What's new and upcoming in Tale of Two Wastelands? Find out here.
-
JaxFirehart
- Posts: 3003
- Joined: Wed Sep 12, 2012 12:33 am
Post
by JaxFirehart » Thu Mar 07, 2013 6:15 am
The team and I have been working hard on getting TTW ready for a new update. A large chunk of that work went into overhauling the way TTW works. Unfortunately, this will require current TTW users to start a new game or use a save that was not made while using TTW. On the plus side, it is MUCH more stable and runs much quicker (and loads in FNVEdit much faster as well). Below is the change log, as fixes are merged in I will update this thread.
-
Full system overhaul for more efficiency REQUIRES A NEW GAME
-
Better mod compatibility (requires a bit more effort to convert FO3 mods, but they ultimately work better)
-
Cleaned up some remaining references to .32 and generic shotgun shells
-
Downgraded Combat Shotgun to 20ga, 75 skill
-
Fixed Pitt armor being marked as heavy rather than light like all other raider armors
-
Fixed ordinance and bombshell armor giving big guns skill
-
Made Almost Perfect use 'SetAV' instead of 'ModAV' so that 'GetPermAV' returns the proper value
-
Cleaned up some weapons still using big guns
-
Fixed some ingestibles being labeled as big guns
-
The New Vegas space suit and helmet may be used in place of the astronaut suit in Mothership Zeta (needs testing)
-
Hematophage allows hunger and dehydration restoration from blood packs
-
Removed the "Recover" flag on the Rebound effect, should make rebound actually regenerate AP
-
Added some new recipes
-
Samurai Helmet now gives DT instead of DR
-
Mechanist costume is now heavy instead of light
-
Pulse weapons now properly effect ALL power armor
-
Rock-It-Launcher no longer is labeled as using 5mm ammo and no longer causes Fallout to crash and burn
-
Dentaria
- Posts: 48
- Joined: Mon Dec 17, 2012 5:38 pm
Post
by Dentaria » Thu Mar 07, 2013 2:01 pm
Are you playing games with me god damnit!
-
Vault-Boy
- Posts: 26
- Joined: Sun Nov 04, 2012 3:40 pm
Post
by Vault-Boy » Thu Mar 07, 2013 2:12 pm
Very nice!
Hope the update will come soon :)
-
JaxFirehart
- Posts: 3003
- Joined: Wed Sep 12, 2012 12:33 am
Post
by JaxFirehart » Thu Mar 07, 2013 4:53 pm
I have a long list of bugs to fix, but that is all that's holding us back for this next release.
-
caxap
- Posts: 12
- Joined: Fri Feb 22, 2013 8:16 am
Post
by caxap » Thu Mar 07, 2013 5:13 pm
OMG i cant wait! Please gimme it! I pray you! :)
-
gnubee
- Posts: 81
- Joined: Sat Sep 22, 2012 1:07 am
Post
by gnubee » Thu Mar 07, 2013 6:07 pm
Looking forward to it! At what point do the reconfigured unique weapons get added to to the game (if they do)?
-
JaxFirehart
- Posts: 3003
- Joined: Wed Sep 12, 2012 12:33 am
Post
by JaxFirehart » Thu Mar 07, 2013 8:11 pm
The uniques are a major point of team dissent. It won't be any time soon unfortunately. Weapon mods for DC are more likely, we just need a couple of our mesh guys to knock it out which, again, may not be any time soon.
-
gnubee
- Posts: 81
- Joined: Sat Sep 22, 2012 1:07 am
Post
by gnubee » Thu Mar 07, 2013 8:18 pm
How about releasing the uniques as an optional mod? I'd use it for sure. It would be great to see weapon mods integrated into the Wasteland.
-
manos
- Posts: 163
- Joined: Sat Nov 03, 2012 3:45 pm
Post
by manos » Thu Mar 07, 2013 8:35 pm
Video games are bad for you? That's what they said about rock'n'roll...
-
Malthol
- Posts: 6
- Joined: Sun Sep 23, 2012 12:09 am
Post
by Malthol » Thu Mar 07, 2013 8:46 pm
Great news. Following this has me working on my still unfinished FO3 mod.