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Mod request: Project Brazil/TTW patch

General mod discussion and requests.
Spanky
Posts: 6
Joined: Fri Oct 26, 2018 5:57 am

Re: Mod request: Project Brazil/TTW patch

Post by Spanky » Thu Jan 24, 2019 11:07 am

Ok... I have a patch. I just don't know where to post the .esp as it is no longer possible to attach a zipped file in the forums. Actually it was not very hard to make. Long story short... I ripped all the PB 1.3.1 version start scripts and quests out. I am in the process of re-scripting Vault 101 and PBrazil now. But the Maps and time lines are bug free now and no alternative start mod is needed any more. I dont mind sharing a base .esp with any modders that care and just want to wander through the three wastelands in one game... and I do not mind anyone altering or using my work as it is more of a hobby than anything. I do have a couple of bridge mods that are a lot further along but I need to get some feedback from TTW, PBrazil teams and hundreds of other modders before putting them out there... I am working from the old 2.9 TTW and PB 1.3.1 and personally do not plan to start modding on the TTW 3.2 or the New California games... I originally set out to make a bridge mod compatible with a lot of other mods and in the end just rewrote several hundred mods by other authors into a couple of masters. I tried to be fair and include compatibility between all the mod groups and the best stuff. If someone can tell me where to post a zipped file I will post the most current vanilla version there. I guess if it comes down to it anyone interested in this topic anymore can send me an email at spankydudleystar@gmail.com and I will send you a base version that starts in the lucky38. The base esp right now has an empty Vault 101 rescripted as the Lucky38 Executive Vault. Vault 18 has its characters but no scripting for NPC's... sorry PBrazil team I did my best to keep everything original... I spent months trying to keep it original. but it was too complex to sort out for my puny intellect and in the end I just tossed the scripts and quests and started over. I plan to have this base esp finished sometime soon, but mostly I spend my time working on a very adult version of it that is a lot further along. I am also currently working on the Green Isle Mod filling in the buildings and adding NPCs and creatures. Greenisle was a broken mod. The problems with GreenIsle crashing or freezing stemmed from the vertibird door, BTW... Hopefully I will find a way to GI through Tranquility Lane... Toucan Lagoon. I also have also been working on the 11K2 Club for TTW and have worked out the FOSE scripting and replaced it with NVSE. I guess what I am saying is that I have a few cool mods but not so sure about where to post them. As most of my stuff is based on the 2.9 version of TTW I am not so sure where to go from here. Personally I think 2.9 should be the adult build anyway. BTW, do not install TTW or PB with a mod manager just put the main files into the data file and leave the Fallout.ini files alone...

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

Re: Mod request: Project Brazil/TTW patch

Post by RoyBatty » Thu Jan 24, 2019 4:09 pm

I thought you were leaving? I already said bye bye and everything.
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catcameback
Posts: 101
Joined: Mon Dec 19, 2016 11:23 pm

Re: Mod request: Project Brazil/TTW patch

Post by catcameback » Thu Jan 24, 2019 6:45 pm

Jeez, break that block up into some paragraphs.

Death_Reaper56
Posts: 187
Joined: Thu Nov 15, 2018 4:04 am

Re: Mod request: Project Brazil/TTW patch

Post by Death_Reaper56 » Fri Jan 25, 2019 3:21 am

Never happening.Both the TTW team and Project New California team has said it's impossible to get both to work together nicely without breaking something.And making a patch is a lot of work neither side really wants to try and do.Also,didnt you say you were leaving?

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EnderDragonFire
Posts: 370
Joined: Sat Feb 01, 2014 6:50 pm

Re: Mod request: Project Brazil/TTW patch

Post by EnderDragonFire » Fri Jan 25, 2019 11:42 pm

Death_Reaper56 wrote:
Fri Jan 25, 2019 3:21 am
Never happening.Both the TTW team and Project New California team has said it's impossible to get both to work together nicely without breaking something
Look, I don't want to defend rude people, but I also don't want to let misinformation go unchallenged! You are totally incorrect on this point; neither team has said anything to the effect of what you are saying.

