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New Vegas Uncut: the Moburma mods

General mod discussion and requests.
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TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

I hadn't made it that far yet

Post by TJ » Wed Sep 10, 2014 12:11 pm

I hadn't made it that far yet (re: Vance), and I agree on Primm Slimm. Such a pain that you're having problems with Meyers, I spent a decent amount of time getting him to not have precisely that problem.


 


I do have an update that adds the vast majority of Sandbox6's Uncut Wasteland. I'll try to get that up today.


My project Dash is on Kickstarter!



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

Rottface doesn't seem to work

Post by RoyBatty » Thu Sep 11, 2014 10:35 am

Rottface doesn't seem to work correctly, he kept giving me tips until my player finally said no more. Then he got up and disappeared.


I went to DC, and I keep getting randomly teleported back to Primm where Beagle bitches at me that he got fired if I talk to him. I always get teleported to where he is, outside the gas station next to a burning barrel behind the Vicky and Vance.


 


Image

TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Updated. Rotface has zero

Post by TJ » Thu Oct 09, 2014 4:06 pm

Updated. Rotface has zero inclusion in Outside Bets, so this mod isn't causing your Rotface issues. It could be the updated FSO I released to the team, but I've barely started on it yet.


I've got one more round of fixes planned for this before I consider it final, at which point I'll start heavy work on the Open mods.


My project Dash is on Kickstarter!



deadboy
Posts: 496
Joined: Fri Aug 16, 2013 11:18 pm

Just so I'm clear, you're

Post by deadboy » Fri Oct 10, 2014 1:25 pm

Just so I'm clear, you're dividing it up into two groups:




  1. Outside Bets


    1. Outside Bets


    2. Wilder Wasteland (5)


    3. Various Non-Moburma Mods Cut stuff




  2. Freeside (Open)


    1. Open Freeside Map


    2. Rotface to Riches (1)


    3. A Van Graff Scorned (3)


    4. If it wasn't for Betsy (6)


    5. Pacers Gambit (7)




Where, if anywhere, will Koch and Bohr and Thorny Situation fit?


As for bugs, I think most of the problems were related to the world space not lining up correctly such that any mod that affects Freeside stopped working correctly.



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

I'm doing a) Outside Bets -

Post by TJ » Fri Oct 10, 2014 1:34 pm

I'm doing a) Outside Bets - Updated. Then I'm doing b) Open. Outside Bets you listed above is more or less accurate. Open will include this updated Outside Bets, Everything you listed above, and Strip Open which unknown to most people is also a Moburma mod. (Yes I've also received permission from the original artist that Moburma took over from.) Koch and Bohr and Thorny Situation will probably not be done for the same reason as the in engine intro: It's too buggy / too much work for too little payoff.


As for bugs: they're for the same reason I told you yesterday. Any mod affecting Freeside North will work fine. Any mod not affecting Freeside North needs to have it's worldspace edits changed to be in Freeside North. Compatibility Patches are that simple and always have been, and for that reason I'll not be making them.


My project Dash is on Kickstarter!



deadboy
Posts: 496
Joined: Fri Aug 16, 2013 11:18 pm

I've been rolling this around

Post by deadboy » Mon Oct 13, 2014 1:49 pm

I've been rolling this around in my head in regards to the bugs thing.  I guess what I hear now is that south Freeside is the merged Freeside rather than North?


Is that because the worldspace of south Freeside doesn't fit inside the walls where it's "supposed" to be?


Since there's no way to get to South freeside without going through North it just seemed like the natural way to build a merged Freeside would be north to south. That's why the bugs were so confusing.  They all appeared in the "main" (to my mind) Freeside. In this context of an expanded south Freeside becoming FreesideOpen the bugs mostly make sense.


 


That being said the problem with the TTW Freeside train station is a problem because the two buildings don't line up in the open freeside and it required no clipping to find working doors. I guess it's probably still straight forward as far as moving from one to the other but there's a lot more involved.



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

Any ETA on a public release

Post by EnderDragonFire » Fri Oct 31, 2014 7:07 pm

Any ETA on a public release of FSO? (thanks for these conversions, they are awesome)


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



Pokepunch
Posts: 77
Joined: Tue Jan 01, 2013 8:42 pm

It'll be released when it's

Post by Pokepunch » Fri Oct 31, 2014 7:13 pm

It'll be released when it's done.



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

Well, I though that since he

Post by EnderDragonFire » Sat Nov 01, 2014 2:34 am

Well, I though that since he posted it under "Mod Talk" rather than "Mod releases" that he might put out some unfinished versions for testing. I was not trying to force his hand on anything.


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



deadboy
Posts: 496
Joined: Fri Aug 16, 2013 11:18 pm

Is there anything like this

Post by deadboy » Sat Feb 21, 2015 6:44 pm

Is there anything like this for FO3/CW side of TTW? I have to assume there was cut content but was any of it left where it could be gotten to in this way?



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