STEAM GROUP
The Prototype team TPT TTW
STEAM GROUP
The Prototype team TPT TTW
3
IN-GAME
46
ONLINE
Founded
22 June, 2012
Location
United States 
161 Comments
Salamand3r- 22 Oct, 2024 @ 12:16pm 
Hey, is this where I can get one of them automatic Vigor Testers?
Young THRASHER Catt 31 May, 2014 @ 6:17am 
:spy: DONT LISEN TO WHAT THEY TELLLYOU !1       :illuminati:
fleshcults 31 Dec, 2013 @ 8:15pm 
I have a cd of Fallout 3 GOTY edition and Fallout New Vegas Ultimate Edition on STEAM will it
work?
76561198074456950 19 Nov, 2012 @ 2:34pm 
Where do I find the dr Samuel billingsley? It's only 4% into the game and I can't find him!
chucksteel 6 Nov, 2012 @ 9:16pm 
TTW has gone into Alpha testing openly on our site http://www.taleoftwowastelands.com/content/alpha-download
feel free to join our comunity. We are having big fun!
Selective Oblivion 2 Nov, 2012 @ 1:41pm 
Just saying "hey" to eveyone. Decided to buy the F3NV that was on sale this week. I remember messing with Req a long while back. Glad to see the project is still alive. :)
merlin 19 Sep, 2012 @ 10:46am 
In case anyone missed the announcement above, the new TTW website is here:

http://www.taleoftwowastelands.com/

Cheers!
Copper Hamster 15 Sep, 2012 @ 5:23pm 
This is the public forum for info on TTW: http://morroblivion.com/forums/fallout-games/tale-of-two-wastelands and it has the last release atm. Every thing I've read indicates it's being worked on but they are reorganizing the team so might not see anything for a bit.
jome 12 Sep, 2012 @ 1:47am 
Chucksteel, is there a new place for TTW information ?
The MMUE forum TTW part was closed ?

Will here be the news about the project or is there another place ?
jome 10 Sep, 2012 @ 12:52am 
search for it @ morroblivion. There is the Beta version to download
mwnek1993 7 Sep, 2012 @ 6:25am 
where do i download the newest version of ttw? or is it completely gone?
jome 28 Aug, 2012 @ 12:43am 
Not much happening here. I take it that Dandy is not in this Group ?
Dix McGee 24 Aug, 2012 @ 7:47am 
I'm not sure if I should post this here, on morroblivion or the team mystery forum, but here's a collection of all the missing meshes I've found so far. Most of them are from DC Interiors and Mothership Zeta. http://imgur.com/a/c9bVA
Obscurantist 20 Aug, 2012 @ 4:20am 
Any rumors about new version or DLC fix?
Daesun 17 Aug, 2012 @ 1:23am 
Awesome work TTW team ! Please dont you ever give up ! :D *a big fan*
Dix McGee 12 Aug, 2012 @ 11:15am 
Ran into Victor at Jury Station metro.
Only other mods I'm using are Chucksteel's stuff , CASM, MCM, and UI mods.
TizerisT 12 Aug, 2012 @ 3:38am 
Not really a purple haze, just a darker tint to everything. If in daytime you stand outside the citadel in the wasteland, and then enter into the courtyard, you should see that it's darker in there. Rocks, floors, walls etc.
Horatio Radick 11 Aug, 2012 @ 2:54pm 
How noticable is the purple haze? Those areas share the same climate data I believe.
TizerisT 11 Aug, 2012 @ 1:11pm 
Theres a little irregularity I've noticed in some FO3 outdoor areas, where things are darker than they should be, with a slight purpley hue to everything. these areas include the Citadel, Takoma Park, Arlington Cemetry. The one thing they have in common is that they are all outdoor areas not part of the main wasteland worldspace.

