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TTWInteriors Player Home Themes

General mod discussion and requests.
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JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

I would say this is a must

Post by JaxFirehart » Sat May 18, 2013 4:18 am

I would say this is a must have, no doubt.



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

Megaton Vault Them WIP,

Post by chucksteel » Sat May 18, 2013 9:42 pm

Megaton Vault Them WIP,




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

wow when I think I decided

Post by Risewild » Sun May 19, 2013 1:45 am

wow when I think I decided which theme is my favorite, you come around and make me have to reconsider over and over laugh and I love the Giant Vault Boy next to the bobblehead stand laugh.


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

Yes they are companion

Post by chucksteel » Sun May 19, 2013 1:37 pm

Yes they are companion friendly the only navemesh issue I'm having is with Wadesworth and, Godfree not roaming around the cell. 



dawe1313
Posts: 162
Joined: Fri Mar 22, 2013 4:39 am

personally, i don't see that

Post by dawe1313 » Sun May 19, 2013 3:39 pm

personally, i don't see that as a problem. i always hated it when they kept getting in the way. i usually wind up using the Groovaton's restrain NPC function to lock them down in some out of the way spot.


i also remember trying one mod that had a docking/recharging station where you could send them to. they would stay there until you told them they could wander around again. while docked they were fully functional, they just stayed in that one spot. maybe you could incorporate something along those lines.


also, these examples are FRIKKEN AWESOME!!


there is one problem with them though, you haven't released them yet ;)



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

Tenpenny is released Now I'm

Post by chucksteel » Sun May 19, 2013 3:48 pm

Tenpenny is released Now I'm updating and working on Megaton. TTWInteriors Project


Edit: If you can find a link to the mod your talking about I will look at how they stuck them in the corner and see if I can reproduce this. 



dawe1313
Posts: 162
Joined: Fri Mar 22, 2013 4:39 am

i'm pretty sure it's Enhanced

Post by dawe1313 » Sun May 19, 2013 4:41 pm

i'm pretty sure it's [url=http://fallout3.nexusmods.com/mods/6930//?]Enhanced Tenpenny Suite[/url].  it's been a long time.


i think this also allows you to have different themes in Megaton and Tenpenny at the same time, for those who use mods to get both. Megaton themes/upgrades were sold as [House] items and Tenpenny themes/upgrades were sold as [Suite] items. any chance you would do something along those lines? or have you already done it that way?



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

My theme updates are working

Post by chucksteel » Sun May 19, 2013 4:51 pm

My theme updates are working off of the vanilla themes and, quest so they work just as they did in vanilla. The Art Deco theme and the soon to come Lucky 30 them are integrated into the Player home them quest and are fully voiced. (Well I recycled voices from other themes but, at least the venders talk when you buy them. laugh)


I will look at the mod once I have all the Megaton themes finished (I have four more to go) and see how it works. 


Pre War  Theme WIP.




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

It's so beautiful...This has

Post by rbroab » Sun May 19, 2013 5:13 pm

It's so beautiful...This has got to be the best house mod I've ever seen.


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

paragonskeep
Posts: 738
Joined: Thu Oct 25, 2012 6:19 pm

Here's one called Wadsworth

Post by paragonskeep » Sun May 19, 2013 6:31 pm

Here's one called Wadsworth Tweaks that I use. It keeps him near the front door. Hope this helps.


http://fallout3.nexusmods.com/mods/14176


Also Chuck if you can incorporate this (with permission of course) it's a great functionality mod.


If life is but a test, where's the damn answer key?!?!?

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