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CROSS-CONTENT DISCUSSION: Armor

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Darkersun
Posts: 189
Joined: Mon Sep 17, 2012 7:29 am

I would love to see some more

Post by Darkersun » Mon Sep 17, 2012 9:45 am

I would love to see some more diversity within the Factions:


Slavers, Mercs, Caravans, Talon Company, Regulators:


- Combat Armor MK I & II


- Leather Armor & Reinforced Leather


Brotherhood & Outscasts


- T-51 varients


Enclave


- T-51 (fallout wiki stated that  Enclave uses T-51 too. Maybe with a retex)


Maybe integration of DLC items into the maingame (they are requiered anyway right ?)


Everthing that the Fallout lore supports would be nice I think.


Thanks for all the amazing work.


 


Regards,

Darkersun


- semi FNV Modder
- Wasteland lover

- System Spec: AMD Phenom II X6 1090T / MSI GTX 970 /12GB DDR3 RAM

steviestevens
Posts: 108
Joined: Wed Sep 12, 2012 12:54 am

Talon company and regulators

Post by steviestevens » Tue Sep 18, 2012 1:59 am

Talon company and regulators have a uniform they have to wear changing that would be dumb.

I also think that while it would be sensible to give the brotherhood the T-51b it would ruin the Fallout 3 atmosphere, I thought it was lame that the T-45a was in NV. It said in the game they found a cache of old T-45a and some tech in the pentagon, that's why they sent up a base there. I'm pretty sure that armor is only supposed to come from there (I could be wrong, but that armor wasn't in FO1&2). It was made to set it apart from the other fallouts. However it would make some sense to have at least a few sets of T-51b around cause they would have worn that when they traveled from the west coast.

Darkersun
Posts: 189
Joined: Mon Sep 17, 2012 7:29 am

About the Brotherhood Armors,

Post by Darkersun » Tue Sep 18, 2012 8:47 am

About the Brotherhood Armors, I find the lore in the fallout wiki interesting:


http://fallout.wikia.com/wiki/Brotherhood_of_Steel_(Capital_Wasteland)


BOS had/have:


- T-51b mostly replaced by T-45d (but not all, only the damged ones)


- T-45d before they arrived in the citadel (at least The Pitt DLC sugestted that, but this could be a design error)


- Brotherhood Combat Armor (mostly replaced by T-45d, because they found allot of them)


- same goes for Outcasts


For the Enclave I thought I read that they using T-51b to, but I cannot find it anywhere.


I think an important part is, that in Fallout all ressources are limited and nobody would toss away techonolgie from the past.


Regards,

Darkersun


- semi FNV Modder
- Wasteland lover

- System Spec: AMD Phenom II X6 1090T / MSI GTX 970 /12GB DDR3 RAM

User avatar
darthbdaman
Gary
Posts: 272
Joined: Wed Sep 19, 2012 11:04 pm

Base mod vs. Merged Mod. Base

Post by darthbdaman » Thu Sep 20, 2012 12:08 am

Base mod vs. Merged Mod. Base mod should not add any armors, while the merged version could add armors where applicable, for people who don't want to have an incredibly vanilla FO3.



sesom
Posts: 464
Joined: Thu Sep 20, 2012 7:16 pm

About mesh quality:

Post by sesom » Fri Sep 21, 2012 5:48 am

About mesh quality:


I don't want to say anything about lore in this discussion. But there is a point which I think is pretty important.


Most of the Obsidian armors are poorly done (meshes: extreme low poly, bad weight paint, wrong sorted NIF Blocks, ...; textures: low quality, nearly nonexisting or wrong normal map) compared to the Bethesda ones. This is one of the reasons why the engine has to work so hard to get them on screen and why Obsidian made "special" versions for the end fight (which could have been easily avoided if they had it done correctly the first time). I fear that this could be a potential can of worms for stability in the FO3 part.



User avatar
chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

Sesom, 

Post by chucksteel » Fri Sep 21, 2012 7:54 am

Sesom, 


You know how much I respect you and, that I know your a proper modder. If you would want to take on the task of fixing some of the issues you've brought up it would be most appreciated. 


Of course don't kill yourself do what you can and we will integrate your changes into the main game. 


Please feel free to PM me with how much or how little of this you want to take on. No pressure I have things on my plate both in RL and here as do you! 


Worst case is that we will make dew with what we have to work with. 


chuck



sesom
Posts: 464
Joined: Thu Sep 20, 2012 7:16 pm

It's not so hard as soon as

Post by sesom » Sun Sep 30, 2012 6:12 am

It's not so hard as soon as you learned the basics. Working on a very special set of armor at the moment ;).


It's no big deal if NV armors & clothing are added to the CW in ttw. I go through them and correct Obsidians errors. I already did a lot of the necessary fixes for the armorfix file of Breeze's body. So the male side is already almost done.



Spanta
Posts: 15
Joined: Sat Jun 28, 2014 9:50 am

I'm all for integrating stuff

Post by Spanta » Mon Jul 07, 2014 9:57 am

I'm all for integrating stuff of both wastelands, I think it makes it feel more like one game instead of two different games playing alternatively.


In addition I think some dlc armors would be a good addition.


The chinese stealth suit (from operation anchorage, or the ones from hover damn) could be added to chinese remnants across DC


The Pitt adds several raider armors, which in my opinion look great and add variety to the raiders, who are a really frequent enemies, so variety for them is great.


The Workman coveralls (point lookout) should be available in both wastelands, maybe something that wastelanders would wear.


The Riot Gear (lonesome road) seems like something that could be worn at DC too.


I don't think there are many Outcasts scribes around, but if there are the scribe tunic from Operation Anchorage would probably be a good fit.



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