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TTW - Tale of *Three* Wastelands?

General discussion of Tale of Two Wastelands
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RoyBatty
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AFAIK they are already

Post by RoyBatty » Thu Oct 20, 2016 1:59 pm

AFAIK they are already compatible.


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EnvyDeveloper
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generalmx wrote:

Post by EnvyDeveloper » Wed Nov 16, 2016 5:34 pm

[quote=generalmx]


 


To slightly necro this thread: I think ensuring compatibility with mods that are essentially their own DLC with their own worldspaces like Project Brazil and Fallout: The Frontier would be a more worthwhile undertaking, assuming these huge mods get completed; though I wouldn't necessarily make it a priority of the TTW staff. Part of what attracted me to TTW is the amazing amount of content added to FalloutNV by the TTW cross-compatibility. There are also ridiculously huge mods like this for FO3 too which would be awesome to have compatibility with. It would be awesome to see this for FO4 but I expect this would take a year or two at least, partly to let the modding community and tools fully mature. Coming back to Fallout and TES modding it's amazing what's available now compared to just a year ago--some critical resources got really fleshed out compared to before.


[/quote]


I actually made a mostly-functioning mod which allows you to take the train from NV's station and start Project Brazil. It worked in the sense that you can start it normally but you couldn't come back without console commands.


Too bad I lost it in a hard-drive crash but I will most probably remake it once we have part 2 of the mod out.



streichung
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I just saw this post ... I

Post by streichung » Thu Dec 14, 2017 7:24 pm

I just saw this post ... I know it's a little bit late since the last update what happened ?


I just hope you people are still interested.


I've been thinking about playing FO3 and FNV in FO4. Using FO4's engine would be more interesting : even if there are some mistakes in FO4 engine, but the developpers integrated a lof of features already known as FNV mods (I think wasteland defense inspired them for the settlement system). There is no level cap in FO4, so it would be less mods to load into the game.


There are actually a lot of mods recreating FO3 and FNV items in FO4 (armors and weapons), so instead of using FO3 and FNV items it could be an easier option to use those mods. It's been a while I haven't play FNV, so maybe the FO4 weapons and armors modding system is already in TTW.


For the crafting system the collectibles items are almost the same from FNV and FO3 (clipboard, pencils ...), so if we use the same logic they just need to be replaced by the FO4 items. Then only some crafting stations would be needed. The settlements can be created pretty easily.


If I understood the conversation all scripts have to be converted from geckScript to papyrus and they can be converted automatically, so only the missing scripts would have to be redone ?


The first step would be to access to the FO3 and FNV world in FO4.


What should be done to export FO3 and FNV maps to FO4 ?



Nostalgia
Posts: 73
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streichung wrote:

Post by Nostalgia » Thu Dec 14, 2017 7:38 pm

[quote=streichung]


 


I just saw this post ... I know it's a little bit late since the last update what happened ?


I just hope you people are still interested.


I've been thinking about playing FO3 and FNV in FO4. Using FO4's engine would be more interesting : even if there are some mistakes in FO4 engine, but the developpers integrated a lof of features already known as FNV mods (I think wasteland defense inspired them for the settlement system). There is no level cap in FO4, so it would be less mods to load into the game.


There are actually a lot of mods recreating FO3 and FNV items in FO4 (armors and weapons), so instead of using FO3 and FNV items it could be an easier option to use those mods. It's been a while I haven't play FNV, so maybe the FO4 weapons and armors modding system is already in TTW.


For the crafting system the collectibles items are almost the same from FNV and FO3 (clipboard, pencils ...), so if we use the same logic they just need to be replaced by the FO4 items. Then only some crafting stations would be needed. The settlements can be created pretty easily.


If I understood the conversation all scripts have to be converted from geckScript to papyrus and they can be converted automatically, so only the missing scripts would have to be redone ?


The first step would be to access to the FO3 and FNV world in FO4.


What should be done to export FO3 and FNV maps to FO4 ?


[/quote] I'm not sure you understand the scope of what you are trying to do. Are you willing to devote yrs of your life to this?



Mystical Panda
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I'd love to see this... but I

Post by Mystical Panda » Thu Dec 14, 2017 7:49 pm

I'd love to see this... but I'd want to have a better overall (inside and out) understanding of the data structures, then I'd just build a bunch of tools to do most, if not all the work, for me. That's the approach I'd take If I decide to go or help others go that route.



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FiftyTifty
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The big hurdles would be

Post by FiftyTifty » Thu Dec 14, 2017 7:58 pm

The big hurdles would be converting the meshes, the animations, redesiging quests, and rebuilding every script from scratch.


It ain't gonna happen unless you get a solid group working on it non-stop, like the guys working on SkyWind.



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RoyBatty
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There is already F4NV and The

Post by RoyBatty » Fri Dec 15, 2017 3:17 am

There is already F4NV and The Capital Wasteland project.


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Mystical Panda
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Awesome! I look forward to

Post by Mystical Panda » Fri Dec 15, 2017 6:52 pm

Awesome! I look forward to seeing it!!! Just getting it over to 64bit was a huge plus and opens up many more opportunities. I guess things like DT and DR can be 'fudged', in a way, with a working extender (and functions), perhaps perks or some other type of active 'effect'. I'll defer that to those who know more about the data, at this point, than I do.


In the end, at least to me, everything is really just data and coded conditionals; understand that and you have the key to just about anything game wise.



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FiftyTifty
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DT is already doable: https:/

Post by FiftyTifty » Fri Dec 15, 2017 7:02 pm

DT is already doable: https://www.nexusmods.com/fallout4/mods/7573/



Mystical Panda
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MajinCry wrote:

Post by Mystical Panda » Fri Dec 15, 2017 7:16 pm

[quote=MajinCry]


 


DT is already doable: https://www.nexusmods.com/fallout4/mods/7573/


[/quote]


Nice! We REALLY need apps that do blanket conversions on assets- that's one thing I'm hoping to migrate towards once I get a better understand of data structures (that takes quite a lot of time). I'm wanting to do some modding also, but I really don't like the vanilla tools, and think there's a much better way of doing things- just need to code something up.



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