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Overpowered Char when travelling to the Mojave?

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SirTox
Posts: 1
Joined: Sat Aug 01, 2015 6:51 pm

Overpowered Char when travelling to the Mojave?

Post by SirTox » Sat Aug 01, 2015 8:11 pm




Hello,


i'm considering playing this mod but i have a few question before i want to start with TTW.


1. If i complete the mainquest and complete other sidequest in DC before i travel to the Mojave, won't the character be overpowered? I don't want the Mojave Wasteland to be too easy.


2. This mod combines two different games into one. But it's hard for me to imagine that it doesn't come with issues. Is there a list for it? Balancing, bugs and stuff. Or just differences to Vanilla.


 


Thanks in Advance! :)





 



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rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

Yes, completing everything in

Post by rbroab » Sat Aug 01, 2015 8:42 pm

Yes, completing everything in DC and traveling to the Mojave, you will be overpowered. There's no way around that. But there are experience points reduction mods, also mods that allow you to start in New Vegas rather than DC. It should also be noted you can travel to the Mojave whenever you like as soon as you get out of the vault...might not be easy though.


Yes, there are still a few bugs. Most have been ironed out. Tale of Two Wastelands as it is, actually makes Fallout 3 more stable and playable than vanilla FO3. And even if you do find a bug, there's a huge support team here on the site to help you out as long as you follow the rules and remain polite. 


People here have also made mods that fix some bugs or work on balancing the game. I won't go through them all, it would take too long and I'm currently using a phone...so search around the site, ask in Public Chat.


I'm not alright, I'm an equal amount of left.

Thenryb
Posts: 144
Joined: Sun Feb 15, 2015 6:47 pm

A couple of things I have

Post by Thenryb » Sat Aug 01, 2015 11:11 pm

A couple of things I have noticed since I started playing this mod is 1)starting in DC is quite a lot harder than starting in the Mojave and if you delay going to the Mojave until you are strong enough to get to the train station, you will feel pretty silly helping Sunny Smiles kill geckos or learning to cook healing powder 2) trying to do everything in both games really takes a lot of time 3) no matter where you start it is hard to figure out when would be the optimum time to travel to the other area. Neither of these observations is earth-shattering and I feel like "Captain Obvious" for even mentioning them. In my current playthrough, I started in the Mojave using the optional plug-in which allows that. I am about level 13 now and at the point where I could take the Freeside train which I may do shortly. One advantage to starting in the Mojave (for me) is that I absolutely hate the FO3 tutorial with dear old Dad and the boring, never-ending birthday party, the wimpy dialogue options when dealing with Butch and so on. 


My computer specs are too embarrassing to reveal, but the game still runs.

TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

For these reasons I've never

Post by TrickyVein » Sat Aug 01, 2015 11:20 pm

For these reasons I've never actually traveled to the Mojave with any TTW character. I just use the mod to play Fallout 3 with NV's gameplay mechanics. 



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Damianwolff
Posts: 128
Joined: Tue May 05, 2015 5:16 am

Not necessarily. As I

Post by Damianwolff » Sat Aug 01, 2015 11:30 pm

Not necessarily. As I discussed with some other fine gentlemen in a different thread, by tinkering with the settings of Project Nevada and adding a mod like Equipment Looted When First Arrived in New Vegas, you can greatly increase you survival difficulty in the early-to-mid stages of New Vegas.


Equipment Looted realistically takes away your probably high-end gear, while giving you a way to get it back later in the game.


Project Nevada allows to set loot and ammo rarity, making the early parts of Vegas quite desparete. Also, by simply making your health tied solely to you Endurance, rather then level (same for enemies), you will make the game much more gear dependent (and realistic, I'd say). Lowering the amount of skill points given per level is also very helpful, as it forces you to carefully consider your choices and makes you unable to simply max-out your character, instead forcing you to specialize.


Trust me on this - this makes for a great experience. Even after fighting off the Enclave in "Escape" in Capital Wasteland, I was in danger when fighting the Powder Gangers, and that feeling never really went away.



kraag
Posts: 69
Joined: Mon Jul 06, 2015 7:02 pm

You could also raise the

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

You could also raise the difficulty level in the game settings, make use of extra enemy spawn point mods like MMM and also use a level cap increase mod [Project Nevada] in conjunction with an XP reduction mod [TTW_Options].



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

I'm determined to make a mod

Post by RoyBatty » Sun Aug 02, 2015 1:28 am

I'm determined to make a mod that's a bit different than Difficult Journey, PaP and I talked about making your PC into a companion when you switch wastelands. But since this isn't possible until someone figures out how to update 3D on the Player via script, that part of the mod will have to wait.


However, I want the "shot in the head" to toss you back to level 0, take away all your skills and specials back to new game, and your perks too. While stashing all your stuff somewhere which is disabled until you reach the same level as when you arrived in NV when you suddenly get your memory partially back. This will never restore your skills, perks, or specials but you'll be able to have a player home and all your gear back.


Companions will be fired to their markers in the NV wasteland when that particular enhacement to TTW is finished.


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Lyndi
Posts: 555
Joined: Tue Jul 07, 2015 8:32 pm

I like that idea a lot Roy.

Post by Lyndi » Sun Aug 02, 2015 3:29 am

I like that idea a lot Roy. Sounds pretty sweet and works out well for story reasons. When you are level 0 and doing the tutorial with Sunny Smiles your rifle would be waving around like someone recovering from serious brain trauma instead of an expert marksman that took down the Enclave.


You mentioned dismissing all companions to their home points, have you considered added companions from mods? Would it be possible to automatically fire them as well to wherever in DC or NV they are supposed to go? If you leave it to the player to dismiss their mod-added companions on their own that's fine. I just didn't know if firing all companions, including those added with mods, was possible.


 


Produces the programming equivalent of coffee stains.

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

That would be up to the

Post by RoyBatty » Sun Aug 02, 2015 6:19 am

That would be up to the companion mod, the functions will be there in TTW.


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

I play with a massively hard

Post by RoyBatty » Sun Aug 02, 2015 9:27 pm

I play with a massively hard setup and I can get to NV at level 4ish if I want.


It's players choice how they use the things in the game, that's not our call. If you think it's OP, then don't play that way.


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