I'm currently converting the JSawyer mod for TTW for personal use and thought maybe I'd get some feedback on what you guys would like to see in it and if anyone else would want to use it.
So far I've set the level cap back to 50, Logans Loophole is avaliable at level 21 again, and I'm working on converting most of the DC Stimpacks into Expired Stimpacks.
The big things that I'm not sure what to do with though are the skill requirements changes and also the location of the Couriers stash objects. So, does anyone have any thoughts?
You can read the changelog here -> http://fallout.gamepedia.com/JSawyer
JSawyer for TTW
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orik
- Posts: 96
- Joined: Sun Apr 07, 2013 6:26 pm
JSawyer for TTW
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orik
- Posts: 96
- Joined: Sun Apr 07, 2013 6:26 pm
For me I think it makes the
For me I think it makes the most sense to keep the Tribal and Classic (Vault 13) items in Vegas and to move the Caravan and Mercenary items to DC. This way the player has early access to Binoculars and some other fun goodies, but the game's difficulty won't be thrown out of balance.
I think the Caravan Pack will go in Megaton, or be avoidable from a Caravan Trader for some sort of quest maybe? I've never made my own quest before so I'd rather it just be something Moria hooks you up with.
As far the the Mercenary items go, the Grenade gun seemed a little OP so I thought about stuffing it in the super duper mart or putting it in the inventory of the Talon Merc guys.
My fear here is that evil players might not have the opportunity to get the items.
Does Lucky Jim's Mine House make sense for the Tribal Pack and does the Wrecked Highwayman make sense to have the Classic Pack on him, or should I change that?
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Obdulio
- Posts: 121
- Joined: Mon Oct 07, 2013 4:20 am
I think Lucky Jim Mine and
I think Lucky Jim Mine and Wrecked Highwayman Locations are just fine for those 2 packs.
I like your idea about having Caravan Pack and Mercenary Pack in FO3. Perhaps Caravan Pack can be added when when she gives you the armored vault suit? But maybe thats too easy, perhaps it should instead be found in one of the starting areas of the game like the school, perhaps the Raiders ambushed and killed a trader and his corpse can be found inside with the Caravan Pack.
As for Mercenary Pack maybe a reward after the Riley's Ranger quest? or maybe its just located in their base.
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orik
- Posts: 96
- Joined: Sun Apr 07, 2013 6:26 pm
Now that I think about it
Now that I think about it Raider; I've never given a companion a stimpak in my life. Hahaha >.<
I only chill with dogmeat though; I'm sort of a lone wolf player.
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alegendv1
- Posts: 118
- Joined: Sat Dec 22, 2012 5:48 pm
A suggestion I have is to
A suggestion I have is to bypass the Courier's Stash problem by using this handy mod: http://newvegas.nexusmods.com/mods/46251//?
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orik
- Posts: 96
- Joined: Sun Apr 07, 2013 6:26 pm
Alrighty I've gotten the
Alrighty I've gotten the level cap and perks all straight; I'm thinking of modifying the skill point formula from 10+(INT/2) to something more like 5+(INT/2).
I also think the Mercenary Pack will be moved over to the mercs you encounter on your way to The Pitt.
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orik
- Posts: 96
- Joined: Sun Apr 07, 2013 6:26 pm
Alegendv1 that looks good but
Alegendv1 that looks good but I'll miss the Binoculars :c
So the Merc Pack would go here http://i.imgur.com/fDFc7D5h.jpg
and the Caravan Pack I think will be here in Moriarty's http://i.imgur.com/PMpTDIzh.jpg
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alegendv1
- Posts: 118
- Joined: Sat Dec 22, 2012 5:48 pm
I thought the Caravan Pack
I thought the Caravan Pack would make more sense in Canterbury Commons. Cause, well, thats the caravan hub for CW. I think Mercenary Pack fits well with Reilly's Rangers.
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orik
- Posts: 96
- Joined: Sun Apr 07, 2013 6:26 pm
I'm going to visit those
I'm going to visit those locations and see if there is anywhere suitable for me to put them c:
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orik
- Posts: 96
- Joined: Sun Apr 07, 2013 6:26 pm
I could fit it in the
I could fit it in the Republic of Dave just fine.
I think the Reilly Ranger location is perfect however adding it there is a bit above my skill level :/