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http://www.taleoftwowastelands.com/
Cheers!
The MMUE forum TTW part was closed ?
Will here be the news about the project or is there another place ?
Only other mods I'm using are Chucksteel's stuff , CASM, MCM, and UI mods.
Can someone else confirm this? Tested on vanilla
http://forums.the-team-mystery.com/showthread.php?tid=53
Also I have some experience with broken navemeshes and finding bugs and the like, I played fallout 3 for over 100 hours (on xbox but not on pc) so I will know if somethings wrong or not, So if you need people for beta testing I would happily join!
Also, can anyone remember which were the RFCW files? It's so long since I put them there, and there were rather a lot of them... All the ESP/ESM files were marked as such but I couldn't be sure about a lot of stuff in the FNV/data subfolders. Did anyone write down a list or am I better off reinstalling vanilla NV since I'll probably have to reappraise many of my mods and their associated files? I don't want to end up with installation bugs that will come across as false positive issues with this release.
RFCW is smaller to install (For now until TTW 2.0) and Fallout 3 mods need no modification to work with it. The downside is duplicate items constantly appearing with Fallout 3 mods installed and the Navmeshes break ALL the time with Fallout 3 mods. Also clumsier load order.
TTW navmeshes never break, and there are no more duplicate items, even with Fallout 3 mods installed. It is also more stable and requires no more files than the game files to work. The downside is Fallout 3 mods must have their master changed (which is very easy) to work with TTW, and the installation is more invasive (until 2.0).
I just want to inform that Liberty Prime has some wayfinding issues and will fire his weapons rarely.
It is hard to finish the quest when he does not fire at vertibirds and walk into the river ;)
And overhaul all the Armor stats for me and everybody who like it.
And even without the DLC's thers is planty to do.
Ok, in mission The Waters Of Life, when leading father to Rivet City, his pathing goes screwy at the Rivet Bridge. One time he walked into the water and stayed there, the other time he went to the rocks down below, and stayed there.
Upon doing your business in the Rivet Science Lab, when escorting the scientists outside via the Stairwell, they turn round and go back in...
Note, this may be a Mission Mojave issue, as I have seen almost identical issues with MM in the past.
And lastly, in Vault 112, one of the side-rooms from the pod chamber contains an invisible Vault 112 Jumpsuit. Perhaps a medical room.
Thanks as always! :)
Now cells are set to respawn every 3 days. Do you think it would be less strain on the game to just respawn all the cells whether they were cleared or not every 3 days? That way the game wouldn`t need to keep track of what has been cleared and what has not, it would just do it. Not exactly sure how the encounter zone respawns are handled by the engine but a 3 day global autoreset might help stability.
I think it's related to the Encounter Zones and cell resets that cause the problem with MMM. The longer it runs the more info is added to save games.
Yes, the Spore Carriers, and Trog share the same attributes. The problem may like in that.
Master Kiyo
I'm open to suggestions. We haven't heard word from Beth and them, so a show of community backing may help.
Nero
For the trogs with no sound, I think the plant trogs from vault 22 use the same soundset. You might be able to edit them to use those sound files.