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Mods that need TTW 3.x in my opinion

General mod discussion and requests.
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TheGuy
Posts: 5
Joined: Sun May 26, 2019 1:04 pm

Mods that need TTW 3.x in my opinion

Post by TheGuy » Sun May 26, 2019 1:33 pm

I know that the version came out relatively recently, and I don't think in a few months time they will make a 4.x or similar.
I also think there are still mods to come out for this new version, even update some that were already in the 2.9...
I just wanted to make this post saying that I think mods need to be in TTW or be updated.

- Project Nevada (+Extra Option compatibility):
Project Nevada is a mod that every new vegas player should have if they want to improve their experience, so a TTW compatibility patch wouldn't hurt.

- TTW Immersive Armors and Weapons:
I think some of you already know this mod... I just keep waiting for the update, eagerly.

- More Perks F3 (or Ultimate Perk Pack):
I guess a mod like this would make people more motivated to be on the wasteland capital map, but I don't know if it could be bugged with new vegas perks.

- FWE - FO3 Wanderers Edition:
Honestly I don't know if this mod is something similar to "project nevada" or to fook, but I saw that it was basically a "remake" of F3 that changed practically everything including content, I imagine that to convert a mod like this would be one of the most complicated tasks of all, but I will leave it there... I think to put a mod like this would be the cherry on the cake.

- Marts Mutant Mod:
We all like to kill ugly bugs, that's all.

- Fook Compatibility:
Nothing more to say.

- New Quest and New Lands mods:
For fallout lovers 3... although it is not necessary that they are all the existing mods of that category, quizñás with these would be sufficient...
+ Alton IL - Huge World and Quest Mod
+ Arefu Expanded
+ Vault 101 Revisited
+ The Institute

There are more mods that need compatibility or even conversion but for me these are certainly important... maybe it is something demanding, but well... if I knew how to convert mods I would already be doing it myself...
I don't ask them to be taken out in 2 weeks or 3 months either, I would just like to see this list in the 3.x mods before moving on to a new version.
That's it guys, thanks for reading, opinions are welcome.

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

Re: Mods that need TTW 3.x in my opinion

Post by RoyBatty » Mon May 27, 2019 3:43 am

1) Maybe
2) No, broken
3) No, broken
4) Impossible + 1/2 is in PN already, rest is broken
5) Broken as hell
6) Impossible + broken
7) Alton never, Arefu possible, V-101 Revisited possible, do not know the last mod.
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TheGuy
Posts: 5
Joined: Sun May 26, 2019 1:04 pm

Re: Mods that need TTW 3.x in my opinion

Post by TheGuy » Mon May 27, 2019 11:21 am

RoyBatty wrote:
Mon May 27, 2019 3:43 am
1) Maybe
2) No, broken
3) No, broken
4) Impossible + 1/2 is in PN already, rest is broken
5) Broken as hell
6) Impossible + broken
7) Alton never, Arefu possible, V-101 Revisited possible, do not know the last mod.
Thanks...

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Postal-Dude
Posts: 174
Joined: Thu May 21, 2015 3:13 pm

Re: Mods that need TTW 3.x in my opinion

Post by Postal-Dude » Mon May 27, 2019 4:45 pm

Hahaha, lol. Sorry to disappoint you.

Roy is right though, most of this stuff is broken. Also nearly all mods have similar or alternative mods, which to be honest not always fully work in the DC Wasteland worldspace but still. I don't see much sense in porting them, except maybe the Project Nevada Extra Options mod.

From what I know, there was some alternative to MMM in the works once. Wasn't it some kind of new AiO mod merging mods like Monsters Wars and MMM? No idea anymore. I remember some talk about something in that direction once. Might have been scrapped though since Roy only works on important things now. Kind of lost track.

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RoyBatty
Gary
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Location: Vault 108

Re: Mods that need TTW 3.x in my opinion

Post by RoyBatty » Mon May 27, 2019 5:23 pm

Jamilla and I have an expanded Monster Mod planned but we're distracted with other things atm.
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