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TTW's Public Dev Log

What's new and upcoming in Tale of Two Wastelands? Find out here.
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ElectricaVulpes
Posts: 19
Joined: Thu Jun 29, 2017 7:26 pm
Location: Colorado

And that would require

Post by ElectricaVulpes » Fri Jun 30, 2017 5:29 pm

And that would require editing the .exe file. It's too bad, cuz i have always prefered the projector slides for the loading screens. It just seems like they actually put some work into them, unlike NV where it seems kind of basic and lazy.



H1ms3lf
Posts: 146
Joined: Tue Apr 11, 2017 8:44 pm

ElectricaVulpes wrote:

Post by H1ms3lf » Fri Jun 30, 2017 9:58 pm

[quote=ElectricaVulpes]


And that would require editing the .exe file. It's too bad, cuz i have always prefered the projector slides for the loading screens. It just seems like they actually put some work into them, unlike NV where it seems kind of basic and lazy.


[/quote]



Hence why I was asking about the possibility of having 2 different exes, so each can relate details like intro/loadwheel/tinting/etc to a different "content source" (FO3/NV) at launch. But I suppose that if doing that was somehow easy they would have done or considered. Some of the stuff from NV is kinda worse than FO3 but seems TTW has to always abide by NV standards. The beauty in modding is change and choice, or at least sticking to what works best, in this sense, twas a dark day when TTW "signed" a NV contract ^^, sacrifices much of a modders bias.


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



Deathclaw_Mayor16
Posts: 122
Joined: Thu Jun 30, 2016 2:45 am

H1ms3lf wrote:

Post by Deathclaw_Mayor16 » Sat Jul 01, 2017 5:46 am

[quote=H1ms3lf]


 


ElectricaVulpes wrote:



And that would require editing the .exe file. It's too bad, cuz i have always prefered the projector slides for the loading screens. It just seems like they actually put some work into them, unlike NV where it seems kind of basic and lazy.


 



 




Hence why I was asking about the possibility of having 2 different exes, so each can relate details like intro/loadwheel/tinting/etc to a different "content source" (FO3/NV) at launch. But I suppose that if doing that was somehow easy they would have done or considered. Some of the stuff from NV is kinda worse than FO3 but seems TTW has to always abide by NV standards. The beauty in modding is change and choice, or at least sticking to what works best, in this sense, twas a dark day when TTW "signed" a NV contract ^^, sacrifices much of a modders bias.[/quote]


Well,TTW is a New Vegas mod.It has to abide by it's rules.There's no going around that.Some work arounds can be done but other's can not.That's just how it is.


 



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jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

Quote:Fixed kitchen super

Post by jlf65 » Sun Jul 02, 2017 2:52 pm

[quote]Fixed kitchen super mutant saying his lines to Shorty after he was dead[/quote]


Good! Can't tell you how many times I've killed that SM then looted the kitchen while waiting for his speech to end. It's gotten so I hardly noticed any more.



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

"Added 8 DT to Yao Guai to

Post by TAWM » Sun Jul 02, 2017 6:15 pm

"Added 8 DT to Yao Guai to offset weapon damage increase"  


 


lol how much did you all increase the dmg and dps of the Chinese Assault Rifle and other DC weapons?    The Yao Guai don't even have DR or DT in fallout 3 of new vegas so the rebalancing most have been extremely extensive.  I'm really curious if you all upped the damage of the Fallout 3 DLC weapons as well.  Is something like the Destabilizer vastly increased in dmg and dps as well?


 



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

there is some converted

Post by Vex » Sun Jul 02, 2017 7:37 pm

you guys are making alot of changes like every week, keep up the good work, hopefully we get a release by end of summer at this rate!



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RoyBatty
Gary
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All weapons have been

Post by RoyBatty » Mon Jul 03, 2017 2:28 am

All weapons have been balanced to be inline with New Vegas, while still retaining their overall feel in F3. Since creatures have been given DT like in NV (SMs, radscorps, etc) then creatures in F3 need to have this compensation too. Many already have damage reduction via their body part data like Mirelurks so the extra DT given to them is mild. This has also been balanced to work across all difficulty levels, from very easy to very hard.


Some weapons do more damage but not all. Most weapons have had their critical hit chance multipliers toned down to NV levels too because of the perks NV introduced. Also ammo types have been considered, as well as the weapon degradation rates and perks for damage increase, rate of fire, reload speed, equip speed, weapon mods and other factors which were not present in F3.


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

Okay.  So some weapons are

Post by TAWM » Mon Jul 03, 2017 3:08 am

Okay.  So some weapons are going to stay gimped like the plasma rifle compared to how powerful it was in Fallout 3.  The alien weaponry is still going to be very powerful though right? 



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RoyBatty
Gary
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Location: Vault 108

I am not happy with the

Post by RoyBatty » Mon Jul 03, 2017 12:15 pm

I am not happy with the ineffectiveness of energy weapons in New Vegas in general, but such a rebalance for those weapons would have to be optional.


However Size Matters has been restored again, and it covers all 2handhandle weapons, including the ones in New Vegas. 3 ranks , 10% damage boost, and 10% accuracy boost per rank.


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catcameback
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I had heard about how that

Post by catcameback » Mon Jul 03, 2017 11:40 pm

I had heard about how that perk made the mini gun actually fun to use. I'll be glad to be able to make a heavy weapons build now.



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