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thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

BYFEE, I have also made a

Post by thermador » Tue Jan 29, 2013 5:10 pm

BYFEE, I have also made a couple of other transport mods if the train doesn't suit you:


http://www.taleoftwowastelands.com/content/rel-alpha-ttw-vertibird-transport-v3


http://www.taleoftwowastelands.com/content/rel-alpha-bigmt-transportalponder-upgrade


The problem that will always affect projects like TTW is how to manage the timeline issues.  Even without my transport mods, the first time you travel on the train in TTW, 9 years go by.  But if you take the train back to DC, everything is the same as it was when you left. 


So unless time travel is involved (which to my knowledge has never been implemented in the Fallout universe) you just have to assume that things are kind of in a holding pattern unless the courier/lone wanderer gets involved and shakes things up.  To me, this is pretty easy to accept, since as we know, war... war never changes.



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Yeah the worst part is the

Post by JaxFirehart » Tue Jan 29, 2013 5:15 pm

Yeah the worst part is the kids that don't grow up...



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

OK I gotta know, what is

Post by JaxFirehart » Thu Jan 31, 2013 10:05 am

OK I gotta know, what is everyone's beef with the train? You are born in V101, grow up, escape the vault, hop on a train and whiteout with your next memory of getting shot in the head and then waking up in Mitchel's house. You then spend the remainder of FNV picking up tidbits of what happened before getting on that train and getting shot.


Not trying to bash your ideas at all, they are clever and interesting and would be cool to see. I just don't understand why so many people hate on the train...



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

I like hearing opinions.

Post by JaxFirehart » Thu Jan 31, 2013 10:57 am

I like hearing opinions. Surprisingly the reason you dislike the train is exactly why we picked it. TTW was never supposed to be its own game, it is supposed to tie FO3 and FNV together while upgrading FO3 so that the two wastelands felt coherent, so we picked the train to keep things simple. But thats the beauty of mods, I even built a system into TTW that allowed mods to hijack our transition code (just the stuff that turns off radios and sets variables and all that) so that any transport mods will always be up to date.


I look forward to your alternate travel mods, I see people making TTW mods as an indication that we are doing something right. Way back before this site was even formed, we kicked around a mod idea we called the inception mod. Each time you went to sleep, you swapped wastelands, as if you were remembering the CW as you slept in NV. It was completely doable and potentially awesome. I would still love to see it released as an optional add-on, but we are trying to make a bare minimum of changes with TTW. Just enough to merge the games without ruining either one.



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

... I thought the train was a

Post by TJ » Thu Jan 31, 2013 12:17 pm

... I thought the train was a grand idea... I've also actually used the magic sewer. Honestly don't feel like there's any room for hate on the train station. It's pretty sick, and comes with an open invitation for anyone to make a transport mod.


My project Dash is on Kickstarter!



thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

JaxFirehart wrote:

Post by thermador » Thu Jan 31, 2013 3:52 pm

[quote=JaxFirehart]


Way back before this site was even formed, we kicked around a mod idea we called the inception mod. Each time you went to sleep, you swapped wastelands, as if you were remembering the CW as you slept in NV. It was completely doable and potentially awesome. I would still love to see it released as an optional add-on, but we are trying to make a bare minimum of changes with TTW. Just enough to merge the games without ruining either one.


[/quote]


I would play that :-)



gnubee
Posts: 81
Joined: Sat Sep 22, 2012 1:07 am

I might have a preliminary

Post by gnubee » Thu Jan 31, 2013 5:42 pm

I might have a preliminary version of the inception mod around somewhere that someone else from the old forum made. There was an issue with the conditions in the scripting that prevented it from working though.  The idea of it was to allow an easy way back to the CW if you chose to start the game in NV.  I suspect it could still work even if you start in DC.  Might make for a strange playthrough though.



tizerist
Posts: 235
Joined: Mon Sep 17, 2012 10:24 am

The train station serves an

Post by tizerist » Thu Jan 31, 2013 10:53 pm

The train station serves an adequate purpose. I think it was done excellently too.


I'd love to see it linked onto Rez's DC Subway. Like, connect the 2 systems at a common station.



User avatar
Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

thermador wrote:

Post by Risewild » Fri Feb 08, 2013 11:26 pm

[quote=thermador]


BYFEE, I have also made a couple of other transport mods if the train doesn't suit you:


http://www.taleoftwowastelands.com/content/rel-alpha-ttw-vertibird-trans...


http://www.taleoftwowastelands.com/content/rel-alpha-bigmt-transportalpo...


The problem that will always affect projects like TTW is how to manage the timeline issues.  Even without my transport mods, the first time you travel on the train in TTW, 9 years go by.  But if you take the train back to DC, everything is the same as it was when you left. 


So unless time travel is involved (which to my knowledge has never been implemented in the Fallout universe) you just have to assume that things are kind of in a holding pattern unless the courier/lone wanderer gets involved and shakes things up.  To me, this is pretty easy to accept, since as we know, war... war never changes.


[/quote]


Actually time travel existed as a Special Encounter in Fallout 2 cheeky I remember because we would get a unique weapon from it.


Guardian of Forever


Signature:

Befo
Posts: 44
Joined: Thu Jan 24, 2013 3:59 am

Risewild wrote:

Post by Befo » Sat Feb 09, 2013 1:45 am

[quote=Risewild]


Actually time travel existed as a Special Encounter in Fallout 2 I remember because we would get a unique weapon from it.


Guardian of Forever


[/quote]



I totally remember that encounter. My inner Trek geek loved it. 


/befo

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