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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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rockitten
Posts: 139
Joined: Mon Oct 14, 2013 4:40 am

RoyBatty wrote:

Post by rockitten » Thu Feb 16, 2017 10:37 am

[quote=RoyBatty]


 


Chinese pistol has always been 9mm in TTW. Real life Mauser is 9mm, but it's a Shanxi chinese copy however that is chambered for .45ACP which is HH added and not really around the wasteland without a mod like CaliberX, so 9mm is the best choice.


[/quote]


And, if anyone wonder why Chinese weapons using NATO caliber (rather than Russians), the answer is simple:



They are deployed behind enemy lines, so they are equipped with Chinese weapons specially modified/manufactured to use NATO ammo in order to replenish ammo from the enemy.



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

This is a major update that

Post by RoyBatty » Fri Feb 17, 2017 2:14 pm

This is a major update that has updated the Fallout 3 esms to plugin version 1.34 (old is .94). This includes complete refinalization of all navmeshes and door links, of which door links are persistent in save games. There is no way to really clean them out and save game editors are hacky at best and will completely corrupt your save at worst.


This also makes any mods which add doors or alter existing ones incompatible. Any mods which such things will need updating to use the new plugin versions. Fortunately nothing this major will occur in the future, so further updates will no longer require extensive plugin updates. Fortunately most mods converted which have such things have been performed by myself so most of the work falls on me. There are a few more which will also require this.


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

So pretty much any home or

Post by jlf65 » Fri Feb 17, 2017 3:43 pm

So pretty much any home or mod with an interior (shops, dungeons) will need to be run through the script... that's not too bad.



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RoyBatty
Gary
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Location: Vault 108

Well the script doesn't fix

Post by RoyBatty » Sat Feb 18, 2017 2:21 am

Well the script doesn't fix that stuff, only formids and references. The rest has to be done in GECK as usual.


 


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brfritos
Posts: 66
Joined: Tue Nov 01, 2016 2:16 am

The number of skill books

Post by brfritos » Sat Feb 25, 2017 7:12 am

The number of skill books will remain the same in the DC portion of the game? 5 books each plus the four each in NV makes extremely easy to reach 100 in every skill.


How about put the same number as NV, 4 for each skill + Paradise Lost.


 


BTW... I'm totally against mods that removes Paradise Lost from the game, it's not because of the points, the book itself has his own charm, most of the time I don't even use it, I put it in my desk. :)


I use the mod to give it a unique cover (it's a painting from Gustave Doré for those wondering):


http://www.nexusmods.com/fallout3/mods/11510/?



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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
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Paradise lost is not removed.

Post by RoyBatty » Sat Feb 25, 2017 9:53 am

Paradise lost is not removed.


1/2 the books have been replaced by magazines since a long time. I plan to make that selectable and have the books in both wastelands give 1 point each or 2 with comprehension like in Fallout 3. I never use magazines myself, so I'd rather the permanent stat boost.


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

Ohh! Yeah! Make it selectable

Post by EnderDragonFire » Sat Feb 25, 2017 6:36 pm

Ohh! Yeah! Make it selectable! My personal philosophy is that the more options, the better. I personally want all the books, becausze I usually never GO to NV when I play TTW. 


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



brfritos
Posts: 66
Joined: Tue Nov 01, 2016 2:16 am

RoyBatty wrote:

Post by brfritos » Sun Feb 26, 2017 1:19 am

[quote=RoyBatty]


Paradise lost is not removed.


1/2 the books have been replaced by magazines since a long time. I plan to make that selectable and have the books in both wastelands give 1 point each or 2 with comprehension like in Fallout 3. I never use magazines myself, so I'd rather the permanent stat boost.


[/quote]


 


Really? I use magazines all the time, they are great at the beginning when you are focusing your skills and very good later, when your skills are already high but you want to raise another skill, not wasting points to reach 100.


I never raise my lockpick skill to 100 for that reason, specially if I pick Comprehension.


But this is game style, everybody has their own. ;)


 


Now to other questions. I noted only recently that I cannot craft darts with the meltdown poison for the Dart Gun, only the poisons from NV. Is this right?


Also I remember one comment of yours saying that in TTW 3.0 we won't have anymore FNV weapons in DC (pretty much like in Nevada we don't find FO3 weapons). This means that we have to bring weapons, ammo and weapon mods with us when traveling from Nevada to DC?



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

I'm looking forward to the

Post by Deathclaw_Mayor16 » Sun Feb 26, 2017 3:29 am

I'm looking forward to the optional that turns the magazines into skill books.Because unless you start in New Vegas,the magazines are honestly kinda worthless in DC.Fallout 3 doesnt have that many skill checks.And New Vegas changed how repair works so the repair magazine is pretty worthless.That optional is something I'm anticipating.



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

The Dart Gun has been fully

Post by RoyBatty » Sun Feb 26, 2017 4:20 am

The Dart Gun has been fully fixed and has new poisons, and all poisons work. There is a poison which acts like the original dart gun effect also. Puppettron did some awesome work getting it to function like we wanted it to.


As for Books/Mags yes people have different play styles, so we want to cater to both.


As for weapons, yes there are still NV weapons in DC. What there is not is cowboy type weapons, the NCR rifle, Gun Runners stuff or DLC stuff. That's specific to the West Coast. As for DC stuff in NV we'll address that later when it's decided what kind of NV options we want. It will probably be limited to the generic military weapons and .22/.32 stuff. No DLC weapons.


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