right. Let's hit play.


...


IT WORKS!


I've been absolutely loving TTW since then. It's definitely on my must-have mod list now. I was able to painlessly jump right in on a ~lvl22 courier with 52 hours already put in and had no issues. Once I triggered FO3's main quest via hacking Moriarty's terminal all was good. Veronica, Raul and Willow all seem to function more or less properly, even handling Vault 87 like champs*...and of course there's always Three Dog. God I missed hearing him howling through my pipboy.


 


A few noteworthy things I've encountered:


The vanilla Railway Rifle is meh at best. Decent early on but quickly dropped for more powerful hardware. The TTW variant? Good god does this thing wreck face. It will handily enough sneak crit kill an overlord if you hit 'em in their ugly mug, it shreds the lower muties, it absolutely melts the Enclave shocktroopers..even deathclaw have trouble shrugging it off. Two good shots, one sneak crit one normal crit, and they're down. I don't know what all you guys changed on this thing but please do keep it the way it is. The only real annoyance is that finding ammo for it is a pain in the ass, but I suppose that's done intentionally to keep things more or less balanced.


The Rock-It Launcher crashes the game if selected in the pipboy. There may be a fix in one of the optional plugins, I currently run none of them, but by default it fails hard. This is an annoyance, as I have many fond memories of smashing mutie faces in using cold hard cash, and I'd quite literally kill the Enclave with kindness by shooting teddy bears at them. Great, hilarious, fun, and I was never once caught ammoless since I could quite literally fire damn near anything I could pick up. Would love to have that fixed, if possible.


.308 ammo is plentiful enough. .308 AP is, however, worth its weight in myrrh for how often it's found in the CW. I've put 40-odd hours into DC since installing TTW and I've found a grand total of three of these things. Three. In forty hours. I will definitely be making a trip back to the Mojave so I can raid Contreras' stash before beginning Take it Back! and the Broken Steel questline, as I'm going to need all the AP 308 I can get my paws on if i'm going to get anywhere. Curse This Machine's badassery and ammo hunger...


Advanced PA is a bit too easy to come by. In Raven Rock alone I got about five fully repaired sets. Now, admittedly, part of that is because I used Jury Rigging to repair them with Mk IIs and Tesla Armors, but still. You'll literally end up with stack upon stack of Advanced PA once you get out of Raven Rock. Perhaps the stuff should be quite a bit rarer?


There's so much highly valuable loot that my Megaton house is full to the brim with shinies I can't possibly offload. Even taking the stuff out to the Mojave it would take me months of in-game time to sell it all off. I've probably got half a million caps worth of weapons stashed away alone! Overall I probably have about a million caps worth of assets in my Megaton home, another quarter mil on my person, another half a mil spread across my companions...I will never want for dosh again by the looks of it. Perhaps in future versions the value of a lot of the more common stuff can be dropped significantly? A fully repaired Assault Rifle, of which I can have 5-7 after leaving downtown DC, should go for ~750-1000 caps. Not the 2500 it actually sells for.


On the subject of the DC economy, I'd also like some capsinks tossed in. Ammo vendors selling high-priced stuff would be a perfect one. .308 AP/JSP/HP, 50MG, 25mm/40mm, things like that. We have all these caps and a glaring need for high-end ammo, yet there's nobody around that can take advantage? Syndey would be a perfect NPC for that, since she starts an ammo shop anyway after her quest is finished. Just stuff her chest full of high-dollar high-power ammo, crafting supplies, weapon mods. and similar things. She can basically act as the Gun Runners and Contreras do in NV I think.


The caravan traders were also an issue. They should be marked essential I think. I had Lucky Harith die on me before I ever got a chance to see him, which kinda doesn't help given my ammo quandary. I tried reviving him and using a plugin to reset the investment script, but while I could invest and got his reward, his vendor chest refuses to restock. Argh. For all I know that crazy sumbit is rolling in .308AP and railway spikes on a normal game once he's fully invested in, but because he died so quickly on me I'll never see a round of it.


Mod compatiblity seems to be pretty good. I don't run a lot of mods that change literally everything, though. It awaits to be seen if my tweaks to the masters on CRBSOR.esp worked, if it doesn't I'm going to be slightly boned when it comes time to activate that purifier since I run a custom race mod or two as well. It should though, it doesn't need FOSE and I made the same changes to TL_color.esp which worked nicely. Radio Active Channel Extender also seems to work flawlessly, too. I would have been a tad annoyed if it was muted through the script that keeps Mr New Vegas out of DC and Three Dog out of the Mojave, but thankfully RACE ignored that.


Overall stability is excellent. More stable than vanilla New Vegas has been for me, even. I can play for 3-4 hours straight before any issues crop up, and I can attribute that to memory issues since I don't use the 4gb extender and only have as much to begin with. thinking about going with that, though, provided I can get it to play nice with XRE - Cars. I've so far encountered no random, unexplainable crashes, nor have I even had any serious AI glitches. Given the nature of the two games that have been merged here I couldn't be more impressed. I have yet to venture into any of the DLC, NV or FO3, so I can't attest to those yet. But DC itself seems to be running like a treat.


I do have some framerate issues though. Certain places get really annoyingly stuttery. The NV train station, some metro stations, basically the really huge, open environments that have gotten a lot of TTW attention make my framerate go ballistic. It will run at 5FPS for one second, 30-ish for 5, then repeat, as if it's trying to load items. Yet the items are already loaded. The main courtyard in the Citadel also does it. These areas are also very highly cluttered with physics-enabled props, perhaps that's not getting along with my sodding ancient dual core CPU? Other than that framerates are about on par for what my ancient rig can muster, so it's not that bad. I never did like the metro system in DC anyway.