Rather, both teams have said that at the moment, the two mods don't play nicely, and that neither team has the time or interest to make them play nicely. However, it's entirely possible; the official FAQ over on the New California page says it would take a couple of weeks for someone to make a patch.

The fact that nobody has actually taken said weeks and made said patch doesn't mean it's not possible, it just means that nobody has had the combination of time, knowledge, and desire to create said patch.

So yeah, 'impossible' is not an accurate description of the situation. Rather, the folks who could do it are too busy or just don't want to spend their time on it... which is totally fair, since mod authors work for free.

"Who are you, who do not know your history?"



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

Re: Mod request: Project Brazil/TTW patch

Post by RoyBatty » Sat Jan 26, 2019 12:00 am

I ain't doing it, FNC needs to clean up their ESM of unused stuff before I'll even consider it.
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EnderDragonFire
Posts: 370
Joined: Sat Feb 01, 2014 6:50 pm

Re: Mod request: Project Brazil/TTW patch

Post by EnderDragonFire » Sat Jan 26, 2019 4:08 pm

RoyBatty wrote:
Sat Jan 26, 2019 12:00 am
I ain't doing it, FNC needs to clean up their ESM of unused stuff before I'll even consider it.
I'm not saying you should! You, and every other modder, has the right to work at their own pace, on whatever project interests you. Nobody is obligated to make specific patches just because they're highly requested.

I was only pointing out that a patch is possible, not that one is (or should be) coming any time soon.

"Who are you, who do not know your history?"



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

Re: Mod request: Project Brazil/TTW patch

Post by pintocat » Sun Jan 27, 2019 4:47 am

As long as "patch" means "I spent 5 years and all I have to show for it is having ripped all the scripting out of it", I don't really know what to say, other than this is just trolling. That patch on nexus is for 3.2, and doesn't destroy the scripting, and didn't take the patch guy 5 years...

Also, FNC, and TTW 2.9.4 both require ini edits for sCharGenQuest so telling people not to edit the ini makes no sense.

Spanky
Posts: 6
Joined: Fri Oct 26, 2018 5:57 am

Re: Mod request: Project Brazil/TTW patch

Post by Spanky » Wed Nov 20, 2019 2:13 am

Well, this topic is still coming up. I did upload an .esp and a master PB .esm to moddb.com ... "Lucky 38 Executive Vault" by mike1347 ... Here it is almost 11 months later and I am still working on this project and to be honest it is a hell of a lot of trial and error. I hope by Christmas to have 3 .esp files finished up. No promises. While it is not impossible to bridge the games it is more work than one person can imagine once you get down into the mechanics of it. Just letting you all know that if any thing is uploaded it will be at moddb.com ... You all can mock me all you like. I am getting close to finished. Just saying...

Kurt91
Posts: 52
Joined: Thu Jul 27, 2017 7:19 am

Re: Mod request: Project Brazil/TTW patch

Post by Kurt91 » Wed Nov 20, 2019 7:24 am

Project Brazil? Isn't that the same as New California?

You might want to take a look at "Star the Wandering Courier", as it does a lot of what you're talking about. It adds a bunker right next to Vault 101 with a machine to send you to the beginning of New California, sends you back when you're done, and makes just enough tweaks to the story so that it makes sense that you essentially have two different "origin stories".

It isn't exactly perfect, there's a few minor hiccups here and there, although the version that I played wasn't the most updated one. (Still, I'd have loved for shields to be implemented into the FO3 and FNV level lists, or even just added to trader inventories. I had to console command one for my companion because I love the look it adds.) There's also a decent list of incompatibilities that are rather disappointing. (If you're going to be going through three games, you'd think something like "LevelUpNoLock" and "Limitless Stats" would be important)

There's a "Ties That Bind" patch for it (Lucky that I still had the files from the last time I tried a TTW run), although come to think about it, I'm not entirely sure what it does. You still lose Amanda before you can get to the bunker, and the bunker seals itself up if you get far enough in FO3 that you break compatibility, so I don't think that it's possible to rescue Amanda and get back to the bunker.

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