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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

some mods will be compatible,

Post by RoyBatty » Fri Jun 09, 2017 1:08 am

some mods will be compatible, some easily updatable by running an xEdit script, others will need more extensive work.


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EnderDragonFire
Posts: 370
Joined: Sat Feb 01, 2014 6:50 pm

The last couple days have

Post by EnderDragonFire » Sat Jun 10, 2017 8:49 pm

The last couple days have been quite around here... does that mean release will be soon, or have you hit a snag? 


"Who are you, who do not know your history?"



Vex
Posts: 26
Joined: Sun Feb 16, 2014 5:44 am

i dont know if this had been

Post by Vex » Mon Jun 12, 2017 1:32 am

i dont know if this had been fixed,  but right by broken down chain link fence beside fort bannister there is 3-4 frag mines, that are not set to detonate when u get close, they have no light either, im pretty sure it was like that in original fallout 3, but it should be fixed, couple items in rivet city broken bow, that you have to tcl in console to pick up, only things i can think of right now, great work on 3.0 by the way, hope we see a release this summer, i think enough things have been fixed lol



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

I need screenshots, click on

Post by RoyBatty » Mon Jun 12, 2017 2:38 am

I need screenshots, click on the items in question in console so the refid appears and then take a screenshot. Post them on imgur or google drive and send me a link.


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TAWM
Posts: 80
Joined: Tue May 24, 2016 2:42 am

From Update 26

Post by TAWM » Mon Jun 12, 2017 3:41 am



From Update 26


"Each wasteland and dlc now has its own load screens"


 


Oh thank christ!  lol that is definitely a welcomed change.  It's annoying getting new vegas loading screens in the capital wasteland.  I actually like the regular fallout 3 loading screens as well as the dlc ones so I don't use mods for loading screens in fallout 3 so this is a welcome change seeing the originals come back. 


 


"Added Greenhouse to Rivet City (off science lab, lower floor)"




Okay...this makes sense with them doing hydroponics.  Is this in a new interior space or just adding greenhouse to the science lab interior cell?


 



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Risewild
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Joined: Mon Oct 01, 2012 9:14 am

It's a new interior. There is

Post by Risewild » Mon Jun 12, 2017 3:53 am

It's a new interior. There is a door in the science lab that leads to the new greenhouse.


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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

It's a small cell, just for

Post by RoyBatty » Mon Jun 12, 2017 9:53 am

It's a small cell, just for funsies and it's out of the way and unobtrusive.


The downside to the load screens is... mods will need some patching or I'm hoping a function to fix it automagically. :)


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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Cut content restoration is a

Post by RoyBatty » Tue Jun 13, 2017 5:01 am

Cut content restoration is a separate optional.


Don't know about any mod updates, that's up to the people who handle them.


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darious24555
Posts: 40
Joined: Wed Apr 30, 2014 4:01 pm
Location: Alaska

What are the major bugs you

Post by darious24555 » Wed Jun 14, 2017 3:38 pm

What are the major bugs you guys know of but haven't fixed or can't fix? I was surprised by the Rock-It launcher being fixed and was wondering if there where others like it.



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Biggest one is AI issues with

Post by RoyBatty » Wed Jun 14, 2017 3:39 pm

Biggest one is AI issues with pathfinding and door locking/unlocking. Hopefully a solution is found for these problems.


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