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Any chance of adding Mojave enemy types to the Capitol Wasteland

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ersa321
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Joined: Wed Mar 11, 2015 4:30 pm

Any chance of adding Mojave enemy types to the Capitol Wasteland

Post by ersa321 » Wed Mar 18, 2015 3:52 am

Is there any chance of adding some of the new types of existing enemy types from FO3, that were introduced in FONV to the Capitol Wasteland.


It would be nice to see some of the new Deathclaw, Yao Guai and the robot variants (the mk1 and mk2 upgrades) in the Capitol Wasteland, to boost the enemy variety.


off topic: it would also be nice to see the Albino Radscorpion buffed up, seeing as it has the same health as the Mojave Gaint RadScorpion (1500 still) and with no DT it's no longer the ungodly bullet sponge it used to be.



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

Not likely on all counts,

Post by TJ » Wed Mar 18, 2015 3:54 am

Not likely on all counts, though it would be easy to do in a mod.


My project Dash is on Kickstarter!



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Puppettron
Gary
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Joined: Sat Nov 23, 2013 10:47 pm

nah, not likely to happen,

Post by Puppettron » Wed Mar 18, 2015 10:59 pm

nah, not likely to happen, like TJ said.  ecology differences.  plus, if we did everything cool, there'd be no need for new mods for TTW, it'd just be conversions and convergences.


and let's not forget, we're modders here.  we're not game devs trying to build the perfect setting for the most people, we sat down and said "let's put fo3 in nv" and that's what we're doing.  seriously, there's so much we've done just for other modder's ease of access here that it's unbelievable, and i, for one, am always looking forward to what someone can come up with that's new and interesting, because everything has not been done, no matter how long the game's been around.


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

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

Mariofan17 wrote:I'd imagine

Post by TJ » Thu Mar 19, 2015 1:21 pm

[quote=Mariofan17]I'd imagine they'll get added once the Mod get's closer to being out of the Alpha phase. [/quote]


To be clear, my previous post in this thread was my attempt at politely saying, and as the current guy who merges in the fixes for each release at that, that it's not gonna happen. 


It'd be easy enough to do in a mod. All LL editing. You could even get permissions for some texture replacers and make something totally unique.


My project Dash is on Kickstarter!



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

TJ wrote:It'd be easy enough

Post by TJ » Thu Mar 19, 2015 6:28 pm

[quote=TJ]It'd be easy enough to do in a mod. [/quote]


My project Dash is on Kickstarter!



bill
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Location: NY
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Think of it like a more

Post by bill » Sun Apr 05, 2015 12:46 am

Think of it like a more classic game with "levels"... level 1, level 2, level 3, etc...Thinking of both the different wastelands and their correspending DLCs all as different "levels / wastelands" is much funner to me if those different levels actually consist of very different environments including enemies and the lootable items from those enemies, as well as other items and harvestable plants.


The DC wasteland is one level / stage... while New Vegas is a different level / stage with a different environment entirely. Isn't that divesity fun? Wanting to make a certain item like Hydra - but you're in DC and can't hunt the animals required to make it!


^^^ Like that is so great and I hope this is never changed in TTW, and if it is, it should be made optional :)   Makes the game feel like it has many different stages and environments to explore. The fact that hunting / recipes are implemented is also a factor. I also love having to need to travel between different wastelands to do certain things. I don't want to be able to do all the same shit in all of the different areas.



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