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My First TTW Playthough. (A Med-Tec Innovation.© )

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AnvilOfWar
Posts: 208
Joined: Wed Oct 09, 2013 7:59 am

My First TTW Playthough. (A Med-Tec Innovation.© )

Post by AnvilOfWar » Thu Oct 24, 2013 1:35 am

Let me preface this as saying it's not a vanilla playthough and I am using a few mods, so far no complaints there. I've grabbed a bunch of TTW mods or mods altered specifically for TTW, Project Nevada (minus the suggested removal of the equipment module) and am using some of the optional posted ESPs.


Some of my reactions are as follows:


Super Mutants = Scary. In the fact they really do hold up to all the NPCs say about them, they are big, bad and nasty. Perhaps a little too hard since you are pressed into encountering them early in the games quest line, however I feel making them weaker might be a little too much.


The TTW_XPReduction.esp: IMHO should very likely be included into the TTW proper, NV already gives you 50 exp levels to hit, and more then enough total skillpoints that even the most INT deficient character can max everything eventually. I'm also combining this with the EXP reduction feature from Project Nevada which further brings real challenge and thought into placing those level up skillpoints. You're not getting another level in 45 min, you might get another in 4 hrs. So playing with less skills for longer brings quite a bit more challenge back to the game. Playing from an "in character" standpoint, you are fresh out of a vault, the world outside is a hostile, nasty, and deadly place. The skills and general knowledge of a wastelander is quite out of your daily routine. Slow and careful leveling adds a lot of tension to the game.


The TTW_Bobbleheads.esp: Another change that I feel might be better served as included into the TTW base. Skill points are easy to get in the NV engine given how many levels are in the game, FO3 made better use of those points with the lower level cap, and less skill points to gain. The "mini perks" the esp provides are pretty neat, though i'd love to see a pipboy icon for them, or perhaps even a "report" on their function if you click the display stand? I am aware the icons where being discussed for the future however.


Karma indifferent followers from FO3 are a nice touch, allowed me to actually try out several that I wouldn't normally get to use. I'm mixed on the opinion about using them without that patch, in NV only Cass ever seemed to care about the Karma your player had. Boone and Veronica cared more about faction reputation, which was logical for the game play. The Karma system in NV in general is broken, killing in self defense against Raiders or Ghouls gets you +Karma why? Always seemed silly to me. I don't expect the TTW team to "fix" the bad way the game calculates Karma so perhaps FO3 companions might be better served with some form of bonus for a specific Karma? No requirements to hire them, but a special perk given based on their correct Karma needs from vanilla? IE maintain neutral Karma and Butch gives you "perk X" as a suggestion.


[i]Ammo, ammo, my kingdom for some .308 ammo![/i] In other words, things in the capital wasteland are scare. I found myself counting shots, and trying to avoid fights if I could. If I could only bludgeon the enemies to death with the mountain of those hunting/sniper rifles I found. The few rounds of ammo they had on them was always better then the rest of the guns or armor they had. 20K caps, and great... Flak and Shrapnel's has a whole... -4- .308 rounds in stock! Made the whole experience a much more survival affair.


Looking at some of the other threads about the coming and going from and too NV and continuity challenges. I will say that even though i found the train station very early on, and had caps to go. I didn't since that's not what I pictured my character doing. I'd say let the player themselves decide if they care about continuity. I played right up though the conclusion of Broken Steels "main quest line" before things I felt "settled" in the captital wasteland to make my trip to Nevada. But I don't think everyone would or even should be required to do that much. One other thing I saw discussed was locking or preventing things from being completed on the trip over, or even requiring certain quests to be done. That I'm against on a player freedom aspect. We all know the "Wasteland Survival Guide" has spread as far as Nevada come the time when F:NV starts, but the quest also allows for the possible outcome of "Dream Crusher" for the player. I think if the player does complete the quest by that challenge, they discouraged Moria for sure, but who's to say that she didn't find someone interested in being her guinea pig at a later date? One possible suggestion for the team once your on to the beta stage. Is it possible that the games date system accurately reflect the "current date" from game start though to the present day taking into account the "9 years later" and perhaps the "2 weeks later" messages? I found myself leaving the Capital wasteland in late 77, (which would have made it late 86 in "correct" time) but woke up at the default NV start time. However I'm not even sure if such a thing is possible.


