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Object Bounds

General help and troubleshooting.
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Riven1978
Posts: 4
Joined: Sat Jan 31, 2015 2:34 am

Object Bounds

Post by Riven1978 » Sat Jan 31, 2015 3:18 am

Hello all, first off let me state that although i am new here i am not new to modding this game (some may even recognize the name from being a pisser on the lore of many out there by adding in such items as wings, odd eyes, and the like). This is about the first time i have run the TTW program; finally got myself to stop using my personal edit of RFCW >.< . Anyway I like to go through all the mods i put into my load order and try to get them to play as nicely as possible with each other as i can, and have done well so far. I have had a nagging question since i first started plugging in some of the TTW extras out there to figure out what i want in my ultimate game startup archive (a group of mods that i will absolutely not play the game without) and since moving from the personal RFCW to the TTW i am having to go back over the list and omit and add in a few things here and there.



   Now long winded speile done, My question is in regards to the image below, havign to do with the object bounds. Is there a valid reason for TTW_Morecookingitems (which is packaged as an optional in the main file itself) and Clean Deluxe - TTW to be using the Broken Steel Object bounds for L'Enfant Plaza and then NevadaSkies - TTW Edition changing it back to default.The DLC's have always annoyed me with the dirty edits they did from a professional company (although i understand sometimes it is necessary). I had noticed it before while changing small conflicts like "Wasteland" to "Capital Wasteland" something that happens a lot in the conversion of mods it seems to get overlooked quite often. (but that is entirely nit-picky on my part lol and i fully accept that). I never thought much about it; again cause Broken steel itself seemed to do it in regards to other DLC's the actual company produced as well, but i started having some odd glitches in that area so after looking through everything else this seems to be the only conflict of that area in my load order. I am not even sure that by changing them back it will do anything to fix the issues i was having, since on the surface corpses stretching across areas oddly seems more of a model weighting issue than a world objbounds issue; but since i have seen this crop up many many times before i thought i would finally ask about it. Anyway any info on what where why and how in regards to the object bounds would be appreciated, and if anyone out there has an valid explanation as to why it was even done in the first place (the blame here i put onto Broken Steel) that also would be welcome. Anyway Thanks guys for the hard work put into the TTW mod and it's shoot-off mods.


 


 


P.S. sorry for the big blocks of text i was never really any good at proper writing format :/


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

NevadaSkies needs a new

Post by RoyBatty » Sat Jan 31, 2015 2:21 pm

NevadaSkies needs a new update patch, or you can update it yourself to resolve bugs with certain areas. Particularly the Citadel, which it breaks completely.


 


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rickerhk
Posts: 123
Joined: Mon Sep 17, 2012 1:50 pm

TTW should probably carry

Post by rickerhk » Sat Jan 31, 2015 3:09 pm

TTW should probably carry over the Broken Steel values. Since those number changes indicate that the world size was enlarged with Broken Steel.



Riven1978
Posts: 4
Joined: Sat Jan 31, 2015 2:34 am

well in regards to the

Post by Riven1978 » Sat Jan 31, 2015 4:33 pm

well in regards to the courtyard for the citidel, TTW itself changes the default land height to -2048 from the original 0 (but i am still working from the 2.5a version though i have the nes one downloaded, i just havent had a chance to load it up and check .... my game works for the most part and i dont want to break anything just yet XD) and the Nevada skies totally removes the land data height from it. That is good to know though about the NS plugin, i will update my copy and will go and check the thread for the skies mod and see if anything has been mentioned about it and post a link to this thread there for anyone else who may come across a problem with the area. Thanx guys, and great work all around on the mod/conversion ^.^



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