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JLF65's TTW3 mods
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streetyson
- Posts: 9
- Joined: Wed Aug 12, 2020 12:55 pm
Re: JLF65's TTW3 mods
Just to note (playing TTW 3.2.2) that after installing your Ben Canning TTW conversion he's offering to trade but has nothing to sell. I ran into him 4 times and each time it was the same, he has plenty of caps but no inventory. So each time I sold him a bunch of stuff, fast travelled to his next port-of-call, and he's still got nothing to sell. Then a Mister Gutsy killed him outside Arefu and his trading days were over. I actually resurrected him to see if that cured it, but no.
- jlf65
- Posts: 1535
- Joined: Wed Aug 10, 2016 9:10 pm
Re: JLF65's TTW3 mods
That happened to me once when I installed it on a current play-through, but when I started fresh, it didn't happen again. I don't know why it does that, but doesn't seem to do it (to me) on a new game.
- Manan
- Posts: 70
- Joined: Wed Aug 31, 2016 10:35 pm
Re: JLF65's TTW3 mods
I enjoy the idea of having better metro maps in TTW. Does the TTW conversion include the Columbus Circle on the maps by any chance? I always have to follow a step-by-step guide to reach the damn place. 
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streetyson
- Posts: 9
- Joined: Wed Aug 12, 2020 12:55 pm
Re: JLF65's TTW3 mods
Thanks. Yes I wondered if it needed either a new game (or maybe at least not to have already given him water). And your answer confirms for me that the mod in itself is not broken. Cheers!
- jlf65
- Posts: 1535
- Joined: Wed Aug 10, 2016 9:10 pm
Re: JLF65's TTW3 mods
No, the map used is the one for plain Fallout 3. It's a good map, but doesn't have the TTW train station. That does sound like something to add.
- Risewild
- Posts: 3219
- Joined: Mon Oct 01, 2012 9:14 am
Re: JLF65's TTW3 mods
Nice idea. I just "stole" it and added the Columbus Circle to my "Pintocat's Metro Map Replacer" conversion.
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- Risewild
- Posts: 3219
- Joined: Mon Oct 01, 2012 9:14 am
Re: JLF65's TTW3 mods
I just noticed that in the map outside the MALL NE Metro Station, the arrow is pointing to the wrong place, it points close to the "Tepid Sewers" instead. Also it's missing an arrow in the map on the other side of the display.
Here's a pic with the IDs of the arrow, in case it helps:
SpoilerShow

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- jlf65
- Posts: 1535
- Joined: Wed Aug 10, 2016 9:10 pm
Re: JLF65's TTW3 mods
I noticed a couple myself that I reported to the original author. I don't make changes to the mod, just port it to TTW and clean it up. Changing those arrows is super fiddly. I'm not sure how much work the original author had to do to make it all in the first place. Realize that each and every arrow is overlaid on the map individually as an independent graphic element. You need to know the exact x,y,z coords and angles to make the arrows point the right way, at the right spot, and lie flat on the sign.
- Manan
- Posts: 70
- Joined: Wed Aug 31, 2016 10:35 pm
Re: JLF65's TTW3 mods
If you still feel open to the idea of a mod for better turret reprogramming options, I found one for Fallout 3 with more open permissions while browsing around. That said, also I looked up one of the actual terminals in New Vegas in FNVedit, and it seemed like adding a new option on the terminal with a slightly edited script to add the turrets of the Player faction would be relatively easy. I'm not sure how one would go about removing the turrets' previous allegiances to ensure they'll always fight for you, or if the changes would be reflected for turrets in D.C... Maybe that wouldn't be too hard to address. I got the impression the records were just copied verbatim from Fallout 3 terminals, anyway. Perhaps I'll try making one from the ground up myself and see how badly I crash and burn.
- jlf65
- Posts: 1535
- Joined: Wed Aug 10, 2016 9:10 pm
Re: JLF65's TTW3 mods
I tend to use this turret mod: https://www.nexusmods.com/fallout3/mods/22694
It's not got open permissions, though.
It's not got open permissions, though.