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Question: Short Explanation of FO3 Equipment Rebalancing

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MichaelDawn
Posts: 19
Joined: Mon Jun 08, 2015 1:29 pm

Question: Short Explanation of FO3 Equipment Rebalancing

Post by MichaelDawn » Tue Jul 14, 2015 6:15 pm

Hey, guys. I've been having a blast playing back through the Capital in TTW, but I wish there was more verbose information about the changes that get made. For example, I got A3-21's plasma rifle, and noticed that it now uses 2 MC per shot, just like a normal plasma rifle. I haven't compared the stats directly, but that seems to make it useless compared to the Q-35 from NV.


On top of that, I've noticed in one post that the regulators now have unique tiered armor (a lovely addition). The Talon combat armor was discussed a lot elsewhere, but the regulator changes were less spoken about, and I had to specifically dig just to find one mention.


Could I get a link to a thread I haven't found that discusses changes to FO3 like this? I've seen discussion threads for cross-content, but they never come to a clear conclusion.


Or at least shoot me a few bullet points with the highlights. I don't want to critque design decisions, since the team seems to make pretty good choices overall, I just want to know what to look for, because there seems to be very little info.


Thanks for the mod, thanks for your answers.



TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

A lot of decisions, really

Post by TrickyVein » Tue Jul 14, 2015 11:56 pm

A lot of decisions, really all of them affecting game balance and in particular weapons were made a long, long time ago. It's a fair question. It seems like you've already glanced at a number of the 'cross-content' threads where these sorts of questions were posed and answered to varying degrees.


As far as I know or have access to, the team has never put together a compete list of changes to all of Fallout 3's equipment or arsenal.


Though if you know how to use xedit, you can very easily look at TTW.esm yourself and see the changes that it makes to all of the records in Fallout3.esm.


If someone else wants to chime in here, please do.



MichaelDawn
Posts: 19
Joined: Mon Jun 08, 2015 1:29 pm

Xedit is a good point. I may

Post by MichaelDawn » Wed Jul 15, 2015 10:43 am

Xedit is a good point. I may do some digging after work.
In the meantime, I do think a mega-readme in the vein of FWE's would be boon for this mod, considering people may be anxious about the details. But that would require a big time investment.

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

MichaelDawn wrote: I do think

Post by TJ » Wed Jul 15, 2015 12:36 pm

[quote=MichaelDawn] I do think a mega-readme in the vein of FWE's would be boon for this mod[/quote]


We have *TWO* mega-readmes. The Alpha Download page and the FAQ page. Have you read all of either of them? If so that means a grand total of 8 people have read them both in three years. Now tell me this: with a reading probability of .042 per person.... why would any of us write another one?


My project Dash is on Kickstarter!



MichaelDawn
Posts: 19
Joined: Mon Jun 08, 2015 1:29 pm

I have read both. One is an

Post by MichaelDawn » Wed Jul 15, 2015 1:11 pm

I have read both. One is an installation manual (the changelog is pretty thorough), the other is a top-level explanation of what the mod does. Neither one really hits on any of the stuff im asking about, aside from linking to a few discussions which, as we said, sometimes dont reflect what was finally decided.


 


Im talking about just a list or partial list of what weapons/armor were changed to match new vegas' changes. And no, I dont just mean the .32 ammo and shotgun shells.


 


How is it that you get so hostile toward questions on this board? Im sorry im not on the team developing the mod. So I dont know as much as people who've been around. Thats why im asking.



sesom
Posts: 464
Joined: Thu Sep 20, 2012 7:16 pm

Simple explanation.

Post by sesom » Wed Jul 15, 2015 1:32 pm

Simple explanation.


Making this mod takes a ton of time and a dedicated team. Writing documentation and logging every single change too. That means you often have to decide which is more important. Document things or make them. We all doing TTW in our spare time for not a single dime. Give support in chat, writing faqs that people simply seem to ignore and help as much as we can.


So what happens if someone asks "Can you tell me every little detail you changed in FO3 for TTW and why isn't there a list. I want to read all before trying it?"


Sorry TTW is not a contract work made for you and yes you have to dig for yourself and can help to make the documentation you think that is missing.


(and yes this may sound hostile, it isn't, it is the truth)



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

Dude, I'm not trying to be

Post by TJ » Wed Jul 15, 2015 1:39 pm

Dude, I'm not trying to be hostile. All the weapons and armor in FO3 have been rebalanced against FNV. Rebalancing the lists hasn't been done yet, but we'll (probably) get there.


My project Dash is on Kickstarter!



MichaelDawn
Posts: 19
Joined: Mon Jun 08, 2015 1:29 pm

sesom wrote:

Post by MichaelDawn » Wed Jul 15, 2015 1:40 pm

[quote=sesom]


So what happens if someone asks "Can you tell me every little detail you changed in FO3 for TTW and why isn't there a list. I want to read all before trying it?"


Sorry TTW is not a contract work made for you and yes you have to dig for yourself and can help to make the documentation you think that is missing.


[/quote]


Yes, I understand that. I agreed that using Xedit to look myself was a good idea, and was merely suggesting that something be written up, which I admitted would be time-consuming for the team. Similar pages exist for other overhaul mods, but that was probably done well after development was done. I've demanded nothing, because this is a volunteer project, and I'm probably going to compile a list and post it myself, as you've suggested.


I already have the mod, I'm about 8 hours in. I'm not asking for a sales pitch. I was just trying to see if there was any more definitive information than the round-table discussions on cross-content, because there seems to be a good number of undocumented changes that interest me. Since it seems there is not, thank you for your time.



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

If you write up a decent

Post by TJ » Wed Jul 15, 2015 2:02 pm

If you write up a decent quality readme like you're saying, please do post it. It would probably be useful for other, like minded individuals.


My project Dash is on Kickstarter!



MichaelDawn
Posts: 19
Joined: Mon Jun 08, 2015 1:29 pm

TJ wrote:

Post by MichaelDawn » Wed Jul 15, 2015 2:15 pm

[quote=TJ]


 


If you write up a decent quality readme like you're saying, please do post it. It would probably be useful for other, like minded individuals.


[/quote]


Agreed. I apologize for being snappy, out of line. I'll go through this week as I'm playing/modding and make a list of new/changed gear in the capital wasteland. Might be worth having it to reference for new players, since TTW is starting to get a lot of mention online.



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