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Request for more detailed FAQ

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Box
Posts: 1
Joined: Sat Jun 28, 2014 1:58 pm

Request for more detailed FAQ

Post by Box » Sat Jun 28, 2014 7:44 pm

So this TTW is a pretty big mod. It takes a long time to install and you have to pay attention to what you're doing to make sure it gets set up properly. Because of that, I think more features of the mod should be detailed in the FAQ.


I haven't installed this mod yet because it's taking some work to get it to happen properly. I am curious about what specific New Vegas features were brought over to the Capital Wasteland. The section on the FAQ on this is really incomplete because I've looked around the forums and I see people talk about features that aren't mentioned. I know that I could answer a lot of these questions probably within a few minutes of starting the game, but I think people should be able to find out this stuff before they go through a lengthy install.


Here are the questions I have. There's a lot here but they're pretty straightforward to answer I think they're things that people would want to know.


[collapsed title=Questions]


Stuff that I would assume is in based on switching to NV engine:




  • Is there hardcore mode with all of its NV effects?


  • Can you pick NV traits?


  • Are the NV perks included?


  • Do you get perks every other level like in NV?


  • Does the game use NV skills (Survival instead of Big Guns)?


  • Does Agility affect reload/holster speed?


  • Does Charisma affect companion nerve?


  • Is the skill formula 10 + (INT/2) like in NV?


  • Do HP and other derived statistics use the NV formulas?


  • Do weapons have skill and strength requirements?


  • Do weapons/armor have 75%/50% thresholds for maximum condition effectiveness?


  • Can you use real iron sights like in NV?


  • Are NV items craftable at CW workbenches?


  • Is VATS nerfed like it is in NV?


  • Do melee/unarmed have special techniques at skill thresholds?


  • Do companions use the companion wheel like in NV?


  • Is DR switched out for DT?


  • Is the level cap 30/50 like in NV?


Stuff that might be in but would require some work:




  • Are dialog checks yes/no like in NV instead of percent based?


  • Are there reloading benches and campfires in CW?


  • Are NV weapons/armor added to CW? Just a few, most of them, or all of them?


  • Are there weapons mods either for F3 or NV weapons in CW?


  • Are there different ammo types you can buy/find in CW?


  • Are there harvestable plants in CW like in Mohave?


  • Are there new campfire recipies that use CW ingredients OR were some Mohave plants brought over?


  • Are there factions and reputation for CW groups?


There are probably more NV features that people would want to know if they were added to CW but these are the ones I can think of. I know a number of these can be found around the forums, but I think they should be centralized in one place.


[/collapsed]


If you don't want to put this stuff in the FAQ, I think it should go in a readme is a separate download so people can see what's in the mod before downloading the whole thing.



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

Your first set of questions

Post by Gribbleshnibit8 » Sat Jun 28, 2014 8:12 pm

Your first set of questions all relate to the NV engine, not anything really specific to one game or the other. Anything using the FNV engine will work that way, whether it be a mod or TTW. The second set is too involved for me to answer from my phone, but I believe someone else will along to answer shortly. Short of it is that since the goal ofoTTW is to make Fo3 feel like an extension of FNV, if its in FNV we probably brought it to DC, or are in the process of doing so.

Chaophim
Posts: 58
Joined: Sat Sep 21, 2013 2:29 am

Gribble: Can a D.C. woodchuck

Post by Chaophim » Sat Jun 28, 2014 8:45 pm

Gribble: Can a D.C. woodchuck chuck as much wood as an N.V. woodchuck could chuch if either woodchuck could chuck wood?



thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

For your first set of

Post by thermador » Sun Jun 29, 2014 2:53 am

For your first set of questions, as Gribs said, it's all the NV engine, so "yes to all" i guess.  For the second set.




  • Are dialog checks yes/no like in NV instead of percent based?  Yes? (or if not they will be in the next version)


  • Are there reloading benches and campfires in CW? Yes


  • Are NV weapons/armor added to CW? Just a few, most of them, or all of them? Yes, most


  • Are there weapons mods either for F3 or NV weapons in CW? Yes


  • Are there different ammo types you can buy/find in CW? Yes


  • Are there harvestable plants in CW like in Mohave? Yes


  • Are there new campfire recipies that use CW ingredients OR were some Mohave plants brought over? Yes


  • Are there factions and reputation for CW groups?  Yes? (or if not they will be in the next version)


The reason that isn't in the FAQ is that most people simply do not care that much to go into that level of granular detail. 



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

Just a correction to

Post by Risewild » Sun Jun 29, 2014 3:14 am

Just a correction to Thermador post, Fallout 3 specific weapons do not have weapon mods yet, but they will be available in the future (the team is working on it). As a note although you can find weapon mods in the CW, they are still scarce (the team will work on adding more soon).


And a few notes:


The speech checks and the factions and reputations are still a work in progress, but you can already use them (even though incomplete) by using TTW optional files that are created when you install TTW wink.


About the ammo types, it is the same as the weapon mods, they are still a bit scarce in the CW side of TTW.


Harvestables in CW at the moment are not very spread around, but the team is working on this as I am writing and the next release will contain a lot more harvestable plants, more variety of plants, more recipes and the Point Lookout Punga Fruit plants will also respawn like normal Fallout New Vegas plants.


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