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jlf65
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The Mediocre Mr Rook wrote:

Post by jlf65 » Sat Jun 03, 2017 4:10 pm

[quote=The Mediocre Mr Rook]


jlf65 wrote:



 


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.


 



 


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.


[/quote]


In FO3, deathclaws don't appear until you reach a certain level, with two exceptions: going to Old Olney or the Deathclaw Sanctuary, and the random encounter with a near-dead deathclaw that also gives you the deathclaw gauntlet schematic. If you KNOW you're going to be facing NV deathclaws, you don't go to Old Olney or the Deathclaw Sanctuary until you're ready, and if you can't beat the near-dead deathclaw in the random encounter, you'll die an not face it again as it's a random encounter. I've played with NV deathclaws in DC since playing through NV once, and I've never had a complaint yet.



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Risewild
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IIRC (I might be remembering

Post by Risewild » Sat Jun 03, 2017 5:09 pm

IIRC (I might be remembering wrong) FNV Deathclaws will not replace FO3 Deathclaws.


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H1ms3lf
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The best setting would be for

Post by H1ms3lf » Sat Jun 03, 2017 7:08 pm

The best setting would be for Deathclaws to scale according player level, going through the baby/small ones all the way to its most dangerous incarnation (regardless if DC or Mojave).


Theres also got to be (for immersion/diversity in encounters) always a (10% ?) chance of spawning encounters lower than the player, so all previous creature types are still used, and another (5~10% ?) chance for encounters higher than the player level.



Specially when the player is low level, there are many encounters where the best tactic is to hide/detour or run, being able to go Superman (carelessly facetank) on everything the wastes throw at me, makes me feel like I out-leveled the content of the game (which happens after getting a PA, always need to apply 1~2 extra layers of difficulty).


Compulsive post editor and CEO for the ENDLESS WAVES OF BAD DOGGIE!!

Currently trying to get the FWE Wasteland Explorer bike to work in TTW =X



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jlf65
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Risewild wrote:IIRC (I might

Post by jlf65 » Sat Jun 03, 2017 11:13 pm

[quote=Risewild]IIRC (I might be remembering wrong) FNV Deathclaws will not replace FO3 Deathclaws.


[/quote]


I wouldn't expect it in the main game. This is definitely something for a mod... which is why I always wind up making one that does that, among other things. I also like to mod the drop list for deathclaws - seriously, the NV list is stingy! The only thing going for it is you can get more than just a hand. I modify the list to make it virtually guaranteed you'll get one hand, with a possibility of a second hand... which is realistic. Having a poor chance of getting a single hand is the pits when you run quest mods that send you out for deathclaw hands. Seriously, the last time I ran TTW without my mod, I got ONE HAND from SIX deathclaws!


 



CVB_Taihou
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I have another question. Will

Post by CVB_Taihou » Sun Jun 04, 2017 10:30 pm

I have another question. Will the flare gun make Capital Wasteland deathclaws(abominations) flee?



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RoyBatty
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It should.

Post by RoyBatty » Mon Jun 05, 2017 4:05 am

It should.


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Risewild
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NVSE will be required as it

Post by Risewild » Mon Jun 05, 2017 6:52 am

NVSE will be required as it is with the last version.


There are just some things that would be impossible or would be too much of a mess and unoptimized if we didn't use NVSE.


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Solid Link
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The answer to this question

Post by Solid Link » Thu Jun 08, 2017 2:17 pm

whoops posted twice


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Solid Link
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The answer to this question

Post by Solid Link » Thu Jun 08, 2017 2:17 pm

The answer to this question is probably buried around here somewhere. but once TTW 3.0 comes out ( no need to rush I love you guys and what you do :) ) is there a chance that TTW converted mods might not function properly? Will there be a way to update them if so?


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Risewild
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Yes and yes.

Post by Risewild » Thu Jun 08, 2017 2:56 pm

Yes and yes.


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