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A few questions to clarify

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Sentient6
Posts: 19
Joined: Mon May 25, 2015 10:43 am

A few questions to clarify

Post by Sentient6 » Mon May 25, 2015 10:54 am

This mod is amazing, obviously, but I need to clarify a few things -


First, I have a Steam version of NV, but a non-Steam one of Fallout 3. And no, that's not a code for "pirated" =P I got the retail GOTY Edition of FO3 way back when, and it doesn't have Steamworks (in fact, I think it still has that GFWL thing, if that even works - I haven't played FO3 in years). So, will it blend.. erm I mean work?


About mods - I have quite an extensive mod menu installed on NV (gonna need to remove MMUE though), but I'm guessing non of those will affect FO3? Or will they? I'm not sure how TTW works exactly, but if they share NV's Data files, any mods should be shared..? I'm talking about anything, like texture and mesh replacers, body mods and the big stuff, like FOOK3 and FOOK NV... Could really use some explaining here...


And I really should have a third question to round things off, but can't think of anything. So I'm just gonna compliment the mod again - it looks amazing, and I can't wait to try it =)



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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

a) we'll send someone along

Post by Puppettron » Mon May 25, 2015 12:01 pm

a) we'll send someone along with more knowledge on that soon enough to answer the disc/steam question


b) TTW puts FO3 and its DLCs as new worldspaces etc. into FNV, kinda like the DLCs.  Mods will be largely functional in both wastelands, but FNV mods that deal with things like gear, loot, placed items, stuff like that will likely not be found in the CW, due to none of those things being placed there and different npc lists and plenty of different leveled lists, etc.  some mods won't work right out of the box when you start in the CW simply because the mods' functions are tied to NV stuff, like the quests in doc mitchell's for a common answer.  however, aside from the mods mentioned on the FAQ, the vast majority of FNV mods will function just fine out of the box.  you may need to do some tweaking on them, but they won't break anything they wouldn't have broken in FNV + DLC


c) you'll have more questions later, i'm sure


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.

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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

A) Yes, it should work fine.

Post by RoyBatty » Mon May 25, 2015 12:28 pm

A) Yes, it should work fine. I have the GOTY (although puchased in incrememnts on GFWL) as well as the Steam version of FO3 (Which I bought just for ease of install).


Some of the bigger mods like FOOK and FOOK2, well drithius or someone knowledgable with those mods would have to answer such questions. Many times the large convergence mods might have issues due to reused forms, but I don't think that FOOK's do that. To my knowledge no one has converted FO3 FOOK either, I have been told that it is quite a mess.


Most mods should work, but as always a merge is needed. You may also find that, like puppet says, they rely on Doc Mitchells quest or some other things, YMMV.


That said, there is already a lot of compatibility patches, conversions and convergences of mods around here and the nexus, so just have a look around.


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Sentient6
Posts: 19
Joined: Mon May 25, 2015 10:43 am

Thank you for the quick

Post by Sentient6 » Mon May 25, 2015 3:21 pm

Thank you for the quick feedback!!


Good thing the retail FO3 will work, and thanks for the reminder about the patch.


And does it mean that the FO3 part of TTW is pretty much vanilla (but with newer gameplay features from NV)? Unless an FO3 mod was specifically ported to work with TTW..? And no new gear from NV mods (like FOOK or Project Nevada), because the leveled lists are different...?


Sorry I'm asking so many questions about other mods, but I can barely imagine playing Fallout w/o mods (even if it's FO3 and NV together =P)



Iainmore
Posts: 19
Joined: Tue Sep 30, 2014 8:06 pm
Location: Scotland

It works as I have the Retail

Post by Iainmore » Mon May 25, 2015 3:25 pm

It works as I have the Retail Disc FO3 GOTY edition as well. Don't know about FOOK as I don't use that, no plans to either. I use no less than 4 different female body replacers and swap between Roberts and Breeze bodies no bother as well according to what PC I am playing.


TIP 1  there are a pile of mods I don't install until I am clear of tranquility lane and a few other mods I leave until after I have cleared Citadel. Read the conversion notes you will get the picture quick enough.



paragonskeep
Posts: 738
Joined: Thu Oct 25, 2012 6:19 pm

The disc works fine for

Post by paragonskeep » Mon May 25, 2015 5:41 pm

The disc works fine for install. Also you can "Add" the game to Steam (I have done this for ease of installation) 


You may wish to check out this link as frootzcat was kind enough to post and it'll give you an excellent start on adding mods that work with TTW


https://taleoftwowastelands.com/content/directory-ttw-converted-mods


have fun


If life is but a test, where's the damn answer key?!?!?

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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

FO3 is pretty much vanilla,

Post by RoyBatty » Mon May 25, 2015 5:56 pm

FO3 is pretty much vanilla, but brought up to the gameplay specs of NV. There is some new unique content such as weapon mods, recipes and food items. Certain things were superceded by NV like the .32 pistol, and the hunting rifle was changed to .308, so the .32 pistol is now a .22 pistol. Shotgun shells were swapped out for 20ga or 12ga where appropriate, DR changed to DT, weapons balanced for NV, Creatures and NPC's balanced for NV, and much more.


FO3 mods need to be converted before they will work, FOOK2 is probably not going to happen. Similar mods like MMUE and NVEC are incompatible also at this time. Performance "mods" also don't work because they delete needed records.


There's a multitude of converted mods here, just have a look in the forums.


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Sentient6
Posts: 19
Joined: Mon May 25, 2015 10:43 am

Thanks for the link, the

Post by Sentient6 » Mon May 25, 2015 6:00 pm

Thanks for the link, the thread is a goldmine =D



Sentient6
Posts: 19
Joined: Mon May 25, 2015 10:43 am

Finally installed everything

Post by Sentient6 » Tue May 26, 2015 9:21 pm

Finally installed everything and made it work. I might have carried away with the mods a bit, though - had enough plugins to make the game crash on start...=P Hope it keeps together.


But I just have to say that launching New Vegas, and then hearing "I Don't Want to Set the World on Fire" as I start a new game made me all giddy =D You did amazing work on this mod, I really can't thank you guys enough.



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