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Hi to the TTW Community! And some questions regarding TTW

General discussion of Tale of Two Wastelands
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Postal-Dude
Posts: 174
Joined: Thu May 21, 2015 3:13 pm

Wow, thanks for so many

Post by Postal-Dude » Thu May 21, 2015 10:12 pm

Wow, thanks for so many replies.


Using the new RWL beta version now instead of RWL normal/nevada skies.


So really all mods from New Vegas will work without problems? This sounds just amazing. Therefore I extended my mod list a bit now and put some of my liked NV mods into it. Could somebody might check if everything seems right? Its late already and I just had time to start a fast game and get born in FO3. Nothing seemed wrong, at least not in this moment. I made a screen of my FOMM launcher so you know what mods im using and in which order. I think the order should be fine, im opened for improvements though. Beside I have some mods without ESM/ESPs or installated FOMM packages. All mods and plugins should have the latest version.


Screenshot: http://fs1.directupload.net/images/150522/phihi2n7.jpg


That should be: NVSE, Lutana, Enhanced Camera, Stutter Remover, NVAC, 4GB Patch (Being the NVSE Plugins)


And other mods should be only Omnis Hires Pip Boy. Only a texture replacement. Does btw Fallout 3 texture replacements work? For example changing the Pip Boy DC map to a High Res one. Or does this interfere with New Vegas? They both seem to have a own texture for the map. Maybe a rename is neccesary to fit into TTW?


Is anybody sure about this Every Level One Perk mod? Am I right that you get in TTW only all 2 levels a perk like in New Vegas? I always hated this. Could this cause problems with TTW? And Second, is the level limit 50? Would be a little bit low for TTW... Would rather go with 80-100 or something even if I cant assign any points or perks anymore. Is there some mod for this, for TTW?


And another thing, is there a way to use the Fallout 3 main menu and startup in TTW? It seems to use the New Vegas one by default. I already changed the maintitle to the FO3 one but the rest is the same. Any way to change this?


 I will go to my bed now. Goodnight everyone and thanks again.



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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

the primary reason a lot of

Post by Puppettron » Thu May 21, 2015 10:18 pm

the primary reason a lot of mods don't have their compats listed at 2.7+ is that we've been updating TTW faster than modders can come back and check their mods and the updates we've made haven't been of the mod-breaking variety, so essentially anything set for 2.4+ should be ok but will have some inherent risk due to "what if the bug we fixed or the thing we added isn't accounted for?"  i know of the mods i manage, 2.7 made some changes to things that needed accounting for -- weapon mods for fo3 weapons, harvestables in the CW, some new ingestibles -- but not every mod is going to worry about those things.  best bet, if it's 2.4, give it a try and if you come across problems, mention it in the mod's thread.


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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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

You can export your load

Post by RoyBatty » Thu May 21, 2015 11:30 pm

You can export your load order to clipboard with fomm btw and paste it pastebin.com rather than taking screenshots.


Perk Every Level should be fine.


Texture replacers almost always work fine. If you want to use NMC or such, I highly recommend using the merge scripts I made. Other texture packs may need hand pruning to work without clobbering each other as there can be conflicting textures between the wastelands.


Reducing XP makes the level 50 cap more reasonable, FO3 originally was capped at 30.


It's nice to see a clean load order, thanks for reading instructions and making a merge patch. :)


Image

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Postal-Dude
Posts: 174
Joined: Thu May 21, 2015 3:13 pm

Good morning everyone. Simply

Post by Postal-Dude » Fri May 22, 2015 9:14 am

Good morning everyone. Simply amazing how much help and advise I get here. Great community. Yup, I already have some experience with modding and did it often already on FO3, NV, Skyrim and I also know some basic knowledge about loading order and mergepatches. Also I always properly reactivate archiveinvalidation after I changed some mods.


I decided to add the TTW version of Vurts Wasteland (Dead Edition) and WRP (Weapon Retexture Project).


Hope WRP will work because I have the WMX TTW Version and I dont know if there could be any incompatibilities in the esp of TTW WMX because the WRP compatibility patch adds another WMX esp. Anyone experience with it?


I tried to start already a fast run in my few mins of time I had this morning, being busy. I couldnt see anything off so far but I wasnt outside. I tried to use the console command coc 00017F3A. (Thats the console command for teleporting to the springvale school) Just wanted to check if outsite looks fine and if weapons work as they should. Wasnt very successfull because it loaded 2 secs or something and did nothing then. Are the cell commands of FO3 incompatible with TTW? Would make sense then. Guess I have to play the whole tutorial Vault mission then.


EDIT:


Well seems to work fine so far. I didnt really saw any problems in the game and I reached Megaton now. I only noticed that the iron sight of the "Airgun" is bugged. But thats all until now. I guess I will play and list all bugs I noticed in my walkthrough somewhere here.


EDIT2:


Sprint Mod doesnt seem to work as it should. First I thought it does until I noticed that sprinting doesnt work. Also the pedometer isnt added. The perk (Charge!) however shows up. Any clue why? Is it not compactible? Re-enabling wasnt successfull. Anyone may knows a fix or is there none?



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Postal-Dude wrote:Anyone may

Post by TJ » Fri May 22, 2015 1:58 pm

[quote=Postal-Dude]Anyone may knows a fix or is there none?[/quote]


Project Nevada.


My project Dash is on Kickstarter!



deadboy
Posts: 496
Joined: Fri Aug 16, 2013 11:18 pm

Every time I see someone

Post by deadboy » Fri May 22, 2015 2:00 pm

Every time I see someone mention Perk Every Level I just want to say, "But Project Nevada does that." 


I guess that's my pitch for Project Nevada.  


 


Also, if you're just starting TTW I'd recommend doing MMM. When I get to the NV stuff that will be in a plugin you'll add to the game rather than a replacement for the existing MMM.  And since you'll be experiencing the Capital Wastelands for the first time (in this engine at least) you'll probably be spending a lot of time there. May as well add some more mutants :)



Royhr
Posts: 386
Joined: Tue Mar 03, 2015 3:33 am

Sprint mod is a bit tricky to

Post by Royhr » Fri May 22, 2015 2:04 pm

Sprint mod is a bit tricky to get installed and running right. The author gives some suggestions if you read thru the posts on Nexus where the mod is listed. Console command to add the pedometer, add the quests etc. Took me awhile to get it working but I finally got it running, but it was a pain but still worth it. If you decide to use Project Nevada then it has a sprint function built in. But I don't use that mod myself.



deadboy
Posts: 496
Joined: Fri Aug 16, 2013 11:18 pm

Sprint mod? But PNx does that

Post by deadboy » Fri May 22, 2015 2:10 pm

Sprint mod? But PNx does that!



Royhr
Posts: 386
Joined: Tue Mar 03, 2015 3:33 am

But I think he's using the

Post by Royhr » Fri May 22, 2015 2:20 pm

But I think he's using the stand alone sprint mod and not using PN.... Again the stand alone mod will work but sometimes takes a bit to get it working.


 


BTW not everybody uses PN. I personally don't like using it myself. For me it causes too many weird things to sort thru. But that's just me.... I'm not saying that it isn't a great mod because it is but it's just not for me...



deadboy
Posts: 496
Joined: Fri Aug 16, 2013 11:18 pm

Oh, I'm just tacking on to my

Post by deadboy » Fri May 22, 2015 2:23 pm

Oh, I'm just tacking on to my previous post about it. I personally can't play without it. I've come to think of PNx as vanilla.



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