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Future Releases of TTW

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

Future Releases of TTW

Post by KeltecRFB » Fri Apr 04, 2014 12:26 pm

Heya DevTeam, 


I was wondering since we are recommended to start in the Capital Wasteland, can you do the following?


1.  Force us to be born in the Capital Wasteland.


2.  Use and/or modify Walrus' NV Caravan mod for those who want to make their way to the Mojave right away.


3.  Upon arriving in the Mojave (4) years later, a script runs to finish the Doc ("Ain't That A Kick In The Head") or allow it to run no matter what mods are loaded in.


4.  Those who stay in the CW, take the train later on with the same results as #3.


Or can you currently take the train and complete "Ain't That A Kick In The Head" with all of your mods loaded?


"Si vis pacem, para bellum!"

plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

I get to the Mojave fine.

Post by plumjuice » Fri Apr 04, 2014 1:10 pm

I get to the Mojave fine. Aint that a Kick in the Head completes fine.


There arent a whole lot of mods that mess with that sequence. FNVEdit is you friend to find out which of your mods is the culprit.


When you find which mod(s) conficts, you can very easily make a compat patch. You could also post the name of the mod somewhere on the forum in the hopes that others will either not use it, or make a patch themselves.


Why does the caravan mod need to be included if it works fine now? If it doesn't work fine, that's the authors problem.


For the record, you are not recommended to start in the CW, you do start in the CW. If someone uses a mod(s) that messes with that, it seems like you (not you specifically, but anyone who does) should fix it. If you don't know how, you could do the grunt work of finding the problem, then make a request.


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



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KeltecRFB
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1.  Does Aint that a Kick in

Post by KeltecRFB » Fri Apr 04, 2014 1:23 pm

1.  Does Aint that a Kick in the Head completes fine with all of your mods loaded?


2.  In re FNVedit, I did not see any noticeable errors but that may be me.


3.  I already alerted the mod author and we are discussing it when he is available.


4.  You really are not forced to start in CW or at least that is buggy.  When I first started, I started in NV until I installed the start menu mod to force start in CW no matter what.


"Si vis pacem, para bellum!"

plumjuice
Posts: 460
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Look, this isnt rocket

Post by plumjuice » Fri Apr 04, 2014 11:02 pm

Look, this isnt rocket science; when TTW is correctly installed and sans mods that mess with the FNV starting sequence, you start in vault 101.


AtaKitH also completes fine sans mods that mess with the FNV starting sequence.


I run a pretty heavily modded setup. At last count I had 107 plugins, and my only major problems (things like quests that cant be completed, reproducible crashes and critical npc conflicts rather than scenery gaps and similar) stem from hardware restrictions due to my aging laptop.


TTW is still in alpha. This means there will be issues even when it is the only thing installed. Having said that, the vast majority of mods will work A-OK with it.


There are some FNV mods that repurpose unused FO3 records still present in the FNV esm that can cause major issues with TTW, and there are some (you personally seem to use at least one) that edit either the CharGen quest or mess with one of the new-game-scripts (thats just what I call them). These need to be changed on their end or they will not work correctly (99% of the time).


Keep in mind that I am not a member of the Dev team. I am sure one of them will end up posting here and they can get into all the nitty-gritty technical details for you, but basically: TTW works pretty darn well out of the box and the stuff it doesn't work well with usually need tailored compatibility patches, which should be made (and have been), but aren't really part of TTW proper.


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



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chucksteel
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KeltecRFB wrote:

Post by chucksteel » Sat Apr 05, 2014 3:09 am

[quote=KeltecRFB]


4.  You really are not forced to start in CW or at least that is buggy.  When I first started, I started in NV until I installed the start menu mod to force start in CW no matter what.


