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TTW 2.4a Released

What's new and upcoming in Tale of Two Wastelands? Find out here.
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nathanj
Posts: 40
Joined: Sat Mar 30, 2013 7:13 pm

For people having issues with

Post by nathanj » Tue Dec 31, 2013 1:13 am

For people having issues with installing TTW with NMM (which includes me)  NMM still sucks compared to FOMM when installing certain mods.  Not sure why at this point they haven't figured it out yet (can't they just copy FOMM code?) but I also had to install Weapons Mod Menu with FOMM as NMM choked on that mod as well even though its a tiny mod.  I installed it without a hitch with FOMM.  :)


Also I am a bit confused by part of the description for the Supermutant optional file.


"Super Mutants in Fallout: New Vegas are quite a challenge, but are rarely encountered. Super Mutants in Fallout 3 were more common and less challenging. This plugin changes the DC Super Mutants to approximately the challenge they were in Fallout 3. New Vegas Super Mutants are untouched."


Does that mean that they are tougher like the New Vegas ones or easier?  Thanks in advance and can't wait to finally get to play this mod.  BEST CHRISTMAS EVER!!!!   Well........ second best unless you are wearing a Santa teddy like my girlfriend did one year.



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

TTW super mutants in the

Post by Risewild » Tue Dec 31, 2013 3:46 am

TTW super mutants in the Capital wasteland are as tough as the New Vegas ones, the optional super mutant file is to make the super mutants be more in style of the old Fallout 3 ones by making them easier.


Some people didn't like the super mutants being such bullet sponges (which makes sense since the FO3 SM appear much earlier than the NV ones) so that optional file was made to fix that. wink


So in short, the optional file makes the SM in the dc wasteland easier.laugh


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Piers Arkan
Posts: 47
Joined: Sat Dec 28, 2013 2:33 pm

alright two questions then,

Post by Piers Arkan » Tue Dec 31, 2013 4:14 am

alright two questions then, were the muties before the mutant fix carrying different weapons and are not because of the optional esp?

and question two does the rock it launcher accept dinosaur toys from novac?

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

Nope, the weapons used by the

Post by Risewild » Tue Dec 31, 2013 9:30 am

Nope, the weapons used by the super mutants are the same since they use weapons related to the player level (IIRC).


I can't say anything about the rock-it launcher because I didn't tested it yet.


If you are thinking why I can't answer properly, it is because I am not a Dev, just a tester cheeky.


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Piers Arkan
Posts: 47
Joined: Sat Dec 28, 2013 2:33 pm

I'm just glad someone's

Post by Piers Arkan » Tue Dec 31, 2013 1:24 pm

I'm just glad someone's answering! Thanks, i'll definitely test it out when I go to the Mojave, and if it doesnt work, i'll let folk know.



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

I also wasnt sure what the

Post by tizerist » Tue Dec 31, 2013 6:34 pm

I also wasnt sure what the supermutant file does, thanks for explaining.



nathanj
Posts: 40
Joined: Sat Mar 30, 2013 7:13 pm

That's good to hear about

Post by nathanj » Tue Dec 31, 2013 7:11 pm

That's good to hear about tougher Super Mutants.  I hope the deathclaws are tougher as well as they were a complete joke in FO3. 


This probably sounds noobish but this is the first time I was able to get the mod working.   I saw the patches for WMXUE, PN and EVE and I have seen people posting that they use NMC and Darnified.  So that much I know.  Can I use the following


OneHUD, Immersive HUD etc. 


JIP Companion Control


Invisible Wall Remover


Ammo Crafting Schematics


Alternate Crafting


CASM (save game manager)


Spice of Life


I think the rest like the New Vegas Bounties are mostly quests so those shouldn't be an issue.


And does Neveda Skies and Interior LIghting Overhaul affect both gameworlds or just the FNV gameworld?  Thanks in advance.  :)


 


 


 


 



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

OneHUD, Immersive HUD etc. 

Post by TJ » Tue Dec 31, 2013 7:20 pm

OneHUD, Immersive HUD etc. 


JIP Companion Control


Invisible Wall Remover - Not Sure


Ammo Crafting Schematics - Not Sure


Alternate Crafting


CASM (save game manager) use CASM MCM version


Spice of Life


NSkies doesn't work so well in the CW, ILO only mods interiors in the Mojave.


My project Dash is on Kickstarter!



nathanj
Posts: 40
Joined: Sat Mar 30, 2013 7:13 pm

Thanks for the reply.  :) 

Post by nathanj » Tue Dec 31, 2013 7:57 pm

Thanks for the reply.  :)  Now I just have to find a bobblehead disabler mod.  THe optional one still gives you buffs.  I have my character capped at level 35 with PN precisely so that I don't end up becoming great in every skill.  I HATE Masters or Everything characters.



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

The optional bobblehead only

Post by JaxFirehart » Tue Dec 31, 2013 8:13 pm

The optional bobblehead only gives skill points for a few skills that I couldn't think of better bonuses for. The rest are minor buffs related to the skill/stat.



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