The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com

TTW - Tale of *Three* Wastelands?

General discussion of Tale of Two Wastelands
Post Reply
rockitten
Posts: 139
Joined: Mon Oct 14, 2013 4:40 am

Puppettron wrote:

Post by rockitten » Fri Dec 18, 2015 6:26 am

[quote=Puppettron]


 


i think we should just focus on putting skyrim in fo4, then changing skyrim into our preferred tes game.  cause at this point, beth's already shown us that logic doesn't matter, so let's go all the way.



also, can we wedge in Deus Ex and Mass Effect?


[/quote]


Actually, once the creator-kit is out, I would expect a lots of mods porting resources (skeleton, skin, clothes, mesh, texture...etc) from mods for Skyrim. And, as a matter of fact, the snowy environment of Skyrim maps are perfect for a DLS sized mod for Fallout Canada/Alaska.


Regarding to Mass effect, isn't the female PC is voiced by the same voice actors for Jack in Mass Effect? Imagine some dialogs for Wild wasteland perk like "Did someone called you Jack?" or "Is you husband called Shepard" 



rockitten
Posts: 139
Joined: Mon Oct 14, 2013 4:40 am

deadboy wrote:

Post by rockitten » Fri Dec 18, 2015 6:32 am

[quote=deadboy]


 


How on earth do you explain, in a Tale of Three Wastelands, meeting young Maxson in the CW, then on the blimp, then back in the CW (AS A CHILD AGAIN!!!)? Or the other chars from that area? You CAN NOT, regardless of the work, mesh these stories together in to one narrative that keeps all three of the source games in tact.


[/quote]


Or the destroyed Rivet city, the kids in FO3 (one of them also will become your companions in FO4) and most of all, how to get around the game will ended after the battle of Hoover Dam.



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

rockitten wrote:

Post by TrickyVein » Fri Dec 18, 2015 9:36 am

[quote=rockitten]


Actually, once the creator-kit is out, I would expect a lots of mods porting resources (skeleton, skin, clothes, mesh, texture...etc) from mods for Skyrim. 


[/quote]


You can't change the format of textures to DX11, provide specular maps or convert .nif versions using the creation kit.



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

rockitten wrote:

Post by TJ » Fri Dec 18, 2015 12:25 pm

[quote=rockitten]


the kids in FO3 (one of them also will become your companions in FO4) [/quote]


Lets just be real here: Lamplight cannot be explained even in the context of Fallout 3. Before anyone attempts it, consider what it'd take to make a cave full of kids and no adults survive for 200 years, then keep it to yourself.


My project Dash is on Kickstarter!



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

and it should probably be

Post by Puppettron » Sat Dec 19, 2015 7:31 am

and it should probably be stated that on this thread are plenty of the site's biggest bullshit explainers and they could all tell you that explaining LL is a tall drink of water, for 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.

User avatar
LT Albrecht
Posts: 182
Joined: Wed Sep 19, 2012 8:50 pm

tawatabak wrote:

Post by LT Albrecht » Sun Dec 20, 2015 3:00 am

[quote=tawatabak]


 


u guys need a bigger team cause porting only fallut 3 wouldnt make me play the mod


i dont want to go throught fallout 3 then vegas(ttw) and then start a new game to go through fallout 3 again to move to bosten


storywise


how about u start in vault101 play ttw and after the battle of hooverdam u can find love give birth to shawn and u and your new family gets kidnapped and forced to get freeze, but not for 200 years maybe only 5 .


get rid of the whole prewar start of fo4


and the op powerarmor issue would just need balancing or a way to get pa-training early in fo3 for example why not get your first pa already in vault 101 after the goat, which would just need to tell you to become a security guard or mechanic


 


but its all up to u 


i enjoy ttw and fo4 already like they are


 


btw how woud dogmeat react to mmmhm dogmeat when they met


[/quote]





trollolololololol





 



retlaw83
Posts: 279
Joined: Sun Mar 17, 2013 8:40 pm

outsidefactor wrote:I know it

Post by retlaw83 » Sun Dec 20, 2015 3:23 am

[quote=outsidefactor]I know it's probably a crazy suggestion, but would a crowd-funding campaign work?[/quote]


I require about $1,400 a month to pay the bare minimum of my bills. Unless something like that raked in about $30,000 a month to cover everyone on the team, you're dreaming.


30 Helens agree that I am, pound for pound, the strongest man in a group of ducks.



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

oh, and beth tends to

Post by Puppettron » Sun Dec 20, 2015 5:16 am

oh, and beth tends to threaten legal if you try to get paid for modding without going through them.


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.

User avatar
zilav
Gary
Posts: 225
Joined: Tue Apr 09, 2013 4:03 pm

luthien wrote:

Post by zilav » Sun Dec 20, 2015 9:33 am

[quote=luthien]


TTW was only possible because FNV was literally built upon FO3. No other mods like it have ever seen completion, and they never will.


Let a noble dream die a noble death.


[/quote]


Several days ago I tested conversion of Oblivion scripts into Papyrus where 2k+ (>90%) scripts were converted along with quests/dialogues, compiled and work in Skyrim (with issues though, still need some fixing) using custom SKSE extension for missing function(s) like isAnimPlaying. So it is technically possible to create T3W even with converted quests, dialogues and script, but it still would be a huge job to fine tune, update and fix remaining issues.



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

zilav wrote:

Post by TrickyVein » Sun Dec 20, 2015 9:52 am

[quote=zilav]


Several days ago I tested conversion of Oblivion scripts into Papyrus where 2k+ (>90%) scripts were converted along with quests/dialogues, compiled and work in Skyrim (with issues though, still need some fixing) using custom SKSE extension for missing function(s) like isAnimPlaying. 


[/quote]


Fantastic.



Post Reply