Can someone else confirm this? Tested on vanilla
RickerHK 5 Aug, 2012 @ 11:00pm 
If you use a custom race, it has to be made properly, linked to a child race, and the child race needs to link back to the adult custom race. Otherwise you could stay a kid.
Xazomn 3 Aug, 2012 @ 5:49pm 
For the fist time i tryed TTW and I testes the whole day. This is incredible work.Maby few freezes but the it runs perfect for me, not a crash, runds smoots,no lag, and still not see realy a navmesh problem. Need to thank the team for the hard work and big effort into this complete new game sensation and testing...thumps up
Horatio Radick 3 Aug, 2012 @ 3:30pm 
Updated Change Log finally, got around the pesky word limit.
http://forums.the-team-mystery.com/showthread.php?tid=53
Gamezguy71 3 Aug, 2012 @ 8:06am 
Hey guys, I used to have the mod from the nexus (TTW not RFCW) and I was going to say thanks for this wonderful mod! Sadly I had to factory restore my computer so I didn't have it for a while, untill I found the group! So I just wanna say thanks for this mod and thanks for keeping it alive.
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!
jome 3 Aug, 2012 @ 12:58am 
I'm eager and ready for Beta testing ;)
Horatio Radick 2 Aug, 2012 @ 8:24pm 
I would Gnubee, and welcome back. The 2.5.0 (current version number of next build), isn't done yet, but should be out in two weeks maybe.
gnubee 2 Aug, 2012 @ 8:10pm 
Hi all. I managed to basically drop off the plaent for a bit, but I am happy to resume testing on version 2 if you needd an extra set of eyes on it.
Horatio Radick 2 Aug, 2012 @ 10:46am 
Just UF3P and MMUE so far. Any extra content from either mod has been left out. I will come out later with the details of what I want the mod to have.
Dix McGee 2 Aug, 2012 @ 10:31am 
Is there going to be a list of what all mods and bugfixes that will be integrated?
sandwichsandwich 1 Aug, 2012 @ 7:42pm 
Appo logies for my less than sensible comment. I meant BSA files, which obviously want deleting if I have old ones from FO3 prior to installing this version of the mod. I guess from looking at install instructions that the other files relating to old versions of RFCW/TTW in the FNV/data subfolders will either become irrelevant or be overwritten. Please let me know if I'm wrong about this.
sandwichsandwich 1 Aug, 2012 @ 5:24pm 
Haven't used this forum before but I've been paying a lot of attention to this for a while and love playing FO3 with NV rules. You guys are outstanding in your dedication and fastidiousness. Looking forward to playtesting as it looks like you may be going live again as I write this - attempting to download this first available files now. Will there be a specific place for reporting bugs and other playesting issues or should we just put them on this forum?

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.
hammerhorde 25 Jul, 2012 @ 11:37am 
can`t wait!
Horatio Radick 25 Jul, 2012 @ 8:22am 
Phase Three is complete. Adding the Bug Fixes, RicherHK's work, and the team contributations.
Horatio Radick 24 Jul, 2012 @ 12:14pm 
Open your Fallout.ini in your my games folder and change the third from the top's variable to 00015E59. Start a new game. In the next build, you will be prompted when you hit the New Game menu item.
CallousedThumbs 24 Jul, 2012 @ 11:59am 
Is there a way to start in DC with TTW? I know how to travel and do some quests but I am not sure how to start from birth in DC.
jome 24 Jul, 2012 @ 8:34am 
I saw the changelog in the forum. Impressive wor :)
Horatio Radick 23 Jul, 2012 @ 4:54am 
Both mods cause incompatiblaties with other mods. It's a toss up between who is more compatible.
Horatio Radick 23 Jul, 2012 @ 4:50am 
Execution mainly. Both have an advantages and downsides.

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).
Hope 23 Jul, 2012 @ 4:11am 
What's the difference between rfcw and ttw?
Niveus Everto 19 Jul, 2012 @ 3:00am 
If you need any help with hosting - msg me. Will be glad to help.
jome 18 Jul, 2012 @ 8:26am 
I finaly reach the end of the Fallout 3 mainquest.
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 ;)
jome 18 Jul, 2012 @ 1:33am 
I will start a new game for this ;)
And overhaul all the Armor stats for me and everybody who like it.
Horatio Radick 17 Jul, 2012 @ 1:16am 
We'll be coming out with full DLC support this time around. I've figured out what was causing the horrible navmesh bugs, and have been able to correct them. They may not be as stable as the Prototype at first, but they will be in time.
jome 17 Jul, 2012 @ 1:02am 
I'm still playing and I must say the first Prototype was really solid work. SOmetimes I got a crash but its beter than with olf Falout 3 ;)
And even without the DLC's thers is planty to do.
hammerhorde 13 Jul, 2012 @ 8:33pm 
Any news guys? Nobody has said a peep in close to a week.
darthbdaman 12 Jul, 2012 @ 9:17pm 
How's progress going on getting another site up. I didn't get a chance to download it before it went down and would really, really like to play it :)
TizerisT 11 Jul, 2012 @ 9:39am 
Got a couple of little freakin' bugs! :)
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! :)
Rich 11 Jul, 2012 @ 5:17am 
Lucky enough to have downloaded TTW before it vanished, and it's working rather nicely with the variety of FNV mods I have installed. Can't wait till it's publically avaliable again, and with the DLCs. Now if I only knew which mod made some doors not open
hammerhorde 8 Jul, 2012 @ 11:51pm 
Fuuny you should mention the encounter zones. Because I have enabled respawn on most of the encounters. I think that is what may be giving the crashes on cell loads. I don`t remember the proto realyl crashing at all until awhile after I checked the respawns on. I think i have close to 100 hours on my savegame and it don`t crash very often. My save is about 14mb so I haven`t run into any bloat issues I don`t think thank god.

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.
Horatio Radick 8 Jul, 2012 @ 9:07pm 
Hammerhorde

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.
hammerhorde 8 Jul, 2012 @ 8:08pm 
MMM for me always worked good on the first 10 hours of a playthrough or so. The longer you played and the higher you it seemed to start crashing alot to where it was unplayable. No clue why, I only had dlc loaded andno other mods.

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.