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TTW - Tale of *Three* Wastelands?

General discussion of Tale of Two Wastelands
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TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

chucksteel wrote:

Post by TJ » Wed Apr 06, 2016 6:58 pm

[quote=chucksteel]


@TJ


And I would give that one to you if the player didn't get PA in the first 5 min of the game or the fact that PA is easier to find then the copper you need for crafting. 


[/quote]


 


Never said their implementation wasn't flawed (see the aforementioned gating in the old games.)


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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

I was just being snarky!  

Post by chucksteel » Wed Apr 06, 2016 8:22 pm

I was just being snarky! cheeky 


The PA issue is one of the biggest things I don't like about the game. 


I am working on a mod that sets all the PA that are just standing around out in the open to "Initially Disabled". I'm keeping the one in the museum (because it's quest related) and the ones that are locked up in Military bases. 


I'm also removing many of the PA stations only leaving the ones that seem appropriate. 



TJ
Posts: 2181
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Dead_Moroz wrote:Why do we

Post by TJ » Mon Apr 18, 2016 3:18 pm

[quote=Dead_Moroz]Why do we carry the main quests of Fallout 3/NV? [/quote]


Somebody's gotta provide the actual game (quests and such) that runs on this engine at some point. Might as well be Bethesda (FO3). Even better would be Obsidian (FNV) or both (TTW)


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TJ
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Well, yeah clearly. We'd have

Post by TJ » Wed Apr 20, 2016 4:48 pm

Well, yeah clearly. We'd have to wait til the tools are available to do such things then the place to start would be worldspaces. As for stories, they're already completed and ready to go, would just need to be converted.


My project Dash is on Kickstarter!



Dead Sirious
Posts: 105
Joined: Tue Nov 19, 2013 5:37 am

64 bit TTW

Post by Dead Sirious » Wed Apr 20, 2016 5:48 pm

64 bit TTW sounds


We are so the baddest gang in the Wastes!

macariodaal
Posts: 19
Joined: Thu May 14, 2015 8:32 am

If it could be done, it be a

Post by macariodaal » Tue Apr 26, 2016 9:01 pm

If it could be done, it could be a time travel mission that you get after completing both stories. Mad scientist creates a time machine and send you back in time to prevent the war from happening. But some thing goes wrong and you loose your memories. After you get wake up from being frozen in vault 111, your memories come back and you get X amount of perk points you could use on your character after you leave the vault.   



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Puppettron
Gary
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no.  see, if t3w happens ever

Post by Puppettron » Wed Apr 27, 2016 12:18 am

no.  see, if t3w happens ever, and there's still actually no one saying they're doing it or that it's doable, we're just going to chuck you threw an oblivion gate and then provide you a choose your own adventure book with every idea everyone's ever pitched at us in it.


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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zilav
Gary
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Jokes aside, the last major

Post by zilav » Thu May 12, 2016 7:01 pm

Jokes aside, the last major block on the way to T3TW is over. Official Nif Exporter for 3DSMax 2013 and Elric processor to generate proper collision included with the latest CK update make it possible to convert static meshes


https://community.bethesda.net/message/80309


If anyone is serious here about T3TW and can start converting meshes, I'll look into converting esm. So what's the "official" stance? Yes or Nope?



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

Converting meshes from one

Post by TrickyVein » Thu May 12, 2016 8:46 pm

Converting meshes from one game to the other still has to be a batch process, there's no way someone is going to convert so many individual meshes by hand even with the import and export tools that are available, and which now support collision notwithstanding. 


So we'd still need a max script to do this. Not saying this isn't possible, but I think there are still quite a few technical hurdles which stand in the way of doing this for all meshes. 


The fact that Bethesda released tools at all and which support collision is greatly edifying and I don't think pursuing this idea would be possible at all without them, but it doesn't change some realities like (for instance) needing to also convert, probably by hand every texture in the old games used by those meshes, then supplying materials for all of those meshes. 


Anyway, it's something I'd be interested in just to see how far anyone could take it. 



Dead Sirious
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If one were to walk me

Post by Dead Sirious » Thu May 12, 2016 9:35 pm

If one were to walk me through the process. I'd be glad to cobtribute. Already extracted the assets from FO3, FNV, and TTW BSAs
We are so the baddest gang in the Wastes!

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