I actually agree. Our primary goal at the moment is to recreate the capital wasteland WITH FNV UPGRADES. It's hard to decide which upgrades to implement and which not to. I don't foresee anyone on the team having an issue with giving the unique items a unique look, though I do not know if we are going to incorporate the mods mentioned, or if someone will want to do it themselves, but I think it will be done in time for the public beta.
TTW Progress Report
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JaxFirehart
- Posts: 3003
- Joined: Wed Sep 12, 2012 12:33 am
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siko
- Posts: 12
- Joined: Sat Sep 29, 2012 10:10 am
darthbdaman wrote:
[quote=darthbdaman]
I'm very pro merge everything. I like having MMUE and UF3P integrated. It cuts down on load order, removes the need for CP's, and creates much better stability. And cutting down on load order is very important to me.
[/quote]
I understand exactly where you are coming from with this. Cutting down the load order is going to be key factor for both games. However, I don't believe mods should be integrated into the this mega mod, other than those that are needed to make FO3 play nice with NV. However, both the aforementioned mods are necessities and I wouldn't see any harm in making them part of the main file itself. We can always merge our own mods together and make a singular path for them all to play nice( as oppposed to downloaded hundred of patches for indiviual combos) Its actually rather easy to do both of these and I am pretty sure its going to b a must for most of us here. That is if you like use a lot of mods.
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Trm8r
- Posts: 142
- Joined: Sat Sep 22, 2012 12:49 pm
I started keeping a couple of
I started keeping a couple of old saves that I know will load. I use them to "prime" the game. When my latest save won't load, I load the old save then load then the new save. Seems to work every time.
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ElectricMessiah
- Posts: 35
- Joined: Sat Nov 10, 2012 10:21 pm
Any idea why the 'prime'ing
Any idea why the 'prime'ing works? I think I'll create a new save for just this use.
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Trm8r
- Posts: 142
- Joined: Sat Sep 22, 2012 12:49 pm
I don't know. I had the hang
I don't know. I had the hang at load problem in Requiem also.
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eamon360
- Posts: 6
- Joined: Mon Jan 07, 2013 4:05 am
Can you change the "9 years
Can you change the "9 years later" on the first train journey to "4 years later"?
I could most likely make a video file or whatever kind of file it is and sent it in to you guys.
If you have already done this or planned to do this, then thank you for a brilliant mod and keep up the good work.
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JaxFirehart
- Posts: 3003
- Joined: Wed Sep 12, 2012 12:33 am
We actually chose 9 years
We actually chose 9 years later to better give the Lone Wanderer time to do all the things the Courier had done. It Kinda messes up the timeline a bit, but we agreed it was minor.
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eamon360
- Posts: 6
- Joined: Mon Jan 07, 2013 4:05 am
walking would take about two
walking would take about two months
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JaxFirehart
- Posts: 3003
- Joined: Wed Sep 12, 2012 12:33 am
Its not that the journey
Its not that the journey takes 9 years, its that the courier has forgotten everything that happened in those 9 years due to his headwound-itis. Technically, if he is 19 on leaving the vault, then he is 28 on arriving in New Vegas, not exactly a geezer.
So it COULD be made optional, and I'm sure somebody will mod it, but I won't do it myself.
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JaxFirehart
- Posts: 3003
- Joined: Wed Sep 12, 2012 12:33 am
If you have scripting
If you have scripting experience in Skyrim, be warned that it is COMPLETELY different from Fallout. They massively overhauled the system for scripting.
As for the train, actually try it. In my opinion it works pretty well, I think chuck did an awesome job planning the system and setting up the station.
If you want to set up the alternatives you suggested as mods, we would be glad to host them. We used the train because it is a simple system that gets you from one wasteland to the other.