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Modding for TTW

General discussion of Tale of Two Wastelands
Jordomav
Posts: 8
Joined: Mon Apr 20, 2015 5:38 am

Modding for TTW

Post by Jordomav » Thu Jul 13, 2017 9:40 pm

Hello, I'm a professional developer of about 3 years now and looking into getting more into modding for TTW. I specifically have a lot of experience in C++, C#, JavaScript, and Python. Up till now all the mods that I have done are just basic armor and weapon mods that my friend and I worked on. I was wondering if there are some specific guidelines for making a mod for TTW? Such as are there particular configurations that you have to do for the GECK? Maybe if someone has a GitHub or Bitbucket repo that I could look at to get a feel of where to start.


I've looked through the FAQ about it and know about modding for New Vegas but just want to know if there is some extra tips and tricks I could get or maybe some examples someone would be willing to show me.


Thank you!


I used to have a life but then I discovered TTW.

GrantSP
Posts: 123
Joined: Sun Jan 08, 2017 11:13 pm

Would you want to pick up the

Post by GrantSP » Thu Jul 13, 2017 11:35 pm

Would you want to pick up the reigns of the ModOrganizer development? Since @Tannin's departure it has stagnated into a couple of steaming piles of mess.



Jordomav
Posts: 8
Joined: Mon Apr 20, 2015 5:38 am

I would want to dive into the

Post by Jordomav » Fri Jul 14, 2017 12:28 am

I would want to dive into the code base for it first, I'm assuming this is the repo? https://github.com/TanninOne/modorganizer


I used to have a life but then I discovered TTW.

GrantSP
Posts: 123
Joined: Sun Jan 08, 2017 11:13 pm

Yes. The MO2 repo is also

Post by GrantSP » Fri Jul 14, 2017 12:52 am

Yes. The MO2 repo is also being cared for by another user, @LePresidente, however he lacks sound C++ skills (in his words, not mine).


I've got some ideas on how to progress development but I too know just enough C++ to get me into trouble but not enough to get me out. Aside from the issue of lacking time to focus on it.


If you want to discuss this further I can also be found over at STEP were MO's support is housed officially.



Jordomav
Posts: 8
Joined: Mon Apr 20, 2015 5:38 am

I’m sorry but I’ve never

Post by Jordomav » Fri Jul 14, 2017 4:17 am

I’m sorry but I’ve never heated of STEP before. What’s that?


I used to have a life but then I discovered TTW.

GrantSP
Posts: 123
Joined: Sun Jan 08, 2017 11:13 pm

STEP, it's where the online

Post by GrantSP » Fri Jul 14, 2017 5:01 am

STEP, it's where the online help files for MO are hosted, as well as being a very well moderated forum for all things Bethesda/Obsidian. All the Fallout games and The Elder Scrolls games are discussed in detail, amongst other things.



Jordomav
Posts: 8
Joined: Mon Apr 20, 2015 5:38 am

Gotcha, thank you for

Post by Jordomav » Fri Jul 14, 2017 5:56 am

Gotcha, thank you for clarifying. 


I used to have a life but then I discovered TTW.

bosky2102
Posts: 21
Joined: Tue Jun 25, 2013 7:45 am

I would not bother as MO will

Post by bosky2102 » Fri Jul 14, 2017 8:01 am

I would not bother as MO will be replaced by NMM soon, that is where the dev of MO went to work anyway



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pintocat
Posts: 576
Joined: Sun Apr 07, 2013 12:50 am

bosky2102 wrote:

Post by pintocat » Fri Jul 14, 2017 2:36 pm

[quote=bosky2102]


 


I would not bother as MO will be replaced by NMM soon, that is where the dev of MO went to work anyway


[/quote]


 


We have no idea yet what Vortex (the NMM successor) will be like, but they already said they're not going to do the VFS like MO does. So as far as I'm concerned, continuing MO development still makes sense.



bosky2102
Posts: 21
Joined: Tue Jun 25, 2013 7:45 am

Fair enough then, so long as

Post by bosky2102 » Fri Jul 14, 2017 9:54 pm

Fair enough then, so long as there is still a want and a need there is reason to do it!



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