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The TTW Interiors project

General mod discussion and requests.
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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

The TTW Interiors project

Post by chucksteel » Tue Oct 16, 2012 12:35 am

Now that TTW is getting close to a public release I was thinking since the new version will require all DLC I would make a mass combo of both DCInt, NVint and, all of it's add-on's. Reducing my mods number of .esm's and, .esp's to to the Core.esm and, TTWint. 


Thoughts? opinions? Is this something people would want? 


thanks for your input, 


chuck



sesom
Posts: 464
Joined: Thu Sep 20, 2012 7:16 pm

I would like it. The number

Post by sesom » Tue Oct 16, 2012 12:50 am

I would like it. The number of esm & bsa's got ridiculous in the meantime. So any move to reduce them is most welcomed and your interiors are one of the essentials in my playthroughs.



Darkersun
Posts: 189
Joined: Mon Sep 17, 2012 7:29 am

Sounds good.

Post by Darkersun » Tue Oct 16, 2012 7:43 am

Sounds good.


Regards,

Darkersun


- semi FNV Modder
- Wasteland lover

- System Spec: AMD Phenom II X6 1090T / MSI GTX 970 /12GB DDR3 RAM

thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

If it's not too much work to

Post by thermador » Tue Oct 16, 2012 2:22 pm

If it's not too much work to do that, having one big interiors project for TTW would be awesome and would really add to the value of TTW as a whole.



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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

It's not a problem at all and

Post by chucksteel » Tue Oct 16, 2012 5:29 pm

It's not a problem at all and, is done. smiley When TTW go's public I will release it here. 



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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Can't wait for it

Post by Risewild » Tue Oct 16, 2012 9:59 pm

Can't wait for it laugh


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rself3
Posts: 7
Joined: Sat Nov 03, 2012 2:56 am

You know, I was thinking - I

Post by rself3 » Wed Nov 07, 2012 12:24 pm

You know, I was thinking - I've yet to meet anyone who didn't like the interiors mod you made... why not just including it in TTW itself? You could maybe even compile a bunch of other really awesome mods into it - like busworld, street lights, AWOP, etc. (With permission of the authors, of course.)


 



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

That is known as feature

Post by JaxFirehart » Wed Nov 07, 2012 4:16 pm

That is known as feature creep and is the main reason we decided to rebuild TTW from the ground up. The goal of TTW is to make Fallout 3 and Fallout NV feel like they were meant to be played together. Chucks Interiors is indeed awesome, but is also outside the scope of this mod.



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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

I agree that TTW should not

Post by Risewild » Wed Nov 07, 2012 9:24 pm

I agree that TTW should not start including other mods and stuff, I understand that there are awesome mods (like this one wink) that would be awesome if they were included, but it makes more sense to me to have them as separate mods.


After all TTW is a conversion and integration of FO3 to FNV so it would go out of its scope to start including mods in it.


But I do like the idea of having separate mods made just for TTW laugh.


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