Getting the train working took about 20 minutes. I had no trouble finding the building, or even the train itself. But finding the door to get inside the thing was a scavenger hunt in and of itself, and then getting to the switch to activate it was annoying. Perhaps instead of having to enter at the very back and walk all the way to the locomotive control panel, we could instead just sit down in one of the chairs inside the car and have that serve as the "Go to DC/NV" activator?


On the subject of followers and V87, I did have some issues. Willow followed me to Raven Rock and was waiting in the prison cell, as I expected. Raul and Veronica got teleported to V101 instead. Re-recruiting Raul was painless, but Veronica...well...I'ma let these screenshots tell the tale.




Getting her back into my party still worked, I just clicked where the "Follow me again?" option would have normally been and the game was all "Ok yeah". But the text was missing outright. Raul did not do this, his dialogue showed up normally.


 


 


Overall I'm definitely enjoying it. TTW is awesome. It's a shame this mod can't be on the Nexus where it would get the exposure and userbase it properly deserves.


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Patrollin' the Capitol Wasteland makes me wish for a nuclear winter...

TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

KennyMcCormick wrote:I do

Post by TJ » Sat Feb 16, 2013 1:31 am

[quote=KennyMcCormick]I do have some framerate issues though. Certain places get really annoyingly stuttery. The NV train station, some metro stations, basically the really huge, open environments that have gotten a lot of TTW attention make my framerate go ballistic. It will run at 5FPS for one second, 30-ish for 5, then repeat, as if it's trying to load items. Yet the items are already loaded. The main courtyard in the Citadel also does it. These areas are also very highly cluttered with physics-enabled props, perhaps that's not getting along with my sodding ancient dual core CPU? Other than that framerates are about on par for what my ancient rig can muster, so it's not that bad. I never did like the metro system in DC anyway.


[/quote]


A 64 bit system, FNV4GB, and 4+ gigs are almost mandatory. The dual core is probably not doing too much to help matters, but definitely if nothing else get 4GB enabled.


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KennyMcCormick
Posts: 46
Joined: Thu Feb 14, 2013 7:18 am

tjmidnight420 wrote:

Post by KennyMcCormick » Sat Feb 16, 2013 1:37 am

[quote=tjmidnight420]


A 64 bit system, FNV4GB, and 4+ gigs are almost mandatory. The dual core is probably not doing too much to help matters, but definitely if nothing else get 4GB enabled.


[/quote]


 


I have a 64 bit OS and 4gb of G.Skill DDR400 sitting in my system. That much isn't an issue. My main aversion to using the 4gb loader is that it's notoriously tricky to get working alongside XRE - Cars, another must-have mod of mine. I couldn't put more ram into this current machine if I tried, though, they simply don't sell 2gb DDR1 sticks and I only have four ram slots.


 


 


I will be getting new parts in a month and a half or so. Still gonna be 4gb of ram, but DDR2 this time, and itt'l be coupled with a Phenom II 720 Black Edition instead of this stone-age A64 X2 I've got now. Still nowhere near state of the art but it should laugh at running TTW just the same.


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Patrollin' the Capitol Wasteland makes me wish for a nuclear winter...

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

Thanks for the feedback/

Post by JaxFirehart » Sat Feb 16, 2013 1:42 am

Thanks for the feedback/


I screwed the rock-it launcher, but it should be fixed in the next release (couple weeks).


We didn't hand place any ammo, and we are gearing the CW to be much harder to find decent supplies. Flak and shrapnel usually have a little special ammo.


With the enclave running about it always ruined the FO3 economy having PA so prevalent. I'm confused though why were you using MK2 and tesla to repair APA, MK2 and tesla are better...


As for the ARs I did my best to keep then in line with equivalent NV weapons so the standard AR its 700 caps like other 25 skill weapons. For the CAR its 2500 caps, again, like other 50 skill weapons.


As for the train, there is an entrance to the car that has the switch.



KennyMcCormick
Posts: 46
Joined: Thu Feb 14, 2013 7:18 am

JaxFirehart wrote:

Post by KennyMcCormick » Sat Feb 16, 2013 2:06 am

[quote=JaxFirehart]


I screwed the rock-it launcher, but it should be fixed in the next release (couple weeks).[/quote] Neat. Hopefully I don't have to start completely from scratch after updating.


 


[quote]we didn't hand place any ammo, and we are gearing the CW to be much harder to find decent supplies. Flak and shrapnel usually have a little special ammo.[/quote] Ahh. Well it partially worked. Stimpaks are still strewn about everywhere. But that was also a problem with Vanilla FO3 as well, heh.


 


[quote]with the enclave running about it always ruined the FO3 economy having PA so prevalent. I'm confused though why were you using MK2 and tesla to repair APA, MK2 and tesla are better...[/quote] APA looks better. I never did like the look of the East Coast Enclave PA, it looked like they basically chrome plated a wastelander's metal armor and put a bunch of LEDs on it. The APA from the West Coast, however, looks like something you'd expect the former US Government to be issuing to its shocktroopers.


 


I don't personally use PA at all, I fight over incredibly long distances and have ~15DT through perks with no clothing/armor at all so I simply don't need it. I end up putting it on my companions, though, so looks do matter.


[quote]As for the ARs I did my best to keep then in line with equivalent NV weapons so the standard AR its 700 caps like other 25 skill weapons. For the CAR its 2500 caps, again, like other 50 skill weapons.[/quote] Hrm. Maybe, then, it's one of my 9001 mods making the ARs/CARs/Combat Shotties worth a fortune then. Can't imagine which one that might be since they're all NV mods, though.


 


[quote]as for the train, there is an entrance to the car that has the switch.


[/quote]Ahh. I couldn't find that entrance, only one I could find was way back at the tail end of the train.


Patrollin' the Capitol Wasteland makes me wish for a nuclear winter...

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