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About to invest some time in TTW

General discussion of Tale of Two Wastelands
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Steel915
Posts: 2
Joined: Thu Jul 25, 2013 4:48 pm

About to invest some time in TTW

Post by Steel915 » Thu Jul 25, 2013 6:24 pm

Never played TTW before, though i do have approx 400hrs of saved playtime on F:NV so id like to ask a few questions before i lose all of this time permanently to play TTW.


1 - As of now (i think TTW is currently in 2.2a) are there any major game breaking bugs i should be aware of that will seriously hamper my immersion or corrupt save files that can be fixed before my playthrough. (ive checked the bug tracker but its fairly inefficient with just a huge load of threads of various bugs in different states of fixing.)

2 - Ive heard most NV mods are compatible with the DC wasteland, apart from things such as Nevada Skies etc. What are the main mods that dont work at all with TTW (are not compatible) and what are mods that do work that just wont be functional while in the DC wastelands? (i intend to play heavily modded, including Project nevada etc etc)

3 - How do perks cross over? ive heard that the F:NV perks take priority over the FO:3 ones but are all perks functioning/balanced, or are any broken majorly? Do all the perks available in FO:3 but not F:NV feature in TTW?

4 - Would more perks/traits/companion perks mod work alongside both the FO:3/F:NV perk list? (most of my enjoyment within the fallout series revolves around building specialised characters so this is quite key to my personal enjoyment)



I intend to install TTW and make sure its working correctly for the most part, then fully modding it up with NV mods and the occasional FO:3 one.



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

There are no major game

Post by chucksteel » Thu Jul 25, 2013 7:13 pm

There are no major game breaking bugs in TTW which is why you think the bug tracker is fairly insufficient. You can play through all of the quests in both games including all DLC's The bugs you will find are small, some doors that have lost there collisions and cannot be opened. A Navemesh bug at rivet city which causes all npc's that should be in the market to congregate near the main entrance. Some areas have funky sky color which looks black between 11am and 1pm. Probably there are some other minor bugs I've left out but again there minor.


All crafting and NV items can be found in the Capital Wasteland. You can even buy a Reloading bench and hotplate for your player home. You'll notice this stuff right off even during the Vault 101 tutorial you'll find egg timers Doctors bags and other random NV junk.


(Note we do suggest not installing any mods until you finish the Tutorial because even in vanilla it could be temperamental.)


Most people that do have problems are because of load order issues or other mods


Most FNV mods will work out of the box FO3 mods need to be converted with FNVedit and have our conversion script ran on them.


As I said in chat I'm not really up on which mods are working 100% but I know MMM isn't working right now but it is being updated for TTW. Custom races and pipboy replacers are not recommended because they can break Tranquility land and operation Anchorage. FO 3 mods that require FOSE Will not work unless you go through and recompile all of it's scripts with NVSE.


Edit: if you like my mods DCInteriors and NVInteriors I suggest getting my updated version of TTWInteriors. It is a merge of both mods and, have been updated exclusively for TTW. (Shameless Self promoting I know. wink)



Steel915
Posts: 2
Joined: Thu Jul 25, 2013 4:48 pm

To begin with I have huge

Post by Steel915 » Thu Jul 25, 2013 7:54 pm

To begin with I have huge respect for your team and in no way do i think the bug tracker is ineffective, its an impressive feat to keep track of everything like that. It just takes a while to digest all the information and what of it is relevant to me in in the current patch. 


In terms of the bugs you described, they dont sound too bad - those doors i assume are fairly minor and the cells can just be COC'd into? 

Yeah ive heard to wait until megaton to install mods. In terms of compatibility does the mod itself conflict with many mods or do you just mean they have issues while playing TTW because of regular mod conflicts? 


Oh your the author of NVinteriors? Cool man, i love that mod, one of my favourites, ill definitely be running that if i decide to convert to TTW. 



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

No worries I didn't take it

Post by chucksteel » Thu Jul 25, 2013 8:13 pm

No worries I didn't take it as you were being disrespectful I just used your words to describe the situation.


yes you can still coc into the cell with no issue for some reason the doors around Warrington station and Falls church (one other they all use the same metal door) lost there collision and you cant open them just walk through them like they aren't there.


I think it is more of a combination of other mods conflicting that cause people problems and, not one specific mod conflicting with TTW itself. One mod I forget which one people were reporting bugs the the Lions pride were hostile, I tested in vanilla and had no issue. Turned out because we had to change some factions because there is the NV BOS the mod screwed up TTW and changed the faction back to vanilla FO3. We did have to make some major changes behind the scans to get everything working and some mods may need a little attention.



plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

MMUE. Don't use MMUE. Does

Post by plumjuice » Thu Jul 25, 2013 9:12 pm

MMUE. Don't use MMUE. Does nasty things to FO3 records TTW needs to run.


Echoing chuck here, but the vast majority of stuff works for the vast majority of the time, and when it doesn't, it is USUALLY either easily fixed (Anchorage, General convo), an irritance rather than an actual bug (missing meshes/textures), or mod related (alt races, pipboy replacers, NV specific "bugfix" mods).


PN works really well (there is even a mod around here that applies the visor stuff to CW specific helmets), but the Equipment module creates a few duplicate weapons.


No idea about companions, but they should work fine. I can't think of a reason why they wouldn't.


More perks/traits work fine. I personally use the merged version of More Perks from the NVEC page on Nexus.


NVEC itself has a patch here for both the Extras and the Complete versions. I do not use NVEC with TTW so I cannot vouch for their functionality. Check the threads and see if there are any reported issues.


Just make sure you follow the instructions on the dl page. Read the FAQ. If you have an issue, do a quick search. If it has been asked before, see if there was a fix. If not, ask for help. Most importantly though, have fun.


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



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