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Sawyer Batty Mod

Mod releases and conversions for Current versions of TTW
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RoyBatty
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Re: Sawyer Batty Mod

Post by RoyBatty » Wed May 20, 2020 6:52 pm

I've updated it on my end for 3.3 already.
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Uldil
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Re: Sawyer Batty Mod

Post by Uldil » Wed May 27, 2020 3:59 pm

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

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Risewild
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Re: Sawyer Batty Mod

Post by Risewild » Wed May 27, 2020 4:43 pm

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.
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Uldil
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Re: Sawyer Batty Mod

Post by Uldil » Wed May 27, 2020 7:32 pm

Risewild wrote:
Wed May 27, 2020 4:43 pm
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.
Thank you very much, I'll take a look

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.

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Risewild
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Re: Sawyer Batty Mod

Post by Risewild » Thu May 28, 2020 3:40 am

Uldil wrote:
Wed May 27, 2020 7:32 pm
Thank you very much, I'll take a look

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.
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. :D
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Vasya
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Re: Sawyer Batty Mod

Post by Vasya » Sun Jan 23, 2022 7:31 am

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

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Laclongquan
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Re: Sawyer Batty Mod

Post by Laclongquan » Sun Jan 23, 2022 9:36 am

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

BodieInSD
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Re: Sawyer Batty Mod

Post by BodieInSD » Mon Mar 07, 2022 11:36 pm

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!) :twisted:

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RoyBatty
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Re: Sawyer Batty Mod

Post by RoyBatty » Tue Mar 08, 2022 5:38 am

New version will be on nexus shortly
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katnerd
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Re: Sawyer Batty Mod

Post by katnerd » Thu Mar 24, 2022 4:45 pm

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 :P

Thanks for this Roy and team. It's going to provide many more years of enjoyment.

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