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chimera tank mod

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wardoggwyllgi
Posts: 49
Joined: Mon Feb 18, 2013 2:57 am

chimera tank mod

Post by wardoggwyllgi » Mon Feb 18, 2013 4:07 am

i remember seeing a few mods for drivable chimera tank mods for FO3 a few years ago is anyone working on a mod for TTW to reintroduce this?


Am i the only one that that thought bane was Dr.Evil's son?

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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

I don't think anyone is

Post by Risewild » Mon Feb 18, 2013 5:28 am

I don't think anyone is working on one of those for TTW at the moment angel.


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rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

Wouldn't bet on it. These

Post by rbroab » Mon Feb 18, 2013 5:29 am

Wouldn't bet on it. These mods seem pretty heavy. Right now, most TTW work goes to any bugs created by the project, I THINK vanilla bugs, and compatibility patches and fixes. I'm not even sure if XRE cars works, but I think some people may have gotten it to?


I could be wrong though.


I'm not alright, I'm an equal amount of left.

Shadow
Posts: 40
Joined: Wed Jan 09, 2013 3:11 am

XRE cars works fine, of

Post by Shadow » Mon Feb 18, 2013 5:33 pm

XRE cars works fine, of course, there aren't any cars in the CW :(



wardoggwyllgi
Posts: 49
Joined: Mon Feb 18, 2013 2:57 am

hmm yes some people had to

Post by wardoggwyllgi » Tue Feb 19, 2013 2:32 am

hmm yes some people had to take the train, some just drove... (If only)


Am i the only one that that thought bane was Dr.Evil's son?

Garuda002
Posts: 9
Joined: Wed Jul 31, 2013 8:11 pm

Not sure if this thread is

Post by Garuda002 » Mon Jun 02, 2014 7:34 pm

Not sure if this thread is still active or open, but would it be possible to convert this mod for TTW use like any other FO3 mod? It seems like a relatively complex mod, considering you're controlling a tank and not a person anymore, but if it's possible I'd be willing to try to convert it as soon as I get a better computer. Might be a good way to start out modding, or might not....



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

This thread was definitely

Post by TJ » Mon Jun 02, 2014 8:13 pm

This thread was definitely not active. It is however still open. As for the mod, it's probably possible. Depending on how complex it is it might not be easy.


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Garuda002
Posts: 9
Joined: Wed Jul 31, 2013 8:11 pm

Yeah lol, it's been a year.

Post by Garuda002 » Mon Jun 02, 2014 8:27 pm

Yeah lol, it's been a year. But this is one of my favorite FO3 mods, so I'm definitely gonna give it a shot if no one else does by the time I start modding. Any suggestions on what I learn how to do first before getting into things like this with complicated scripting? (for example: start with npcs, then items, then quests, etc.)



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KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

The controls need to be fixed

Post by KeltecRFB » Mon Jun 02, 2014 8:40 pm

The controls need to be fixed for FONV.  I tried just applying the TTW script and everything worked in the Mojave no less except for forward, turn L/R, reverse, fire guns, and exit.  Just in case that helps you if you were going to use the Geck to migrate it over or if you were only going to apply the TTW script.


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Thatchor
Posts: 389
Joined: Tue Oct 15, 2013 10:31 pm

I had the mod working a few

Post by Thatchor » Tue Jun 03, 2014 1:59 am

I had the mod working a few months ago. I ended up re-writring all the scripts piece at a time. It took me a LONG time because the explosives refused to work. It wasn't particularly hard, but it was tedious and time consuming.

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