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RoyBatterian

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    2012
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Everything posted by RoyBatterian

  1. New Bison Steve, Afterschool Special, all someguys mods, Willow, Niner (whenever it gets updated).
  2. https://taleoftwowastelands.com/viewtopic.php?f=12&t=6657
  3. Last thing I want is another badly written half complete game I have to mod to the nines to make it enjoyable.
  4. xNVSE and related add-on plugins functions are not save baked unless specifically stated so.
  5. The limit is FEFFFFFF-800 (hex) or FEFFF7FF (4,278,188,031) records as the highest are reserved for temporary references (FF) and the lowest 800 are hardcoded and cannot have an index higher than 00. That is across 255 plugins. Per plugin the limit is FFFFFF-800 or FFF7FF records. That's 16775167 records, you will never ever use 16 and a half million records in a single plugin most likely and if you do, you're doing it wrong. Not that MMX will ever see this information, but someone else can quote me.
  6. Lemme just post this in here for higher visibility. Can you please make this a bit more robust so that it knows that plugins for the game and creation kits are not meant to load in each other, all it does is confuse users and make them think either their game or construction/creation kit is somehow broken. Incompatible during query is just a message not an error and doesn't need to be shown to the user under any circumstances. Thank you
  7. Can you please make this a bit more robust so that it knows that plugins for the game and creation kits are not meant to load in each other, all it does is confuse users and make them think either their game or construction/creation kit is somehow broken. Incompatible during query is just a message not an error and doesn't need to be shown to the user under any circumstances. Thank you
  8. The manual downloads buttons are completely broken saying I don't have a mod manager registered. I don't use one to download mods and always download manually. I also cannot download any optional patches for anything as they are similarly broken. What gives? Also one of my mods is an executable and is manual download only and right now , no one can download it.
  9. Is there another DDOS attack or something? For days now (I live in the midwestern US) the site is slow as molasses, even slower than Facebook. It takes upwards of 5 minutes to load a single mod page. Am I being throttled because I use an ad blocker? I am a lifetime premium member so this shouldn't matter.
  10. Most of the meshes in the mod are broken in some way and need work. The kit pieces also have broken mopp (you can fix that with 32 bit nifskope). This is why most people don't try to convert this mod, it's so much work to fix everything that is busted in it. It's possible if you have the patience to do so. Don't forget to turn autoclean off in nifskope so it doesn't break Fallout 3/NV meshes (particularly weapons).
  11. Yes get out kitty, I already fixed their plugin and it again proves you don't know what you are talking about.
  12. Send me your plugin, I'll fix it for you. :EDIT: This was simple to fix. I'll post it here for others. You were correct, it was the GREETING and GOODBYE topics, I used the script "list forms referencing specific plugin" so I could double click what it was in the log window. Then I removed the DLC topics in your plugin from the two quests. I then ran clean masters twice, then checked for errors. All good now. I recommend to take Stewies advice, disable the .nam files with Extender or remove them entirely (don't remove them with TTW though). Make sure you only have the masters you need enabled when creating a new plugin. Have fun.
  13. Oh yeah a Wiki is planned, just who's going to do it? I don't have time nor inclination to do such a thing, I think the fans should do this like they did for the games. I can add foot notes to things later, sparingly. I made my own small patch of jsawyer, for those very reasons and I use it together with my mod BLEED and some of the tweaks jazzisparis made for me (like FO3 repair) and some that stewie did (like removing the damage cap on weapons, and remembering lockpick health). For balance reasons and to make the skills more valuable. As for building a character, I will make a mod that starts at 0 skills and you only get any points to start in them if you chose them at character creation, and also reducing the points you get per level by 5. I already use the reduced XP of TTW *and* jsawyer which makes the game progress better for me. I would choose legendary difficulty... but that just defeats the purpose of BLEED for me, however I do play on Very Hard, I prefer being a glass cannon. We did try to make lock picking the same as Skyrim, where you could do it at any level, but that ended up not working out. Something to note is I balanced TTW like vanilla is, like the player has no idea what is there or what is to come, and that is to be discovered, so that someone who has never played either game can find their own way. The game is trivial for people of our experience and modders often balance things too difficult for the 1st time player, I tried to avoid that as well. Can't please everyone, not worth trying. As you say, the best thing I can do is just make the change, and I try to stick to established things, or least try to keep things from being OP and work inside established game mechanics. I still don't enjoy NV's main quest, it seems half baked with the lack of Legion content, and the BoS content also seems weak and contrived. That said, I love the DLC (Except HH which is trash), particularly Dead Money which is the best Fallout has to offer in any of the games, followed by Lonesome Road, and Old World Blues. For Fallout 3 Zeta is my favorite, followed by The Pitt and Anchorage. Broken steel feels like it was in the game and then removed and re-added so I don't count that one, and Point Lookout is just boring and aimless to me, but looking into all the DLC and the game itself I know that PL was only half done and abandoned. You are right, that agency isn't there for the FO3 DLC, except with Zeta imo.
