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Mals TTW mods release

Nomumbra
Posts: 11
Joined: Sat Aug 17, 2019 8:41 pm

Mals TTW mods release

Post by Nomumbra » Tue Aug 20, 2019 1:23 am

Converted a couple of my FO3 mods to TTW and released them on the Nexus.

GNR Building Redux
A remodel of the Galaxy News Radio Building. Improved GNR Brotherhood Knights, facilities and defenses. Includes a clinic with doctor, a shop with merchant, a cafe with bartender, and new GNR Knights.

Reilly's Rangers Compound Redux
An interior and exterior remodel of Reilly's Rangers Compound with new rangers, facilities, vendors and quests!
Last edited by Nomumbra on Tue Aug 20, 2019 3:43 pm, edited 1 time in total.

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jlf65
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Joined: Wed Aug 10, 2016 9:10 pm

Re: Mals TTW mods release

Post by jlf65 » Tue Aug 20, 2019 2:11 pm

Awesome! I used both these in FO3, so I'm happy to see them for TTW3. But your link for RR compound is wrong. It's a copy of the one for GNR.

Nomumbra
Posts: 11
Joined: Sat Aug 17, 2019 8:41 pm

Re: Mals TTW mods release

Post by Nomumbra » Tue Aug 20, 2019 3:51 pm

Thanks for using them in your mod list and for pointing out the wrong link, jlf65. Link is fixed!

I'm adding more quests to Reilly's Rangers mod though it'll be awhile for the next release. Feedback on the quests is welcome.

Mod work going forward will only be for TTW, so any changes or updates will only be applied to the NV TTW mods because you've all made TTW so stable and easy to install now I'll never play FO3 by itself again.

Bloxyman
Posts: 28
Joined: Sat Jul 27, 2019 5:20 pm

Re: Mals TTW mods release

Post by Bloxyman » Tue Aug 20, 2019 10:19 pm

Could you possibly make a patch for TTW Interiors? You made a patch for DC Interiors for the Fallout 3 Version, so why not for TTW?

Nomumbra
Posts: 11
Joined: Sat Aug 17, 2019 8:41 pm

Re: Mals TTW mods release

Post by Nomumbra » Wed Aug 21, 2019 1:37 pm

Jeez, I just found out yesterday that the TTW version of The Interiors Project made changes to the Ranger Compound interior and am working on a patch.

Give a guy a minute to work. This isn't magic.

Seminole Gamer
Posts: 9
Joined: Thu Mar 19, 2015 7:27 am

Re: Mals TTW mods release

Post by Seminole Gamer » Wed Aug 21, 2019 2:46 pm

LOL some people...
Shonabish

Bloxyman
Posts: 28
Joined: Sat Jul 27, 2019 5:20 pm

Re: Mals TTW mods release

Post by Bloxyman » Wed Aug 21, 2019 2:59 pm

I apologize. I didn't mean to rush you at all.

Nomumbra
Posts: 11
Joined: Sat Aug 17, 2019 8:41 pm

Re: Mals TTW mods release

Post by Nomumbra » Wed Aug 21, 2019 3:22 pm

No worries, Bloxyman. Just to update:

I've finished making the patch but it requires me to offer an altered version of Chucksteels TTWInteriorsProject_Combo.esm. For FO3 it was a simple navmesh change on my end, to my .esm, but in TTW he made changes to the interior cell as well.

Because I am not 100% sure of the etiquette involved in offering altered versions of another modder's work, I've sent Chucksteel a note and I'll go from there.

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jlf65
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Re: Mals TTW mods release

Post by jlf65 » Thu Aug 22, 2019 12:51 am

Making overrides of the assets inside the esm would be better than an altered esm. You also wouldn't need to bug chucksteel that way, either.

Nomumbra
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Joined: Sat Aug 17, 2019 8:41 pm

Re: Mals TTW mods release

Post by Nomumbra » Thu Aug 22, 2019 12:14 pm

While that may be true it's not the easiest way to do it. Not to mention it's kinda the principal of the whole thing. For this new patch I want to offer, I made 4 quick edits to his .esm in FNVEdit. Snip, snap, done! Instead I've got to spend my time editing out all one of his changes to the cells, adding to the already hefty bulk of my mod, only to replace them with more changes.

Look, I didn't use DCInteriors in my last playthru of FO3 or NV and I won't be using it in this playthrough of TTW. It had become this behemoth that touches every area of DC. Back in the day this was a great mod, added some interiors throughout DC, nice immersion and additional new content. Then as time went on it just became this huge, bulky, repetitive, redundant monstrosity like Chucksteel was going to mod all of downtown DC by himself. Ya know? Fine, more power to him. It was new content, few conflicts and while it wasn't for me a lot of poeple liked it so I made a patch for it. A single simple navmesh edit.

Now I move to TTW and not only has his Interiors mod grown even more out of control, but now I'm forced to donwload content that has little to do with the original intention of the mod because Chucksteel has 5 or 6 other mods in together with his Interiors Project. To add to the issue, there's changes to vanilla content as well, instead of just adding new content like he used to. So it seems Chucksteel has laid claim to the entire DC area, and I get to undo his changes so my mod plays nice with his every time one of us updates our mods. It's been said to much lately but there is such a thing as staying in your lane. He's taking up every lane of the highway for miles in both directions with this TTW release and unless folks start letting him know he's adding too much into one single mod then it'll probably get worse.

Maybe I'm just salty because he's encroaching on one of the area I mod in and made extra work for me. Or maybe we should ask when does a mod become so big, so large that it stops adding good content, instead becoming repetitive and/or changing content not in the scope of the mod.
Last edited by Nomumbra on Thu Aug 22, 2019 8:46 pm, edited 6 times in total.

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