The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com

TTW 2.4a Released

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

How horribly mangled would my

Post by nathanj » Wed Jan 01, 2014 12:32 am

How horribly mangled would my game be if I used the Alternate Start mod?  There is an option to start right out of Doc Holiday's house.


So far I started it up and got the normal FO3 start (which caused me to have PTSD flashbacks LOL) and I am using lots of mods.  :D


Also, I am using the New Vegas NMC mod do I also have to dl the FO3 version like I did with EVE or do all the texture files retain their original names?  Thanks in advance and for all the incredible amount of work that must have gone into getting these game to mesh together like this.  Even if they share the same basic engine it could not have been easy by any stretch of the imagiation.  :D


I hope you guys eventually put this up on Nexus so that you can get a couple of FOTMs.



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

nathanj wrote:

Post by thermador » Wed Jan 01, 2014 3:49 pm

[quote=nathanj]


How horribly mangled would my game be if I used the Alternate Start mod?  There is an option to start right out of Doc Holiday's house.[/quote]


Very mangled.  Right now TTW only supports starting in one place - Vault 101.


[quote=nathanj]


Also, I am using the New Vegas NMC mod do I also have to dl the FO3 version like I did with EVE or do all the texture files retain their original names? 


[/quote]


As it says in the FAQ, install Fallout 3 NMC textures, then overwrite with the FNV NMC files.  If you already have the FNV version installed, you can just install the Fallout 3 version without overwriting any files.  Same idea.



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

Ok thanks.  Sorry I missed

Post by nathanj » Wed Jan 01, 2014 7:31 pm

Ok thanks.  Sorry I missed some of the FAQ stuff I have just been scouring various threads and read that Familiar Friend had to be disable till after 101 so I got it into my head that it was only certain mods that actually needed to be disabled from the get go.


I was curious about NMC because FNV uses the same assets (exceptions being stuff like Sunset Sasparilla and NCR/Legion textures) but all the roads and buildings and caves and sewers looked like the same textures in FO3.



User avatar
rickerhk
Posts: 123
Joined: Mon Sep 17, 2012 1:50 pm

Toastbre4d wrote:

Post by rickerhk » Fri Jan 03, 2014 3:42 am

[quote=Toastbre4d]


 


Okay, solved not being able to patch the TaleOfTwoWastelands.bsa. It was actually quite simple: Run the installer with admin rights. Everything worked fine when I did that. Not shure why I didn't try that in the first place.


[/quote]


Step One of the install instructions say 'run as administrator'


http://taleoftwowastelands.com/content/alpha-download#Install


 



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

Is there a list of current

Post by nathanj » Fri Jan 03, 2014 10:02 am

Is there a list of current things that aren't done yet?  I noticed that the skill checks are still the old FO3 percentages thing and wasn't sure if that was intentional or just something that hasn't been changed yet. 



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

nathanj wrote:

Post by Risewild » Fri Jan 03, 2014 12:13 pm

[quote=nathanj]


 


Is there a list of current things that aren't done yet?  I noticed that the skill checks are still the old FO3 percentages thing and wasn't sure if that was intentional or just something that hasn't been changed yet. 


[/quote]


No list exists smiley, since there are really a LOT of things still to be done crying, "alpha version" is there for a reason wink.


About skill checks, fell free to check Retlaw mod/future TTW content here:


http://taleoftwowastelands.com/content/new-vegas-style-speech-checks-fallout-3-content-testers-needed-future-ttw-content


The more people using it and testing it, the better laugh.


Signature:

Computerrock1
Posts: 144
Joined: Wed Oct 24, 2012 4:00 pm

Haha! I go on vacation and I

Post by Computerrock1 » Tue Jan 07, 2014 7:57 pm

Haha! I go on vacation and I come back to find the newest TTW has been released. What great timing!



reapman
Posts: 26
Joined: Mon Dec 09, 2013 2:17 am

a quick issue

Post by reapman » Mon Jan 13, 2014 5:43 pm

a quick issue


BSAopt 2.0.0 isn't working for me with 2.4 installer


i had to replace the BSAopt from 2.4 with 2.2a which uses the stable version, now its working without problems



Garuda002
Posts: 9
Joined: Wed Jul 31, 2013 8:11 pm

Keep up the good work guys.

Post by Garuda002 » Sat Jan 25, 2014 3:13 pm

Keep up the good work guys. This is one of my favorite mods of all time. Were you guys able to fix the mesh problem with the museum of history where it was supposed to be banners or statues on the outside?



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

Yes but some other missing

Post by chucksteel » Sat Jan 25, 2014 5:19 pm

Yes but some other missing meshes snuck back in! crying there is a thread here that has a fix. Missing Meshes



Post Reply