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Supported mods

General modding guides and authoring tutorials.
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ozymandias559
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Supported mods

Post by ozymandias559 » Sun Dec 16, 2018 9:06 pm

Hi everyone, I'm new here and would like to know what FO3 and NV mods are supported for TTW and if I need to patch certain mods in order for them to work.

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RoyBatty
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Re: Supported mods

Post by RoyBatty » Sun Dec 16, 2018 9:15 pm

The mod releases forum has converted mods.

You *must* convert F3 mods to work with TTW (guide is coming soon) and the script package is already there in the 3.2 releases sub.

Many NV mods will need a patch, and some will not work at all so check the FAQ for those.
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nexusmodsforme
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Re: Supported mods

Post by nexusmodsforme » Mon Dec 17, 2018 3:57 am

This kind of seems like a regression rather than an improvement from the last version. Why exactly was this done if it made for less compatibility with previously working mods?
"If any civilization is to survive, it is the morality of altruism that men have to reject." ~ Ayn Rand
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RoyBatty
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Re: Supported mods

Post by RoyBatty » Mon Dec 17, 2018 6:55 am

It was done to fix tens of thousands of bugs, improve stability and performance, integrate the games together better, and create a platform for current and future modding that's not a disaster area.

I don't really care about mod compatibility when everything was broken as hell and unstable.
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Patali
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Re: Supported mods

Post by Patali » Mon Dec 17, 2018 7:48 pm

nexusmodsforme wrote:
Mon Dec 17, 2018 3:57 am
This kind of seems like a regression rather than an improvement from the last version. Why exactly was this done if it made for less compatibility with previously working mods?
This has been years in the making. Roy has fixed thousands of issues and the game is incredibly stable now. It is a better base for further modding. You are wrong in this post.

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nexusmodsforme
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Re: Supported mods

Post by nexusmodsforme » Tue Dec 18, 2018 12:11 am

Patali wrote:
Mon Dec 17, 2018 7:48 pm
nexusmodsforme wrote:
Mon Dec 17, 2018 3:57 am
This kind of seems like a regression rather than an improvement from the last version. Why exactly was this done if it made for less compatibility with previously working mods?
This has been years in the making. Roy has fixed thousands of issues and the game is incredibly stable now. It is a better base for further modding. You are wrong in this post.
I was asking a question Patali. If that rubs you as wrong I'm sure you can find a fix for your mentality. Prompts to Roy for making the thousands of fixes but at what cost? How many tens of thousands of bugs now exist with previously compatible mods? Not trying to make a judgment call on one being better than the other just trying to understand the reasoning. I've always been of the opinion that more options are always better. Plenty of people are still using the previous version but can't access the previous mods anymore. So I'm kinda forced to ask the question, and point out the obvious, aren't I?
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Re: Supported mods

Post by RoyBatty » Tue Dec 18, 2018 6:01 am

What Pupp says below. Watch yourself otherwise.
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Puppettron
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Re: Supported mods

Post by Puppettron » Tue Dec 18, 2018 6:24 am

i mean, i'm not trying to pile on here or anything, but...

the goal of TTW is to make a perfectly functioning mod that integrates both wastelands into a single playthrough. so far we've gone through 2 versions of open alpha and 3.2 is our first open beta release. in almost every release and version number, almost every mod associated with earlier versions has become incompatible. literally every time. from 1.6 to 2.4 to 2.6 to 2.8. to 2.9.4a and 2.9.4b, it's been the same thing every time. and because the goal is to make a mod that does as i said before, we haven't bothered with "what if people want to use x mod?" before. there's no reason for us to start worrying about the old mods now. hell, putting out the conversion script was a lot more than we'd done in the past alone.

and because there's a handful of us working on this entire project with years of history, we've done everything we possibly can to make sure this version isn't plagued with all the problems we'd had in the earlier versions.

hiding the 2.9 mods forum wasn't something we just did to make your lives miserable, it was something we did when explicitly telling people not to use 2.9 mods with 3.2 because they're incompatible wasn't working. spending weeks chasing down bugs that don't exist because said bugs are entirely in load orders is not a problem we want to revisit and we did everything we could to avoid that beforehand. but after a couple of weeks staring at people's LOs when they reported bugs we made the decision to hide that forum so that we could concentrate on this release.

if you don't want to use 3.2 and prefer 2.9, you're welcome to do so, but you'll have to find another source for 2.9 mods and support, because we're not supporting 2.9 anymore.
perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

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templeofninpo
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Re: Supported mods

Post by templeofninpo » Sun Dec 23, 2018 2:42 am

HUD Like Fallout 4 works https://www.nexusmods.com/newvegas/mods/59460

-edit- so does Guns Follow Crosshairs In First Person https://www.nexusmods.com/newvegas/mods/55709

-edit02- Dynamic Pipboy Light https://www.nexusmods.com/newvegas/mods/64023

Also Roy has a list of compatible mods on the Mod Release topic viewtopic.php?f=55&t=6941

PS: would like to see The Groovatron made compatible.
My New Vegas Garbage Guru mod- https://www.nexusmods.com/newvegas/mods/58996

'Right to Sleep' Data Hub (The Process of How It Is That It Is Legal to Have a Tent, at Night, in a Park in the City of Victoria, BC, Canada)- http://goo.gl/maps/5P9ZU

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