Are you guys going to merge the WMX mods made for the FO3 weapons that don't rely on WMX assets? I think it would fit the whole 'bring FO3 up to speed with NV' thing you guys have.
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- darious24555
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- Risewild
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TTW already has it's own
TTW already has it's own weapon mods for FO3 weapons.
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- Want to mod your game, but not sure which mods to use? Check the recommended and incompatible mods threads and the Wasteland Survival Guide.  
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- darious24555
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Really? Huh, must have missed
Really? Huh, must have missed or forgot about that. Been so long waiting for 3.0 and playing FO4 that details are slipping.
- Risewild
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Not all FO3 only weapons have
Not all FO3 only weapons have mods, but some like the AR, CAR, Chinese Pistol, Combat Shotgun, etc. have mods  .
.
- Have a problem? Try checking our FAQ. It might have the solution for it.    
- Want to mod your game, but not sure which mods to use? Check the recommended and incompatible mods threads and the Wasteland Survival Guide.  
- Join our Discord Server.   
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				Kappaccino
- Posts: 5
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http://www.nexusmods.com
http://www.nexusmods.com/newvegas/mods/63265/? is this going to be at all compatible with TTW 3.0? I haven't played the previous versions at all, so I wasn't sure. Super excited for release! I check back every other day to make sure I haven't missed it
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				The Mediocre Mr Rook
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When you say "Mirelurk DT
When you say "Mirelurk DT reduced to 5", is that just for the face? I noticed when I played last time that mirelurks were a LOT easier to kill in TTW than in 3, to the point that my beginner character could easily handle them without bothering with face shots. I chalked that up to the DR/DT switch and moved on, but I never felt like they needed to be made weaker.
- darious24555
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- RoyBatty
- Gary
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The Mediocre Mr Rook wrote:
[quote=The Mediocre Mr Rook]
When you say "Mirelurk DT reduced to 5", is that just for the face? I noticed when I played last time that mirelurks were a LOT easier to kill in TTW than in 3, to the point that my beginner character could easily handle them without bothering with face shots. I chalked that up to the DR/DT switch and moved on, but I never felt like they needed to be made weaker.
[/quote]
That was because their health was reduced in the older version of TTW, I have restored all creatures health back to the Fallout 3 level. They did not have DR, the damage they take is controlled by their body part data multipliers which are unchanged from Fallout 3.

- jlf65
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Hmm - they only creature that
Hmm - they only creature that really needs tweaking in FO3 is the deathclaw. After playing NV, you see what a deathclaw REALLY is. Going back to FO3, the deathclaws seem pretty pathetic. I normally have a mod that makes the FO3 deathclaws the same as NV ones.
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				The Mediocre Mr Rook
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- Joined: Tue Jul 12, 2016 7:13 pm
RoyBatty wrote:
[quote=RoyBatty]
That was because their health was reduced in the older version of TTW, I have restored all creatures health back to the Fallout 3 level. They did not have DR, the damage they take is controlled by their body part data multipliers which are unchanged from Fallout 3.
[/quote]
Awesome, thanks! That had actually been bugging me for a while. Looking forward to the update, I had actually been planning to jump in again a few weeks ago but decided to wait when I saw how close this was to updating. And, for what it's worth, I mostly agree with this
[quote=jlf65]
Hmm - they only creature that really needs tweaking in FO3 is the deathclaw. After playing NV, you see what a deathclaw REALLY is. Going back to FO3, the deathclaws seem pretty pathetic. I normally have a mod that makes the FO3 deathclaws the same as NV ones.
[/quote]
but I feel like the logistics of implementing it fairly might be difficult. The crazy strong deathclaws work well in NV because they're limited to certain areas, either as completely optional encounters or beef gates. In 3, they're a lot more common and can be encountered randomly. All in all, probably not something that should go in to the base TTW mod.
 
	


