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[WIP] Requiem for the Wanderer's Edition

General mod discussion and requests.
Arkngt
Posts: 382
Joined: Fri Jun 26, 2015 7:52 pm

Darkersun wrote:

Post by Arkngt » Tue Oct 13, 2015 10:06 pm

[quote=Darkersun]


I love dead idea. 


[/quote]


Ouch. ;) Agree with much of your points, though.


»You're no match for science!« Doctor Mobius

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

What I liked most was that

Post by Darkersun » Wed Oct 14, 2015 10:03 am

Sorry doublepost - please delete


Regards,

Darkersun


- semi FNV Modder
- Wasteland lover

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

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

What I liked most was that

Post by Darkersun » Wed Oct 14, 2015 10:03 am

What I liked most was that almost all the stuff came integrated together. Weapon/Armor rebalancing was very good in my opinion, even with all the new added items.


For me FWE worked very will till I got to the citadel, that it crashed always at the same point and I was not sure if I messed something up with mods/loadorder etc. so I never finished a full FO3 FWE walkthrough (sadly).


 


[quote=Arkngt]


 


Darkersun wrote:



I love dead idea. 


 



Ouch. ;) Agree with much of your points, though.


[/quote]


 


I'm not a native speaker and somehow something got mixed up un my mind ;)


Regards,

Darkersun


- semi FNV Modder
- Wasteland lover

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

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Damianwolff
Posts: 128
Joined: Tue May 05, 2015 5:16 am

Hey, Arkngt! Tried to test

Post by Damianwolff » Fri Nov 20, 2015 3:16 am

Hey, Arkngt! Tried to test the mod, but it requires a number of mods that I neither, not plan on installing.


I was wondering if it was possible to remove them? I wanted to do in in FNVEdit, but it wouldn't load the ESP without prerequisitive mods.



Arkngt
Posts: 382
Joined: Fri Jun 26, 2015 7:52 pm

Damianwolff wrote:

Post by Arkngt » Mon Nov 23, 2015 12:21 am

[quote=Damianwolff]


Hey, Arkngt! Tried to test the mod, but it requires a number of mods that I neither, not plan on installing.


I was wondering if it was possible to remove them? I wanted to do in in FNVEdit, but it wouldn't load the ESP without prerequisitive mods.


[/quote]


Guess you mean TTW - Requiem for the Wanderer's Edition - A3-21's Plasma Rifle? It requires Project Nevada - Equipment, as the model is from it. It also requires EVE and WMX as I wanted the mods and effects from them. Sorry. Guess you could strip away the EVE and WMX requirements, but PN is pretty much a requisite. I'd have to get permission to use the model/textures to make a standalone version.


I'll add the requirements to the description so people don't try it out w/o having PN/WMX/EVE.


The radiation mod only requires FNV.


»You're no match for science!« Doctor Mobius

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

If it is the classic p-95

Post by RoyBatty » Mon Nov 23, 2015 4:13 pm

If it is the classic p-95 plasma rifle, they were made by joefoxx82 or daishi and are modders resources.
Image

Arkngt
Posts: 382
Joined: Fri Jun 26, 2015 7:52 pm

Right, thanks, you've already

Post by Arkngt » Mon Nov 23, 2015 9:52 pm

Right, thanks, you've already told me IIRC. :) Might do that if I ever build upon this. Seems a bit useless to release a single replacer - if it was part of a larger TTW-FWE pack it would make more sense.


»You're no match for science!« Doctor Mobius

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

FWE just uses all of CFW, so

Post by RoyBatty » Tue Nov 24, 2015 7:15 am

FWE just uses all of CFW, so I just use that. It used an older version with some not so nice models though.
Image

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Damianwolff
Posts: 128
Joined: Tue May 05, 2015 5:16 am

PN is a prerequisitive for

Post by Damianwolff » Wed Nov 25, 2015 3:21 am

PN is a prerequisitive for myself as well, can't play without it)


I actually meant EVE. It is the only mod I don't have, actually. Sorry for the mess-up.



Adonis VII
Posts: 155
Joined: Mon Jan 05, 2015 4:50 am

As far as alternate fast

Post by Adonis VII » Sun Feb 28, 2016 12:33 am

As far as alternate fast travel is concerned, PushTheWinButton recently released a version of the Motorcycle mod for FNV Mojave Travel Reborn It even has a TTW patch.


I personally prefer fast travel more like ES carriages, going from town/settlement to settlement and walking the surroudning area, so I've also been thinking about caravan travel system for both wastelands.


[collapsed title=Capital Wasteland Routes] [/collapsed]


For DC, I'm not sure gating is needed except perhaps requiring an initial visit towards Rivet City could gate Rivet City and Citadel nodes to help preserve going Vault -> Megaton -> Super Duper mart at the early stage.


 


[collapsed title=Mojave Routes] [/collapsed]


For the Mojave, I see alot of gating being useful to preserve the tighter flow and prevent easy sequence breaking.  Each city in white is a stop/node.


Red paths require no prerequisite.


Choosing the Mayor of Primm (My Kind of Town) would unlock Goodsprings-Primm-Mojave Outpouts routes in blue.


Reaching Novac (They Went That'a Way (40)) would unlock Mojave-Outpost-Novac (red network) in yellow.


Removing the deathclaws from Sloan (Claws Out) would unlock Goodsprings-Camp McCarran and 188 Tradin Post (red network) in green.


I'm undecided on when or if there should be a route to the boomers (purple). Too early and it doesn't make sense as they don't like outsiders, to late and its of little use as you've completely all the quests there.


I think a route to the west side of NV would be helpful though I'm undecided on which spot. 


 


Any thoughts on the gating, stops you think should be added/removed? System in general?



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