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What's Different (TTW and 3)?

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The Mediocre Mr Rook
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What's Different (TTW and 3)?

Post by The Mediocre Mr Rook » Tue Jul 12, 2016 7:45 pm

So, I'm currently installing TTW, and while reading through the various resources about the mod there are still a few questions I had that I hope to have answered before diving in.


 


Are New Vegas weapons and items added to the DC drop lists? Will I only be able to find weapons in their respective games? One of the things I liked more in FNV was the wider weapon variety, especially in non guns categories, and I've been hoping that TTW would fix that in 3.


How does TTW handle the fact that NV weapons are overall more powerful than in 3 (higher damage and DPS)? Are the weapons in 3 buffed to compensate? How does it handle, specifically, items that are in both games but have different stats (eg the 10mm pistol)?


Similarly, How does TTW handle monsters that are in both games but had been rebalanced for FNV? Are Deathclaws in the DC wasteland significantly stronger? Are Reavers significantly weaker?


How are perks handled? Can you take a perk from either game? Are perks from both games only available once? Can you only take a perk every other level? When in the intro are traits selected, if at all?


Is there a list somewhere of suggested compatible mods? I understand that there are TTW specific versions of large mods like Project Nevada; does anyone know how the equipment/cyberware modules for that are distributed throughout DC? Are there any simple rules I can use to quickly determine if a mod is or isn't compatible with TTW?


Is Survival a skill in 3? Are campfires/ingredients distributed throughout DC? Is the guns/small guns/big guns split a thing in TTW?


How is DT/DR handled?


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chucksteel
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Well that's a lot of

Post by chucksteel » Tue Jul 12, 2016 8:18 pm

Well that's a lot of questions but we basically turned FO3 into a Mod/DLC for FNV so when in doubt assume FNV stats wins! 


Weapons and items are distributed in both games so you can find stuff from NV in FO3 and vise versa. 


there are campfires and crafting stations in FO3, Plants have been added to harvest. There are even some FO3 specific recipes. 


 



The Mediocre Mr Rook
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Excellent, thank you! Though

Post by The Mediocre Mr Rook » Tue Jul 12, 2016 8:36 pm

Excellent, thank you! Though I assume unique weapons like Lucky and the Q-35 are still game specific and haven't been given spawns in the DC wasteland.


Also, I take it then that fallout 3 weapons haven't been buffed to be brought in line with FNV stuff? Does that mean finding a 10mm smg will be a significant improvement over any other automatic weapon from vanilla 3?



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chucksteel
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One example would be that

Post by chucksteel » Tue Jul 12, 2016 8:49 pm

One example would be that when you start in Vault 101 you no longer get a 10mm instead you get a .22 revolver (if I remember correctly) 


Unique are game specific. 


The .23 ammo and weapons have been removed because there was only the pistol and hunting rifle in FO3 and NV didn't really have a place for them. Example All hunting rifels are .308. 


Weapons and from specific to FO3 have been buffed to fit into the FNV tear system. 



The Mediocre Mr Rook
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Thank you! One last question,

Post by The Mediocre Mr Rook » Tue Jul 12, 2016 8:57 pm

Thank you! One last question, since TTW seems to have finished downloading - is there somewhere I can go to read a description of what each of the "TTW - Optional Files" do specifically? I can mostly guess based on the name, but I'd like to know for certain. Also, are those files exempt from the "no mods until you leave vault 101" rule?



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chucksteel
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I wouldn't call that a Rule I

Post by chucksteel » Tue Jul 12, 2016 9:07 pm

I wouldn't call that a Rule I would say it's more of a suggestion to keep people from trying to install 149 plugins and expecting the game to run well during it's heavily scripted intro. 


Some like start menu obviously need to be installed before you start the game. 


I myself have always kept them installed when starting a new game. I've never had an issue but I never really run that many mods in the first place. 


As for a description of the mods I did think there was something in the FAQ at one point but I don't remember. 



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RoyBatty
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Pretty sure Rise linked a

Post by RoyBatty » Tue Jul 12, 2016 11:14 pm

Pretty sure Rise linked a post that explains what they all do from the Alpha download page.


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The Mediocre Mr Rook
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Yeah, I found the

Post by The Mediocre Mr Rook » Wed Jul 13, 2016 12:22 am

Yeah, I found the descriptions on the FAQ page. When I first looked through the FAQ I wasn't aware of what TTW Options was so I must have just glanced over it without really paying attention.


Anyway, the plan right now is to just leave the low resource mods I want to save from FNV like CASM, and install Project Nevada/WMX/etc. and their compatibility patches after I leave the vault.


And, sorry, but I have a couple more questions:


Does TTW come with ironsights for fallout 3 weapons, or will I have to find a mod like RH-Ironsights that is TTW compatible?


Will mods that add new face presets function with the Fallout 3 opening?


Are Repair Kits a thing in DC? I know that Fallout 3 doesn't normally have duct tape or scrap electronics.



Gribbleshnibit8
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Also pretty sure that the FAQ

Post by Gribbleshnibit8 » Wed Jul 13, 2016 12:23 am

Also pretty sure that the FAQ answers all of the initial and subsequent questions on one page...



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chucksteel
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FO3 weapons have Iron sights.

Post by chucksteel » Wed Jul 13, 2016 12:25 am

FO3 weapons have Iron sights. 


No clue about faces.


Yes FO3 now has Repair kits. Remember what I said FO3 is now a mod/DLC for FNV so if it's in vanilla FNV then expect it to be added to FO3. 


 



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