  14. Unfortunately I tried a raw port, and it just didn't work at all, I would have to straight up disable everything in NV except iron sights, and do massive changes to make it work the same way. Like I said, it's rather a blend of the two games rather than a straight port. It's not everyone's cup of tea. As for NV balance, well, that was just poor game design on Obsidian's part, which they did correct in the DLCs which do scale, the base wasteland does not. The mod is not finished, there is a lot of things still to do and balance of the New Vegas wasteland through leveling, economy will be altered to fit more with Fallout 3 as it was clear to me it was originally so (cost of doctors, vendor repair, reward caps, gate check on the strip, casino betting max) as well as in the far future restoring big guns, with an expanded arsenal to support it with Fallout 1/2/Tactics weapons which will be carefully balanced to fit the roles they are designed for. Armor/Oufits will be rebalanced to return most clothing to use DR instead of DT because that's silly honestly, and only armors which have stopping power will have DT and it will be capped at 20. The books were reverted to 1 or 2 points, as removing them for magazines made the exploration of the CW less interesting/rewarding, NV books share this because again, too many points available. The perks were changed specifically to help remove the everything at 10 problem. I will be changing Almost Perfect and other level 30 perks to level 50 in the future. The Bobbleheads were changed to 1/2 perks for similar reasons. I am aware of the intelligence Bobblehead issue and it will be addressed into something else. The Charisma Bobblehead will be changed to make Charisma work like it did in Fallout 1 and 2 (max companions), and the Speech one changed to negate Karma with companions like the Charisma one currently does. I would love the original slide show and loading screens, but this is a lot of work to restore this code. It cannot be scripted as they do not run during loading (we tried). I also much prefer the original player sounds, the XP sound, the Quest sound, and the UI of Fallout 3, these can all be made optional. It comes down to that I like most of NV's mechanics better, and I like FO3's wasteland and balance better. I hate both main quests and I'm a minority there as they have little to no replay value and that's not what keeps me playing/modding this game after 6 years. So I've crafted an experience that I enjoy and that I think works for the most part, with future changes taken into account. It's a lot of work to make a game and balance it, and it's taken darth, puppet and myself a lot of time and effort to do so. Those who want a vanilla experience, can buy the games on GoG and enjoy them. I just happen to want something more, much much more, but within the original design constraints and not kitchen sinking it like most mods and overhauls that get far far out of scope. All of these things were planned from the beginning for me.
  15. Ahh audio problems with Fallout 3, yes it's getting worse. I used to be able to run it fine on Windows 7, but now it crashes any time an NPC speaks, so I can no longer do direct comparisons of things which is a bit annoying. I will be installing it on my XP rig in order to test things again. Any changes that have been made are either to fix bugs, address a balance problem, fix something that was unintentionally disabled or broken (like female enclave), or restoration of some cut gear just to make Fallout 3 more interesting after a decade. There is always reasons I chose to do something, either to enhance game play or fix a balance problem, or to integrate things better. I don't pretend at all that it's "how the developers intended" since that's not an argument that I even deem valid for anything since only they know and it would be presumptuous of anyone to claim otherwise. The rules I chose were to make a seamless integration between the two games while retaining the feel of each and the balance as well. It is a total conversion and not just a mod and aims to create a new experience that is of the highest quality while retaining all the things that made it good to begin with, that was the mission goal for me. I do realize that not everyone agrees with this, but most of the nay sayers have never played it and given it a chance. The ones who have (some 100000 people) have for the most part really enjoyed what's been and compliment us on how well it works, how stable the game is, and how bug free it is now (granted there is always endless bugs to fix in any Bethesda/Obsidian title). All I ask is people give it an honest go before passing any judgement. That said I always take *constructive* feedback seriously if there is well thought out reasoning behind any changes that are desired, or something that doesn't work balance wise etc. As for lore, I ignore all of those arguments as TTW is in it's own timeline and the lore is what we choose to make it. For example, Fallout 4/76 don't happen in the TTW timeline, and this also explains why the lone courier can also be the mailman with a bad case of amnesia. There's a quote from master Avellone that I stick too, basically he said that the lore is whatever the developer makes it to fit the game at the time.
  16. You're going on old versions of TTW (prior to 3.2), 3.2 is much closer to vanilla Fallout 3. As for audio, there's no issues with it in the latest version, if there is then its a problem with your audio drivers. You can't plop F3 into the NV engine, it won't work, it will crash, have endless bugs and other headaches, and the mechanics simply sometimes cannot work in the NV engine due to changes, not to mention the record changes. TTW is as good as it gets, you can modify it to more suit your liking, but it is now much less changing than the previous version, and there is no voice changes or anything like that anymore.
  17. The container scanning is an issue, I noticed in my test cell it drops the frames. If you put too many items in a container the game will crash. This needs looking into.
  18. The 4th era begins! Welcome back my friend, we missed you dearly.
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