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JLF65's TTW3 mods
- Manan
- Posts: 70
- Joined: Wed Aug 31, 2016 10:35 pm
Re: JLF65's TTW3 mods
Looks like good stuff. For the Zeta exploration one - when is the best time to install it, before or after completing the DLC? Do you expect any complications one way or the other?
- jlf65
- Posts: 1535
- Joined: Wed Aug 10, 2016 9:10 pm
Re: JLF65's TTW3 mods
Either is fine. I've tested it both ways. Same for the Zeta clutter items - before or after works fine. I normally have them installed from the get-go as it's easier to just have them enabled and forget about it. They only affect Zeta, so it's not like they cause a slow down, just contribute towards the plugin limit.
- jlf65
- Posts: 1535
- Joined: Wed Aug 10, 2016 9:10 pm
Re: JLF65's TTW3 mods
Real Gauss Gun for NV and TTW3 now updated at the nexus. This updated my NV gauss rifle mod and added a TTW3 version. You can get a regular gauss rifle in the National Guard Armory in DC.
- jlf65
- Posts: 1535
- Joined: Wed Aug 10, 2016 9:10 pm
Re: JLF65's TTW3 mods
'Metro - You Are Here' by Bundis Dito. Converted (and cleaned) for TTW3. Bundis Dito allows modifications/bug fixes/improvements with attribution. Be sure to visit the original and endorse.
https://www.nexusmods.com/fallout3/mods/23697
https://www.nexusmods.com/fallout3/mods/23697
- jlf65
- Posts: 1535
- Joined: Wed Aug 10, 2016 9:10 pm
Re: JLF65's TTW3 mods
Updated Real Gauss Gun TTW3 to 2.3. I forgot to handle the ammo inside the OA simulation.
Now anytime you pick up a microfusion cell, you get a clip of 2mm and flechettes for the gauss rifle.
Now anytime you pick up a microfusion cell, you get a clip of 2mm and flechettes for the gauss rifle.
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Fidoraguy
- Posts: 8
- Joined: Wed Aug 21, 2019 1:35 am
Re: JLF65's TTW3 mods
Thanks much for Metro, appreciate that a lot =)
- Manan
- Posts: 70
- Joined: Wed Aug 31, 2016 10:35 pm
Re: JLF65's TTW3 mods
Alrighty, thanks!jlf65 wrote: ↑Mon Sep 23, 2019 2:00 pmEither is fine. I've tested it both ways. Same for the Zeta clutter items - before or after works fine. I normally have them installed from the get-go as it's easier to just have them enabled and forget about it. They only affect Zeta, so it's not like they cause a slow down, just contribute towards the plugin limit.
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Bloxyman
- Posts: 28
- Joined: Sat Jul 27, 2019 5:20 pm
Re: JLF65's TTW3 mods
Here's ten ideas I'd think would be awesome to have in TTW:
1. Ben Canning Enhanced:
https://www.nexusmods.com/fallout3/mods/23557
2. Mr. Burke's Dilemma:
https://www.nexusmods.com/fallout3/mods/22691
3. Tranquility Secrets:
https://www.nexusmods.com/fallout3/mods/22115
4. Keller Family Refuge:
https://www.nexusmods.com/fallout3/mods/21736
5. Dad's Legacy:
https://www.nexusmods.com/fallout3/mods/23458
6. Ol' Painless Relocated:
https://www.nexusmods.com/fallout3/mods/23496
7. Gob's Happy Ending Cleaned & Fixed:
https://www.nexusmods.com/fallout3/mods/23760/
8. GNR Eyebot Hacking Modules:
https://www.nexusmods.com/fallout3/mods/2535
9. Turret Terminal Revamp:
https://www.nexusmods.com/fallout3/mods/7497
10. Water Beggar Progression:
https://www.nexusmods.com/fallout3/mods/16033
1. Ben Canning Enhanced:
https://www.nexusmods.com/fallout3/mods/23557
2. Mr. Burke's Dilemma:
https://www.nexusmods.com/fallout3/mods/22691
3. Tranquility Secrets:
https://www.nexusmods.com/fallout3/mods/22115
4. Keller Family Refuge:
https://www.nexusmods.com/fallout3/mods/21736
5. Dad's Legacy:
https://www.nexusmods.com/fallout3/mods/23458
6. Ol' Painless Relocated:
https://www.nexusmods.com/fallout3/mods/23496
7. Gob's Happy Ending Cleaned & Fixed:
https://www.nexusmods.com/fallout3/mods/23760/
8. GNR Eyebot Hacking Modules:
https://www.nexusmods.com/fallout3/mods/2535
9. Turret Terminal Revamp:
https://www.nexusmods.com/fallout3/mods/7497
10. Water Beggar Progression:
https://www.nexusmods.com/fallout3/mods/16033
- jlf65
- Posts: 1535
- Joined: Wed Aug 10, 2016 9:10 pm
Re: JLF65's TTW3 mods
1, 4, 5, and 10 have the best permissions, so I'll work on them here sometime. 7 literally only cleaned the original mod, and then changed the permissions, so I downloaded the original mod, which allows you to do anything with it. I can clean it up myself while converting it. So 7 is a no-go, but I can work from the mod it worked from.
The rest all require permission. Some look interesting, so I might ask permission on them. We'll see.
The rest all require permission. Some look interesting, so I might ask permission on them. We'll see.