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TTW Capital Wasteland: A review

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EverChosen208
Posts: 92
Joined: Sun Jun 04, 2017 2:32 am

TTW Capital Wasteland: A review

Post by EverChosen208 » Sat Jul 01, 2017 4:03 am

I've finally finished my TTW adventure through the capital wasteland as the Lone wanderer and I have to say I loved it. Thank you guys for your hard work on such a massive mod, and thank you for helping me out with any bugs or problems I had along the way :P I cant Imagine that I could've had a better FO3 experience as of this point in time. I encountered little problems once I figured out some of my LO and installation problems with my mods so the experience was relatively smooth, but as with any mod of this size I was bound to come across some unavoidable bugs. So heres just a heads up on some on the larger things that I came across just In case these haven't already been reported to you, and also some gameplay and balance opinions of mine too: 


-Taking the tram to Adams air force base in broken steel is bugged as the train rides straight through walls and doesn't stay on track.


-Tesla cannon only one shots aerial vertibirds with the relevant fix, not grounded ones or ones that drop off troops. Cant remember if that was the case in vanilla or not.


-Alien disintegrators are bugged when used by the aliens, they either just stand completely still or fire with only one hand


-Putting a Gatling laser in fawkes inventory will cause his special one to completely disappear as he will equip the normal one instead. Spawning a new one into his inventory wont fix it, he will use his fists forever. Had to revert to an older save to fix. Can give him unique Gatling lasers however, it wont cause this problem.


-Ashurs speech up on the catwalk in the pitt seems bugged, as you can hear multiple voices talking over each other saying different Lines of dialogue. The result is half of the cutscene being completely silent since all of his dialogue is exhausted at once


-Lack of voice modulation. Not a super big deal but any chance this could possibly fixed? I remember seeing somewhere that it cant really be fixed or something along those lines but it doesn't hurt to check right? :)


-Super Mutant DT is a bit too high IMO, even with the super mutant balance. It makes your first foray into DC EXTREMELY difficult. I had to resort to installing BLEED to do any noticeable damage against them without AP rounds that early in the game. However BLEED is pretty great so I don't regret installing that at all, greatly enhances the experience.


-Speaking of AP rounds, alternate ammo types are extremely rare unless using an inventory expanding mod. Anyway you could incorporate one of these mods into TTW itself?


-Expanding certain enemy weapon lists a possibility? Some weapons from NV don't seem to appear in DC outside of vendors, such as chainsaws (prime raider weapon), thermic lances, grenade launchers (pump action ones), cowboy repeaters and trail carbines (haven't seen outside of vendors), Bumper swords, fire axes, Most fist weapons barring knuckles and regular power fists, dynamite, hunting revolvers, .22 smgs and all throwing weapons. If theres any balance or lore reasons for not including these then feel free to share your reasoning


-Any way to integrate certain NV DLC weapons into DC? theres a mod here: http://www.nexusmods.com/newvegas/mods/47880/? that does a fine job adding them to NV seemleslly. It works for DC vendors and certain containers but they don't spawn on any enemies. You seem to have already done so with the PL lever action and double barrel (but no axes?) so would it be possible to do a patch for it? Coming across raiders with tommy guns and super mutants with Automatic rifles would be sweet!


-Brush guns seem to spawn a lot on Talon mercs. Personally seems that they shouldn't be using L-A weapons more than semi-auto and automatic weapons.


-Past Lvl30 the wasteland becomes infested with deathclaws and albino scorpions. Its insane. Any way to turn down their spawns a bit?


-Possibly adding Leather, metal and pitt raider armors to normal raider lists? just for the sake of visual diversity :)


 


There you have it, my short review. Theres so many things I could praise you for that theres no point in listing them, you guys are great. Will add any other significant problems that I may have forgotten If I remember them :)


ON TO NEW VEGAS!!


 


 


 


 



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Glad you enjoyed your play

Post by RoyBatty » Sat Jul 01, 2017 3:53 pm

Glad you enjoyed your play through, and thank you for the feedback.


- The tram is not broken, must have been a mod breaking it, like an animation replacer or other animation mod.


- Tesla Cannon bug with grounded vertibirds is vanilla, it's been fixed in 3.0.


- Alien disintegrators were bugged probably because of using an animation replacer or a mod which overrides the alien disintegrator.


- Will check the bug with Fawkes, sounds strange.


- Ashur's speech bug is known, will fix it at some point, low priority.


- Voice modulation is indeed broken for several things, holotapes and talking activators being the most obvious. I would like to try and fix it in the engine as it *does* work with Fawkes when he first talks to you.


- Super Mutants are supposed to be difficult.


- Availability of special ammos, and AP rounds in particular has been addressed in 3.0


- Super Mutants and NPC's use a wider variety of weapons in 3.0. "Cowboy" like weapons have been removed from DC.


- Full integration for both wastelands including GRA and DLCs (with tag removal) is something we're considering for an optional.


- Talon don't have cowboy weapons anymore.


- No, that's the way Fallout 3 is supposed to be. You *are* running around in Hellfire armor with the strongest weapons in the game with tons of perks and etc by that time, aren't you? :)


- Expanded armor is optional in 3.0


Hope you find the time to play again in the future.


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jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

RoyBatty wrote:No, that's the

Post by jlf65 » Sat Jul 01, 2017 6:50 pm

[quote=RoyBatty]No, that's the way Fallout 3 is supposed to be. You *are* running around in Hellfire armor with the strongest weapons in the game with tons of perks and etc by that time, aren't you? :)[/quote]


This reminds me of a play-through I did in Skyrim shortly after getting it. I was trying to play as an alchemist, so I spent quite a bit of time leveling up by making potions of all sorts... got level 30 just on alchemy! And then I tried walking somewhere and got the ever-loving sh_t kicked out of me by the first hostile I came across because I still had no levels or perks in ANYTHING offensive or defensive. No blocking, no blades, no magic. Let me tell you, an alchemist simply can't go ANYWHERE on their own in the game, and even with a companion, you're screwed if they bypass the companion and come at you.


Being an alchemist may suck, but being an enchanter isn't nearly as bad. You can put enchants of armor and jewelry and weapons that make up for your lack of skills. They need something similar for alchemy. Potions that harden your armor, and poisons that do more than 1 damage for 5 seconds and needs to be reapplied for EVERY use.


 



EverChosen208
Posts: 92
Joined: Sun Jun 04, 2017 2:32 am

Never used hellfire armor,

Post by EverChosen208 » Sun Jul 02, 2017 1:47 am

Never used hellfire armor, not my style. Regulator combat armor all the way :P 


In regards to the wapon integration for GRA I've just found a mod that does that http://www.nexusmods.com/newvegas/mods/45111/?. Perhaps you could Ask permission from him to use as an optional file?



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

We try to make all of our

Post by Risewild » Sun Jul 02, 2017 3:10 am

We try to make all of our features/optionals ourselves. As to be easier for update and maintain, so we are not dependent on other people's work and so it is made the best way possible while balancing it with both wastelands and all of that. yes


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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

We try to make everything in

Post by RoyBatty » Sun Jul 02, 2017 11:04 am

We try to make everything in house, we are all experienced mod authors. This way we are not beholden to anyone or need to worry about them changing permissions on things. This is in addition to the points made by Risewild.


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jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

Yeah, permissions can be a

Post by jlf65 » Sun Jul 02, 2017 2:39 pm

Yeah, permissions can be a big issue - even if YOU get permission to change a mod, you can't pass that permission on to anyone else; THEY have to get permission, too. If something is gonna be an actual part of TTW, it would be best to be done from scratch by the TTW team so that that never become an issue.


 



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