TTW management is now handled by yours truly, I have different ideas and goals than Jax did in some regards, although not many. I want TTW to appeal to a wider audience, like those who wish to use it to play Fallout 3 only, as well as those who want to integrate NV gear into it completely. I also want it to be a platform for authors and players to use for modding that offers maximum flexibility with a minimum of complexity.
Fixes was always supposed to be integrated at some point, but I find it too messy and find too much subjective stuff in it so I want better control over it. Many things in it fall under the cut content restoration category for me and I would rather have that in a separate optional. For YUP it is easier to make a patch for it since I fixed the issues which were causing the major incompatibilities by restoring those records into Fallout3.esm rather than using the records in FalloutNV.esm. This makes it easier for users and for us to maintain.
All fixes and changes will be in taleoftwowastelands.esm, the esm's for Fallout 3 will remain as unchanged as possible.
The exceptions are:
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 Records which have been updated to form version 15 (header version 1.34) to make Fallout 3 and its DLC 100% compatible with the New Vegas engine and subsequent tools designed for it.
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 Navmesh have been re-finalized (any broken door links repaired) and new Navinfo has been created to conform to Fallout New Vegas v1.4.0.525 specifications.
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 Deleted Navmesh has been changed to overrides to prevent CTD issues. NULL records in the ESMs have been fixed or removed to prevent CTD caused by them.
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 Forms which are present in New Vegas's ESMs are removed and redirected to those forms (this is nothing new) provided they are identical to Fallout 3 and/or the DLC. In the cases where they differ they are left in Fallout 3 and/or in the DLC. This includes forms which have a difference in the assets, with the exception of weapons due to the Iron Sight system of New Vegas.
I hope this clears up any questions or confusion.
 
	


