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TTW 2.0a is coming!

What's new and upcoming in Tale of Two Wastelands? Find out here.
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JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

There might be some minor

Post by JaxFirehart » Sat Mar 30, 2013 6:01 pm

There might be some minor glitches, but yeah, that shouldn't be a problem.


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

Hello, just found this mod a

Post by nathanj » Sat Mar 30, 2013 7:26 pm

Hello, just found this mod a couple weeks ago.  :)  Glad to see that the dream is still alive.  I just had a couple of questions.


It was said that FNV mods will work with this, do they also apply to the Fallout 3 world.  For example I assume the Project Nevada will work at least as far as the settings go but would weather mods like Nevada Skies also carry over to Fallout 3?


Would a mod like IWS also work in Fallout 3, at least the part that increases spawns actively, I assume it does it with a script or something.


Are Fallout 3 weapons and armors replaced with the FNV versions that have the mods and the DT values?


I am assuming that texture mods will also carry over since both games reuse alot of the same textures.


Will this run on a Pentium 286 with 512K ram?  I don't mind if I can't run on max graphics I can lower it to medium if this mod has a performance impact.


Do Fallout 3 companions get the companion wheels?  I have long dreamed of getting Jericho, Boone and Seargent RL-3 all on the same team.


Thanks in advance and I am really looking forward to this.  :)



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

It really depends on the mod,

Post by JaxFirehart » Sat Mar 30, 2013 7:56 pm

It really depends on the mod, I can't say more than that.


Weapons and armors are replaced with the NV versions when possible. Weapons that were unused in NV have been inserted into the tier system and fairly well balanced (if I do say so myself). Armors that were unused in NV have been given appropriate DT.


Texture mods should work across the board.


God no. You can try but I imagine that, even with lowest settings, it would be near impossible to play. We actually suggest a 64-bit system with at least 4GB of ram. I assume when you said 512K ram you mean 512M, 512K would NEVER run Fallout.


Fallout 3 companinons get the wheels but they have been updated so that you can still only have 1 humanoid and 1 non-humanoid (RL-3 is now considered non-humanoid, so you could technically get him and Boone or him and Jericho, but no Jericho and Boone).



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

Ok thanks for the info. :)

Post by nathanj » Sat Mar 30, 2013 10:16 pm

Ok thanks for the info. :)


I use a mod that let's you have unlimited companiosn since I use IWS with medium or high settings and its impossible to play without at least three companions.


Glad to hear about the weapons and armor, that was the one thing that I was the must unsure about.  It would have been weird all of a sudden going up against enemies with armor that had no DT at all.


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

That mod that lets you use

Post by JaxFirehart » Sun Mar 31, 2013 12:13 am

That mod that lets you use unlimited companions will NOT work with TTW. The limits are scripted in and the mod changes that script, but it doesn't change the DC companion script, so they will still be limited. Because of the way this is scripted you could hire Jericho and RL-3 and THEN hire Boone and it would successfully trick the system. But the unlimited companions mod will probably conflict with some script changes that TTW made.


In short: I can't recommend using the Unlimited Companions mod with TTW.


I do plan on making a TTW Unlimited Companions mod though, so wait patiently!



Captain Defect
Posts: 27
Joined: Wed Dec 05, 2012 11:26 pm

I don't think you understood

Post by Captain Defect » Sun Mar 31, 2013 12:40 am

I don't think you understood my question, the implants from Project Nevada crash my game even with a clean install of TTW and PN. Is there some kind of conflict between them and will that be fixed? Also, I'm encountering a bug that won't let me start Honest Hearts because the game thinks I still have a companion. I can't recruit any vanilla companions (except ED-E) and the dismissal terminal doesn't fix it.



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

Actually I was answering

Post by JaxFirehart » Sun Mar 31, 2013 1:19 am

Actually I was answering Almaric's question, somehow I missed yours. Sorry. I use PN and do NOT get crashes, even with 1.4, so yes it will work with 2.0 but TTW is not the source of your crashes.


As for the companions, who have you had in the past? How did you dismiss them? With a little more info I might be able to fix it.



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

JaxFirehart wrote:

Post by nathanj » Sun Mar 31, 2013 2:45 am

[quote=JaxFirehart]


That mod that lets you use unlimited companions will NOT work with TTW. The limits are scripted in and the mod changes that script, but it doesn't change the DC companion script, so they will still be limited. Because of the way this is scripted you could hire Jericho and RL-3 and THEN hire Boone and it would successfully trick the system. But the unlimited companions mod will probably conflict with some script changes that TTW made.


In short: I can't recommend using the Unlimited Companions mod with TTW.


I do plan on making a TTW Unlimited Companions mod though, so wait patiently!


[/quote]


Ok thanks.  I am using the hand radio one not the super popuplar one but that probably uses scripts as well.  Thanks again for all the hard work you guys have put into this.  :)



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

1. Fellout for NV can be used

Post by JaxFirehart » Sun Mar 31, 2013 2:48 am

1. Fellout for NV can be used out of the box. Fellout for DC needs to be converted (more info upon release). Then you use them side by side. They MAY still conflict. A veteran modder will probably need to merge the two by hand.


2. The game starts in DC, but we pushed the calendar back 4 years. Upon leaving for NV the calendar progresses 9 years, so as to give the player time to have done all the things the courier is supposed to have done. When you return to DC it is still 9 years later, but nothing has changed. Thats the BIGGEST issue with starting in DC is that kids don't grow up, nothing really changes.



Captain Defect
Posts: 27
Joined: Wed Dec 05, 2012 11:26 pm

JaxFirehart wrote:

Post by Captain Defect » Sun Mar 31, 2013 5:34 am

[quote=JaxFirehart]


Actually I was answering Almaric's question, somehow I missed yours. Sorry. I use PN and do NOT get crashes, even with 1.4, so yes it will work with 2.0 but TTW is not the source of your crashes.


As for the companions, who have you had in the past? How did you dismiss them? With a little more info I might be able to fix it.


[/quote]


I think it was the Paladin you can recruit from the Citadel (Name escapes me at the moment) but they died in combat and now I can't recruit human companions, except in the DLC world spaces.


The implants work for you? Huh. Wonder what's making mine crash, then.



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