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Another mod idea : The mother of all mods

General mod discussion and requests.
rockitten
Posts: 139
Joined: Mon Oct 14, 2013 4:40 am

Another mod idea : The mother of all mods

Post by rockitten » Mon Mar 17, 2014 3:41 pm

From what I see, those who play TTW are usually have a heavily modded game as well. And therefore, we will have all sort of issus, from mod crashes, load order issue or simply, just too many mods.


And so, why don't we have a mother of all mods: with the consent from the original author/modder, we merge many popular/must have mods into a package, something similar to that s@xout common resources thing. Or even better, we integrate them into TTW.


For me, I like playing the game with huge number of companions. Right now, I am playing the game with all vanilla companion plus all voiced companions in FNV and FO3. Yes, I always get stuck at all vault corridors, but trust me, walking in the mall full of mutants (in FO3) or Killing NCR in that airport with such team is a hell lots of fun...... So unlimited companions, all those voiced companion mods, and KT speedsquad (to reduce following distance) are a must.


 


So what will be your wish list in this "essential pack"?



lustephelon
Posts: 37
Joined: Fri Dec 27, 2013 4:16 am
Location: Calif

Actually What I would like is

Post by lustephelon » Mon Mar 17, 2014 10:25 pm

Actually What I would like is a Merge friendly stamp for mods.   Since there is the nice merging script, I wish mods had a label when they were merge friendly. like its a non-conflicting script only mod, or it adds a single item/set to a new box (so it shouldn't interfere with anything else). That way we could merge things on our own easier.


 


However, if I was going for a TTW merge pack.  I'd start with PN, AWOP, then the JIP stuff,  WMX and WME, EVE, Ohud and Dynavision, Uhud.  


I'd probably say.. a second 'big pack' for companions


Then third i'd have a pack with interiors, lighting, upgraded textures.


then a forth- body replacers, armors, new weapons. 


 


 


 


 


Et. Al
Gamer, part time tech, part time mentor, full time screw up

retlaw83
Posts: 279
Joined: Sun Mar 17, 2013 8:40 pm

Something like this would be

Post by retlaw83 » Tue Mar 18, 2014 12:23 am

Something like this would be a nightmare to create and maintain.


30 Helens agree that I am, pound for pound, the strongest man in a group of ducks.



rockitten
Posts: 139
Joined: Mon Oct 14, 2013 4:40 am

I know, and that's why I am

Post by rockitten » Tue Mar 18, 2014 2:29 am

I know, and that's why I am now on purposely running lots of companion mods at the same time and see if they crash.....


 


To be honest, I rarely see anyone playing TTW WITHOUT MODS........



retlaw83
Posts: 279
Joined: Sun Mar 17, 2013 8:40 pm

Trying to merge a bunch of

Post by retlaw83 » Tue Mar 18, 2014 2:45 am

Trying to merge a bunch of mods would only work if they're "finished." Mods get updated constantly - Willow just did the other day.


30 Helens agree that I am, pound for pound, the strongest man in a group of ducks.



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

Mod's will never be

Post by chucksteel » Tue Mar 18, 2014 5:39 am

Mod's will never be integrated into TTW proper so you can give that one up! Even my mod TTWInteriors will never be integrated into TTW. The idea breaks from TTW's mission statement so wildly and will never happen so long as Jax and myself are in the team lead! The mission statement of TTW is to integrate the games in the least intrusive way possible leaving modding of there game up to the end user. 


If you don't agree with this idea your welcome to go off and build your own better TTW "With Strippers and Blackjack!" Forget the "blackjack!" blush



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KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

I believe it is better to

Post by KeltecRFB » Tue Mar 18, 2014 11:14 am

I believe it is better to keep how things are now.


"Si vis pacem, para bellum!"

rockitten
Posts: 139
Joined: Mon Oct 14, 2013 4:40 am

The origin of this idea is

Post by rockitten » Tue Mar 18, 2014 1:17 pm

The origin of this idea is that, no matter it is TTW or not, the stability of the game will start getting worse by about 12X mods. A clean TTW will already include 17 "mods" plus several fix. And then with so many small mods, patches or "fixes" that's a great waste of the precious slots. That's why I wonder, it's that great if there is a "mega mods" that includes a lots of those popular "must have" mods?


In my initial plan, my game rig (3.7GHZ 8 core with a dedicated SSD for the game, 32G ram and a Radeon 7970, if a machine like this still crash, that must be the mod's issue) and some volunteer (if any) will extensively test a bunch of mods TOGETHER and see if they crash, if not, merge it into a big pack. Yes, using this mega mod may not update as fast (probably once a quarter), but at least the game will be more stable and more user friendly).


I am still "practicing" how to merge mods and even merging some simple mods (like those consume/outfits mods) may cause CTDs or stall the game....


So, okay, I just come up an idea and now I see how everyone feels: it is not a good idea ><



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DarkValor
Posts: 65
Joined: Mon Mar 17, 2014 2:39 pm

KeltecRFB wrote:I believe it

Post by DarkValor » Tue Mar 18, 2014 1:18 pm

[quote=KeltecRFB]I believe it is better to keep how things are now.[/quote]


Agreed.


The section in the FAQ about compatibility patches is more than sufficient, especially for the more popular ones like WMX, EVE and PN.



tizerist
Posts: 235
Joined: Mon Sep 17, 2012 10:24 am

I think merging together some

Post by tizerist » Tue Mar 18, 2014 1:19 pm

I think merging together some of the best quest/new lands mods into one mod is a good idea, if you can do it.


I'm thinking Alton, Deimos, Beyond Boulder Dome, things like that. However it would have to be separate to TTW, because they are nothing to do with TTW after all.



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