The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.gg/taleoftwowastelands
Sawyer Batty Mod
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
-
- Posts: 5
- Joined: Wed Mar 11, 2020 1:55 am
Re: Sawyer Batty Mod
Hey RoyBatty, I am interested in replacing Jsawyer Ultimate with your version
But I would like to know what changes it has regarding Jsawyer Ultimate. Do you have the main features or the changelog?
Thanks
But I would like to know what changes it has regarding Jsawyer Ultimate. Do you have the main features or the changelog?
Thanks
- Risewild
- Posts: 3219
- Joined: Mon Oct 01, 2012 9:14 am
Re: Sawyer Batty Mod
This is mostly the same as the original JSawyer mod. With the changes Roy mentions in the first post.
To know what's different you would have to look at the JSawyer Ultimate change log instead, since that mod is the one that changes a lot the original mod made by Josh Sawyer.
Here you can find the change log of JS Ultimate:
https://file-metadata.nexusmods.com/fil ... readme.txt
Basically that is mostly things that Sawyer Batty Mod doesn't do. You can also compare that change log with the update logs that Roy posted in the first post, to see if anything exists in both mods.
To know what's different you would have to look at the JSawyer Ultimate change log instead, since that mod is the one that changes a lot the original mod made by Josh Sawyer.
Here you can find the change log of JS Ultimate:
https://file-metadata.nexusmods.com/fil ... readme.txt
Basically that is mostly things that Sawyer Batty Mod doesn't do. You can also compare that change log with the update logs that Roy posted in the first post, to see if anything exists in both mods.
Signature:
- Have a problem? Try checking our FAQ. It might have the solution for it.
- Want to mod your game, but not sure which mods to use? Check the recommended and incompatible mods threads and the Wasteland Survival Guide.
- Join our Discord Server.
-
- Posts: 5
- Joined: Wed Mar 11, 2020 1:55 am
Re: Sawyer Batty Mod
Thank you very much, I'll take a lookRisewild wrote: ↑Wed May 27, 2020 4:43 pmThis is mostly the same as the original JSawyer mod. With the changes Roy mentions in the first post.
To know what's different you would have to look at the JSawyer Ultimate change log instead, since that mod is the one that changes a lot the original mod made by Josh Sawyer.
Here you can find the change log of JS Ultimate:
https://file-metadata.nexusmods.com/fil ... readme.txt
Basically that is mostly things that Sawyer Batty Mod doesn't do. You can also compare that change log with the update logs that Roy posted in the first post, to see if anything exists in both mods.
It might be a stupid question, but would you personally recommend switching to Jsawyerbatty?
Is it more reliable in compatibility than JsawyerU?
Sorry for my english, it's too bad. I'm spanish-speaking.
- Risewild
- Posts: 3219
- Joined: Mon Oct 01, 2012 9:14 am
Re: Sawyer Batty Mod
It depends. I prefer this Sawyer Batty Mod, because it's like the original Josh Sawyer Mod (which I consider the proper developer vision for FNV).
Other people prefer the Ultimate version, because it changes more things (even if some of those things are removing or editing stuff the original mod did).
So at the end of the day, it's all about what a player prefers.
Your English is fine, don't worry about it.
Signature:
- Have a problem? Try checking our FAQ. It might have the solution for it.
- Want to mod your game, but not sure which mods to use? Check the recommended and incompatible mods threads and the Wasteland Survival Guide.
- Join our Discord Server.
-
- Posts: 1
- Joined: Sun Jan 23, 2022 7:28 am
Re: Sawyer Batty Mod
Hey there, just wanted to ask, is there anyway to configure which DLC weapons are integrated? I want to remove Nail Gun from spawning on npcs in particular
- Laclongquan
- Posts: 625
- Joined: Mon May 03, 2021 4:19 am
Re: Sawyer Batty Mod
Nail gun are basically unspawned on hostiles. They are strictly static placement in divide. I know because my packrat character can count on two hands how many time we get it.
You must have used a mod that include nail guns into leveled list
You must have used a mod that include nail guns into leveled list
-
- Posts: 27
- Joined: Thu Nov 22, 2018 5:21 am
Re: Sawyer Batty Mod
Just a quick (and probably stupid) question:
I hit the hyperlink form the original post on this thread to DL the "sawyerbatty" mod from googledrive, and it says that the file was last modified on March 4, 2000. This can hardly be correct! (FNV didn't come out until over ten years after that) But is that still the correct place to DL the mod, or has it been uploaded to a different site? (web address follows)
https://drive.google.com/file/d/1UXVRed ... P3mlxFT4MO
I am being ultra-cautious as my last several TTW playthroughs started bugging out when the my character got to around level 30, and a mod author friend told me my symptoms sounded like a bad load order. I am relatively confident that my mod load order was fine (very possible I was wrong though!) and I am taking every precaution with a new install (v3.3) and just wanted to be doubly (or even tripply) sure that I am not installing any outdated mods that would lead to more disappointment! Many thanks for an answer - and a BIG WET KISS for the TTW team for all your work to get us another improved TTW version! (I know that is why y'all do it!)
I hit the hyperlink form the original post on this thread to DL the "sawyerbatty" mod from googledrive, and it says that the file was last modified on March 4, 2000. This can hardly be correct! (FNV didn't come out until over ten years after that) But is that still the correct place to DL the mod, or has it been uploaded to a different site? (web address follows)
https://drive.google.com/file/d/1UXVRed ... P3mlxFT4MO
I am being ultra-cautious as my last several TTW playthroughs started bugging out when the my character got to around level 30, and a mod author friend told me my symptoms sounded like a bad load order. I am relatively confident that my mod load order was fine (very possible I was wrong though!) and I am taking every precaution with a new install (v3.3) and just wanted to be doubly (or even tripply) sure that I am not installing any outdated mods that would lead to more disappointment! Many thanks for an answer - and a BIG WET KISS for the TTW team for all your work to get us another improved TTW version! (I know that is why y'all do it!)
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
- katnerd
- Posts: 30
- Joined: Sun Nov 11, 2018 5:13 pm
- Contact:
Re: Sawyer Batty Mod
With 3.3 I'm finally going to do a "SawyerBatty + Bleed + HC Mode" playthrough. I'm not quite brave enough to include ROOG. Bit too much of a wimp to "rip off own head" just yet, and the shiney missiles are far too scary
Thanks for this Roy and team. It's going to provide many more years of enjoyment.
Thanks for this Roy and team. It's going to provide many more years of enjoyment.