I'm having a blast playing though TTW, and I'm looking forwards to each new update the team will put out. I fully thank everyone involved in making this mod, I can only guess the hours and time spent making it work like it does. My hat is off to you TTW Team, keep up the great work.


Respectfully, Anvil.


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AnvilOfWar
Posts: 208
Joined: Wed Oct 09, 2013 7:59 am

Reposting this bit of insight

Post by AnvilOfWar » Thu Oct 24, 2013 6:49 am

Reposting this bit of insight from the public chatroom on the site.


In addition of the Karma "perk" that I had suggested for FO3 followers, it came to my thoughts that the 3 Karma related perks could have an additional effect added to them.


Devil's Highway, Escalator to Heaven, and Karmic  Rebalance could have an additional effect, by not only setting your characters Karma to Very Evil, Very Good, or Neutral respectively. However also keeping the desired Karma level set as fixed. Irregardless as to what other actions you might do, perhaps not the best band-aid for the Karma system, but is that attainable? Perhaps even a lowered level for the perk to be taken, since it would mostly be a role playing flavor?



frenzyslave
Posts: 101
Joined: Sun Nov 25, 2012 3:45 am

I finished everything in DC

Post by frenzyslave » Thu Oct 24, 2013 7:43 am

I finished everything in DC before I took the trip to the Mojave, so I know what you mean wink


You can turn down XP reduction with PN to about 10%, which is what I play at... Takes me a few days of hardcore playing to level up. Reduced XP rate is awesome - beats the vanilla levelling up too damn fast.


Yep, supermutants are tough, and I too got a surprise when I first encountered them. Very awesome they are - I hope they aren't toned down, they rock (and you have to be very tactical with them about).


I agree about the karma - how did you know that guy was very evil to get positive karma? It is just so broken. Perhaps toning it down to 1 point instead of lots per kill - its just ridiculous! 


Never ran into the problem with ammo shortage, as I stockpile and hoard (and the ttw vending machines are fantastic!). I suppose the more mods you play with (and carrying weapons of different calibers) = less problems, although the vendors are a pain in the goat with crud all ammo of the type you want.


Member of the People's Revolutionary Front of Canada and sworn enemy of their arch-rival: The Canadian People's Front. Hoping for a Fallout game around the Great Lakes... Highly unlikely ever, but why dreams exist.

Cataca
Posts: 41
Joined: Tue Jan 22, 2013 2:47 am

Agree on the karma issue, i'd

Post by Cataca » Tue Oct 29, 2013 5:13 pm

Agree on the karma issue, i'd love to play as a totally neutral lone wanderer, but just playing the game as normal you will end up as a paladin or something similarily stupid. You'd have to actually deliberately do some evil things to balance out in the end.


This mod at least fixes the karma on kill stuff.


http://newvegas.nexusmods.com/mods/37546/?tab=1&navtag=%2Fajax%2Fmoddescription%2F%3Fid%3D37546%26preview%3D&pUp=1


As for leveling up balance, i like to config PN with -8/10 skillpoints per levelup, +25 points on tag and x2 skillpoints on tag skills, 33% xp and skilled (-10%) plus good natured. It gives you enough points to get to about 25 on all the relevant skill checks, so you'll need to carefully use skillbooks to get through the majority of the skillchecks (and 75 skillchecks will be impossible for a rather long time). With the tag skills (which are supposedly the skills your character is specialized in) you'll get high fast enough to not get absolutely murdered on early levels. (usually main weapon skill, sneak and explosives, cuz i love those nades and fatmans, plus no other skill gets you through the end of the main quest like a missile launcher, and setting up ambushes with mines is immensely fun).


 


Other Mods that are always present on every play through: Diversified Mojave, Portable tent, Powered Power Armor, right to bear arms and wmxue. Must haves, and work like a charm even in DC. Then i just tweak some of the vendors to have more gunpowder and primers, and carry some of the ppa mods, and im good to go. I just wish there was a crash free spawn increaser for new vegas like MMM, that thing runs amazingly stable, contrary to IWS and endless warfare.


As is, nevada is much easier than DC, so after im done with the main quest, i usually run to new vegas as fast as i can, i roleplay it like the player felt that he was done with the job his father gave him, taking on the courier job to see the outside world, but never forgetting the grudge he had for the enclave, eventually coming back for sweet sweet revenge, WITH A GRENADE MACHINEGUN, BITCHES!



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