TTW is a total conversion of FNV. Those problems you mention are problems any total conversion has.Yeah, but most mods designed for FO3 will be broken, and in general even most NV mods will create massive conflicts because they were never designed to work with so many form edits.
If you disagree, actually go open up xedit and view your mod conflicts on a form-by-form basis after you install TTW.
Also it is possible to convert FO3 mods for TTW, there are plenty already converted.
TTW is the future for FNV/FO3 players and mod makers:
- It allows modders to use resources of both games to make their mods
- Allows modders to use the increased capabilities of NVSE and plugins like JIPLN (JIP is a TTW team member) to make mods for "FO3"
- Allows modders to use a improved GECK to mod "FO3", thanks to the GECK Extender
- Allows FNV and "FO3" to be LAA and still work with Steam out of the box
- Provides, out of the box, thousands of bug fixes (including engine bugs) that were never fixed for FO3 and/or FNV, it also (in addition) has a YUP TTW version that already comes with the installer
- It has numerous mesh fixes
- It has numerous texture fixes
- It has numerous navmesh fixes
- It fixes FNV broken weapons meshes
- It adds more animations for the Super Mutants, allowing them to use way more weapons, also edits their lists so they will actually spawn and use those weapons
- It allows Hardcore Mode in "FO3"
- It allows Survival Skill in "FO3"
- It makes combat more complex and interesting by making "FO3" use both DR and DT
- It makes combat more complex and interesting by making "FO3" weapons be able to use ammo types
- It makes combat more complex and interesting by making some "FO3" weapons have weapon mods
- It makes combat more complex and interesting by making "FO3" weapons have iron-sights
- It makes combat more complex and interesting by allowing unarmed special attacks in "FO3"
- It makes combat more complex and interesting by allowing poisons in "FO3" melee weapons
- It makes combat more complex and interesting by allowing thrown weapons in "FO3"
- It integrates both games content into perks when necessary (Shotgun Surgeon, Cowboy, Laser Commando, In Shining Armor, Fight the Power!, Sneering Imperialist, Tribal Wisdom, and more)
- It adds new harvesteables to FO3 side of TTW, like pickable Brain Fungus and pickable Glowing Fungus (which FO4 seems to have copied from TTW), Mutfruit vines and Trees (where you can harvest Mutfruit and Crunchy Mutfruit) and potato plants, carrot plants and fruit trees (apples and pears) in Oasis
- It adds and expands the crafting system from FNV to "FO3"
- Adds reloading benches to "FO3"
- It allows the Pitt ammo press to actually make any type of ballistic ammo
- It adds new recipes for food and chems using ingredients only found in FO3
- It allows to play "FO3" with the added chems and equipment from FNV and allows FNV to be played with the added ones from FO3
- It restores and fixes cut weapons and armors from FO3 including a fully functional Cryolator (plans exist to eventually restore most cut content of both games)
- It adds new poisons that can be crafted and can be applied to weapons including the Dart Gun
- It restores the "Child at Heart" FNV lines
- It allows to play "FO3" with Traits
- It adds companion Perks to "FO3" followers
- It allows to use companions from the two games in both wastelands
- Allows "FO3" to have in-game challenges and adds many specific "FO3" ones
- It makes the Outcasts in "FO3" accept way more tech and give more reward choices
- It allows the player to choose how to play by letting them pick several settings that are different between both games (repair system, VATS system, Perks per level)
- It allows a player to choose from a huge Perk list (it has the perks from both games)
- It changes the "FO3" Bobbleheads to give mini perks instead of increasing S.P.E.C.I.A.L. and Skills (it's too easy to max out Attributes and Skills using both FO3 and FNV)
- It increases level cap in "FO3" to 50 and makes the necessary changes so the game keeps it's balance at those levels
- It allows travel between both wastelands whenever the player wants to (if the player starts in Vault 101 it has to fix the power in the Capital Wasteland's train station) depending on if the character has enough pre-war money or skill to hack the vending machine
- It adds new areas, two train stations (in both Capital Wasteland and Freeside) designed based on the real world train stations, a new small metro tunnel and an entire outdoors area where the Capital Wasteland station is located in
- It adds a new quest to restore power to the Capital Wasteland's Train Station
- More stability and performance than FNV and FO3 by themselves
- Possible to play "FO3" out of the box without go through hoops and loops to make it work on Windows 10
This is false. We fix Fallout 3 and it's DLC bugs ourselves and the fixes are included in TTW by default. We do offer YUP TTW and we maintain it ourselves, so we don't really juggle anything.Not to mention how buggy both games are and now TTW has to juggle two unofficial patches that they have to manually maintain themselves.
We also fix many FNV bugs directly in TTW, so even if you don't use the YUP TTW, you can still play a stable game, without any major bugs/crashes/freezes.
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