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Requiem for the Wanderer's Edition

General discussion of Tale of Two Wastelands
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Damianwolff
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Requiem for the Wanderer's Edition

Post by Damianwolff » Wed Jun 10, 2015 11:33 pm

Hello, good sirs.


I had recently finished the Replicated Man quest and was struck with the awful realization that all of the wonderful unique weapon models that were added by the Wanderer's Edition are lost as of now. The aforementioned A3-21's plasma rifle, which looked appropriately high-tech, as expected of the Institute (http://s017.radikal.ru/i425/1506/f2/a1f77e57d311.png), or the unique laser rifle taken from the an Oasis renegade or smth (http://s017.radikal.ru/i433/1506/75/8cf571afd7db.png), and the others. As well as Tool Kits, Med Kits, devices to auto-hack computers, and a ton of other features.


In other words, lots of stuff that was fun, and after a while became an essential component of F3 experience, is now missing. And FWE successor Project Nevada, while including many of the features, also lacks the stuff I mentioned.


 


So I was wandering if anyone ever though about patching those features and mechanics into TTW?



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Puppettron
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that rifle's now in the van

Post by Puppettron » Thu Jun 11, 2015 1:32 am

that rifle's now in the van graff's, now named the tesla rifle or something like that, in PN


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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Damianwolff
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Sorry to necro the thread,

Post by Damianwolff » Sat Aug 01, 2015 1:02 am

Sorry to necro the thread, but I've played some more and found the items in the game. It's nice to know they're in New Vegas, but that still leaves DC at loss.


I was wondering if anyone here could advise me on how I can replace the unaltered uniques in DC with weapons from project Nevada, like the aforementioned Tesla Rifle, and rename it to A-23 rifle.


Just so that DC wouldn't be at loss compared to FWE.



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RoyBatty
Gary
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There's too much stuff about

Post by RoyBatty » Sat Aug 01, 2015 2:20 am

There's too much stuff about FWE that's under lock and key, or I'd port it. Some of the mods are stand alone and you can convert them yourself.


 


 


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Arkngt
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Damianwolff wrote:I was

Post by Arkngt » Sat Aug 01, 2015 2:41 am

[quote=Damianwolff]I was wondering if anyone here could advise me on how I can replace the unaltered uniques in DC with weapons from project Nevada, like the aforementioned Tesla Rifle, and rename it to A-23 rifle.[/quote]


That should be easy enough. I didn't know that the model for FWE's A-23 was in PN. I'll make a replacer as I also miss FWE's version.


»You're no match for science!« Doctor Mobius

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Damianwolff
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In PN it's Tesla Rifle

Post by Damianwolff » Sat Aug 01, 2015 11:33 pm

In PN it's Tesla Rifle Prototype. I don't know what other FWE uniques are there in PN, that's something that demands investigating.


But thanks a lot for the undertaking, Arkngt. FWE to this day has some benefits over PN, though not everywhere, of course. Maybe bit by bit we'd be able to even it out.



Arkngt
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I've done the replacer and it

Post by Arkngt » Sun Aug 02, 2015 12:07 am

I've done the replacer and it seems to work fine, but I have one issue with it, namely that the rifle stays a second or so in view after firing a shot with it scoped in 1st person, like this. It's annoying and I have no idea which setting it is that causes it - I've checked through everything in FNVEdit but I'm obviously missing it. :(


 


»You're no match for science!« Doctor Mobius

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RoyBatty
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Arkngt: If you want to start

Post by RoyBatty » Sun Aug 02, 2015 1:39 am

Arkngt: If you want to start a new topic and try to get a new convergence of FWE features I'll be glad to help out because I want them too. I much prefer the outcast trading system from FWE as well as the super mutant diversity, the skill book system, and lots of the little mods like the sheriff's badges and hats for the megaton robots (which I converted already). If you can do the research on all the mods (most you can find on the FWE forum) and get permission for things it would be a great project.


 


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MichaelDawn
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I'd be more than happy just

Post by MichaelDawn » Sun Aug 02, 2015 3:48 am

I'd be more than happy just having the unique weapon appearances from FWE. I've attempted to convert some unique weapon mods from FO3 nexus, but FNV uses sighting nodes on the weapon models that are non-existent on old mods, and I've had no luck trying adequate ability to add them manually. It'd have to be done by someone who' doesn't suck.



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Damianwolff
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Hey, I remember the burst of

Post by Damianwolff » Tue Sep 01, 2015 7:38 pm

Hey, I remember the burst of enthusiasm I saw in here. Anything developed from that?



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