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there are currently some issues, I'm not sure if everyone gets them, from the sounds of it not everyone does. EG, I cant enter Moriarty's Saloon in Megaton, the game freezes and i have to use task manager to close the program.
currently the TTW team is working on the installer for TTW version 3.0 (i could be mistaken but I believe that is the final step) I read that 3.0 is supposed to fix alot of problems that are present in both base games and in TTW. as well as it will add some things that are currently optional and/or not fully implemented. EG. they found they were going to be able to add the Big Guns skill back in (in current version it is replaced with Survival like base New Vegas) without losing any other skills, they were asking if people wanted that, and if so if it should be optional or not. I do not know what was decided on that however.
as far as mod compatability it was my understanding that it was actually alot more restrictive, and some of the ones that do work only work in one wasteland or the other, that being said i have had no problems with most of the mods i want to use (the only exceptions being some that changed the color of pip boy light, and words on the title screen, pause screen and loading screen). WMX required a special patch or something to use with TTW but there was already a download for that (and for compatability with alot of other mods too) on their site. there i'm sure you can find out on their site if the mods you use are compatible or not.
I dont know how it will work when 3.0 is released, if those patches for compatability will need to be remade for 3.0 or if they will work as is, or may not even be necessary anymore. it is also unknown when 3.0 will be out. i had thought i'd read they were hoping it would be done before 2018 but that was before they ran into a problem that set them back a while and it could have been sarcasm or trolling for all i know too.
Even if you aren't a fan of New Vegas, TTW allows you to play Fallout 3 on the more stable NV engine. That alone, was enough for me to never go back to regular Fallout 3. NV mods in Fallout 3 was just an added bonus.
And yes. As mentioned previously by GothFur, version 3.0 is set to be released sometime in the near future. I'm very much hoping that the TTW team has had a chance to optimize cells in the next version of TTW. That is probably my only complaint is the somewhat less performance in the Capital Wasteland zone compared to the New Vegas zone. Probably doesn't help that Im running about 96 plugins and 100 textures on top of an ENB though. The performance loss isn't too bad, but compared to the Mojave Wasteland (which has zero loss in performance) compared to the Capital Wasteland (somewhat loss of performance), its noticeable. You probably won't have any issues if your game doesn't have a ton of mods though.
Also I don't have GothFur's issue with Moriarty's Saloon. Actually, that's the first I've heard of that issue. Only time the game tends to crash for me is if I did something to cause it to crash (which is a lot better than Fallout 3's spontaneous CTD).
The jacked up birth scene sounds about right. I have the same issue. I don't know if its one of the animation mods I have installed or a TTW issue. If its a TTW issue, then it will probably be fixed in v.3
9mm pistol? You should get a 10mm from Amata when escaping the vault. The vault 101 guards carry 9mm pistols though. I think they are given 9mm pistols because in Fallout NV, the 10mm pistol does a lot more damage than the 10mm in Fallout 3. So for the sake of balancing the guards receive 9mm pistols instead.
Not sure if there is a compatability list.
There is a list in the FAQ of what NOT to use: http://taleoftwowastelands.com/content/faq#optionalfiles
Then there is a directory of Fallout 3 mods that have been converted:
https://taleoftwowastelands.com/content/updated-ttw-mod-directory
A good 95% of Fallout NV mods should be compatible by default. Whether or not they show up in the Capital Wasteland is the question. For example, if you have a mod that triggers as soon as you leave Doc Mitchell's house, then it won't trigger in the Capital Wasteland since you technically haven't left Doc Mitchell's house in the Mojave Wasteland yet, since you haven't even gone there.
Amata has always given me a 9mm in TTW as well, it could be that previous versions of TTW she gave a 10mm, im not sure. ive also never had the birth bug, and have always had the Moriarty's bug (execpt once where i was using a patch that i later found out causes more problems than it solves) so it seems likely to me that we dont all have the same version of TTW (im using version 2.9.4b)
I can't imagine which mod it would be to address that specific script, but it would have to be TTW specific. So Im thinking it could be one of the hot fixes.
Well, its free. So, if you at least liked both games and would like to try FO3 with the stability improvements done for FNV (in addition to the better skillset, iron sights, and survival mode from FNV) then yes. Its worth it.
If the gameplay changes that FNV made don't excite you because you love how vanilla FO3 works, well it still runs better in TTW.
If you thought the games were 'meh' and don't own FNV, then no, its not worth buying FNV and installing TTW.
In addition, TTW changes the weapon you receive based on your chosen skills at CC. If you have a higher energy weapon skill you should get a laser pistol.
You really shouldn't activate any other mods until the end of the FO3 intro and you're outside the vault in the main worldspace. Same with FNV - don't activate mods until outside Doc Mitchell's.