[/quote]


your quite wrong on this point!!!!! The reason you started in NV was because when you installed the FOMOD for some reason our .ini Changes didn't Take! If you installed manually you neglected to RFTW! "Read the Fucking manual! "


As of now the NV start is closed off with a proper install of TTW. We intend on adding the option from the start menu mod but we want people starting and playing from D.C. so we can track down any issues, bugs that may come up. Once that is done (to the best of our abilities) we will add the menus for the optional start or possibly even close off the D.C. start so we can bug track in the opposite direction. 


There are plenty of threads on the forums with other people having the starting in NV issue and if you did a simple search you would have found the answer you needed. 



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Risewild
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Yes, when I run TTW the Ain't

Post by Risewild » Sat Apr 05, 2014 5:02 am



  1. Yes, when I run TTW the Ain't that a kick in the head quest finishes properly. smiley


  2. N/A in my case since I have no problems with it. indecision


  3. You're going in the right direction with contacting the mod author and see if he can modify it. wink


  4. You are really forced to start in the CW using TTW, the only ways of not start being born in vault 101 that I can think about are by using Thermador's Start in either wasteland mod, failing to change the .ini files (or if the .ini files revert back to it's original state) or a mod that somehow changes or overwrites the TTW character starting place. surprise


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KeltecRFB
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First and foremost, I think

Post by KeltecRFB » Sun Apr 06, 2014 1:24 am

First and foremost, I think you devs are doing a wonderful job and everything is pretty much working or can be fixed or sidestepped.


1.  Roger, we are technically supposed to start in CW and that there was a fault in the automated scripting/compiling phase.  My post was not really about that since I found Thermador's Start Menu mod about a month ago and that was the end of problem #1 for me.


2.  For continuity reasons and really the second main point of my post, it would be cool to be born in CW and then have a choice to either take a caravan or whatever to the Mojave and start "Ain't that a Kick in the Head."  Or continue on as normal in the CW and then take the train later.


3.  I am continuing my discussion with Walrus regarding the NV Caravan mod.


"Si vis pacem, para bellum!"

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

I get the impression that you

Post by JaxFirehart » Sun Apr 06, 2014 3:20 am

I get the impression that you are making some assumptions that we are not aware of.


1. Currently, without a mod, you are FORCED to start in DC UNLESS the install wasn't fully completed (i.e. the INI changes didn't take).


2. If you want to make your way to NV right away, the only thing stopping you is the walk to the train station and any fights along the way.


3. We chose 9 years for a reason (not just because we had a cinematic for it, but that did factor in). About the doc, unfortunately there isn't much in the way of options for making him work with mods. We can do a bunch of SetStage stuff to at least make him leave you alone, but the actually character generation process is heavily scripted and any minor modification to it results in incompatibilities.


4. That's already how it works.



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Shardoom
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Keltec. You use nvec right?

Post by Shardoom » Sun Apr 06, 2014 10:54 am

Keltec. You use nvec right? If you're having a problem with aint that a kick in the head not completing properly. Use fnvedit to make TTW's override have it's way with that quest.


(Fire up FNVedit, click on TTW and expand the quest section, navigate to 'aint that a kick in the head', right click on it and go to copy as override, copy it into your merged patch, save)


 


After the doc has you use the vigor tester wait for him to walk (the irritatingly long way around) to his front door.


Approach him and he'll do his usual shit.


Talk to him AGAIN and he'll do it again, although this time you get all your shit and everything activates properly.


Leave his house.


It's because both NVEC and TTW both changes this quest. Unfortunately I don't have the skills to merge the changes into something new and even more awesome so you have to go with the TTW version.


 


(You only lose the patient gown and the delayed dlc anyway)



NukeBlaster18
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Joined: Mon Apr 07, 2014 2:34 am

This maybe in the wrong place

Post by NukeBlaster18 » Mon Apr 07, 2014 2:44 am

This maybe in the wrong place and just out of curiosity, but will the Nexus support TTW anytime soon? Like will there eventually be a download post at Nexus Or will It remain here on its official website? (website not mod manager)



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