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Should TTW Require NVSE

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TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

TTW requires the crap pack, I

Post by TJ » Mon Mar 11, 2013 1:56 pm

TTW requires the crap pack, I mean couriers stash! I'm almost certain more people use NVSE than the tribal pack so, Jax, if it helps you out I'm all for it. I'm eager to get some mods crackin for the new version of this beast.


My project Dash is on Kickstarter!



trooperjess
Posts: 15
Joined: Wed Mar 06, 2013 8:12 pm

I think most people could

Post by trooperjess » Mon Mar 11, 2013 2:29 pm

I think most people could follow the instructs on how to install it or you make a video on how to install it using hypercam. I have a lot of mod that use it any way. NVSE run even it you start the game thought the luncher or you could lunch it thought Nexes Mod Manger.



yukichigai
Posts: 58
Joined: Wed Sep 12, 2012 1:28 am

tjmidnight420 wrote:

Post by yukichigai » Mon Mar 11, 2013 2:34 pm

[quote=tjmidnight420]


TTW requires the crap pack, I mean couriers stash! I'm almost certain more people use NVSE than the tribal pack so, Jax, if it helps you out I'm all for it. I'm eager to get some mods crackin for the new version of this beast.


[/quote]


It does?


...that shouldn't be the case.  Unless we're placing them in-world, the Courier's Stash add-ins are all controlled by a script that's present in the main, non-GOTY, no-DLC version of FNV.  Holding off on the stash packs is as easy as turning off the quest that the DLCs use to track if things have been handed out yet.



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

yukichigai wrote:

Post by TJ » Mon Mar 11, 2013 2:45 pm

[quote=yukichigai]


It does?


...that shouldn't be the case.  Unless we're placing them in-world, the Courier's Stash add-ins are all controlled by a script that's present in the main, non-GOTY, no-DLC version of FNV.  Holding off on the stash packs is as easy as turning off the quest that the DLCs use to track if things have been handed out yet.


[/quote]


It's got a built in controller to enable/ disable each pack. I understand having them so all fallout resources are at TTW's disposal, with my main point being if NVSE will make things better for the team then definitely it should be included.


My project Dash is on Kickstarter!



thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

yukichigai wrote:

Post by thermador » Mon Mar 11, 2013 3:01 pm

[quote=yukichigai]


...that shouldn't be the case.  Unless we're placing them in-world, the Courier's Stash add-ins are all controlled by a script that's present in the main, non-GOTY, no-DLC version of FNV.  Holding off on the stash packs is as easy as turning off the quest that the DLCs use to track if things have been handed out yet.


[/quote]


Yep, all DLC for both games is required.  You can choose to enable the packs at the start of a new game (default state is disabled).  The point of requiring the packs is so that their content can be placed in game.


[quote=JaxFirehart]


Should TTW Require NVSE ?


[/quote]


I vote yes. 


Most people already have it (I would guess upwards of 90%), it's easy to install, it doesn't significantly impact game performance, and it massively improves the ability to script events and fix bugs.



yukichigai
Posts: 58
Joined: Wed Sep 12, 2012 1:28 am

thermador wrote:

Post by yukichigai » Mon Mar 11, 2013 3:22 pm

[quote=thermador]


[quote=yukichigai]


...that shouldn't be the case.  Unless we're placing them in-world, the Courier's Stash add-ins are all controlled by a script that's present in the main, non-GOTY, no-DLC version of FNV.  Holding off on the stash packs is as easy as turning off the quest that the DLCs use to track if things have been handed out yet.


[/quote]


Yep, all DLC for both games is required.  You can choose to enable the packs at the start of a new game (default state is disabled).  The point of requiring the packs is so that their content can be placed in game.[/quote]


Are we placing the items in-game?  If not, it's a spurious requirement.  Code to enable or disable the packs can be added without requiring the packs themselves.


The only reason I keep coming back to this is that Courier's Stash is the "DLC" with the least penetration.  Most people see it as kind of useless, quite a few don't have it, and requiring it is going to cause a lot more butthurt than requiring NVSE.



thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

There was already a lengthy

Post by thermador » Mon Mar 11, 2013 4:04 pm

There was already a lengthy discussion many moons ago about requiring all DLC packs (and you're right, there was a lot of debate about it). 


But, that debate is over - all DLC is required, and it has been for several versions now.  Since Courier's Stash is turned off by default in-game, the only thing that those without Courier's Stash have to do is pay $0.99 for it and then make one extra mouse click in-game.  Not much of a burden.


Anyway, we should try to keep this thread on topic - i.e. NVSE.


...


Jax, one other thought on NVSE - could we make NVSE optional?  Like put some logic in the scripts like:


if (NVSE is present)


   then (some NVSE stuff)


else (NVSE is not present)


   then (best non-NVSE workaround)


endif


I don't know if that would work, but I seem to remember that there are at least some mods out there where the script extender is optional. 



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

That is completely possible..

Post by JaxFirehart » Mon Mar 11, 2013 4:48 pm

That is completely possible... I'm just lazy...


Seriously though, I will probably end up doing just that.



Aconagent1
Posts: 157
Joined: Sun Dec 02, 2012 5:38 pm

I'm all for TTW requiring

Post by Aconagent1 » Mon Mar 11, 2013 7:24 pm

I'm all for TTW requiring NVSE. I think it would open up a whole realm of new possibilities in the FO3 wasteland. Also I know most modders use the NVSE GECK so most sub-mods of TTW would require it anyways.


-Conso

thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

A mod only requires NVSE if

Post by thermador » Mon Mar 11, 2013 8:03 pm

A mod only requires NVSE if you use NVSE script functions in it. You can create mods with the NVSE GECK that don't require NVSE.

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