2023 review: Great addition for MZC main content in which you can actually eliminate most of the threat around the Wasteland. In my plugins load-out this mod worked perfectly well in combination with Rebuild The Capital. It was a real fun to see BoS troops and TSC soldiers going against supermutants and raiders in very different areas all around Wasteland. In some way, yes, it would be better to use this mod in late or end-game period because these guys will really change the "manpower" throughout all major and many small Wasteland locations. You can see them fighting pretty much everywhere, so this project can really provide actual physical presence of new force (faction) in game worldspace, not just in narrative context of main mod. As for technical side of things: No problems with TSC troops interaction with other "friendly" factions (at least in mix with RtC) and no critical bugs or problems encountered. Also no problems or conflicts (technical and physical, hehe) with NPCs Travel mod. So, should you try this mod in 2023? Yes, if you already use main MZC mod and want to see your army all around gameworld in all its glory. But I really suggest to wait for late game, because essential feeling of vanilla game (being lonely wanderer in wastes, heh) will disappear. Endorsement from me.
1.6 Is live, the buttons have been moved to a new War Room that can be accessed through the Teleport Hub. Also if you are looking for Karpov -- during the day he will head to the War room, but should head back to his room to sleep at night.
Started work on the next version which will include: Loadout changes New Marines Integration of the Leveled Characters Lists to make it randomly select between the different available appearances for each soldier type when spawning/respawning soldiers.
Ironhammer23 wrote: Version 1.4 has been released, adding new deployments (Check the updated description or change log) and a new button to the council room (This time by the door, see the images section) that will allow you to disable the active deployments and be able to re-issue them from your council chair (This being to fix any issues regarding troops not showing up after enabling their deployments that may be associated with updating the mod)
For 1.5 I plan to clean up the message boxes used by the mod to be consistent and more clear and concise as well as to start work on making variants of the TSC Marines and Thunderfists with slightly different equipment.
I think it combines well with yours: your mod adds the troops, and mine adds the bases.
Ironhammer23 wrote: Checking it out again (Last time I used it was probably a -long- time ago.) It'll also let me see any compatibility issues that may occur before I push out the next updates.
I thank you for your kind words and your promotion of my mod on your own mod's comments section.
KnightOfOrder wrote: No problem. I see Tossman has already updated the TSC wiki for your new update.
Ironhammer23 wrote: Just finished Broken steel on my current playthrough and I must say that combined lamp/turret platform would be perfect for both acting as road markers for the player to know where the secure roads between the settlements are AND would help keep them clear (Thus making it not a necessity for me to place troops at every point along the secure road where there is a nearby wasteland spawnpoint.)
Quite brilliant.
With both mods enabled, the wasteland is safer than ever, and it's so satisfying to see those tactical lampposts in action vaporizing everything around, or to watch an albino hp-sack getting mowed down by a full TSC platoon (not to mention the amazing Star Wars effects you can see with the weapon addon installed.)
Always at your service for the wiki, that's my way of doing my part (though I really must write those guidelines)
Keep up the good work guys !
can you please either fix or delete the timeline page ont he wiki? the whole thing is an eyesore
I'll look into it, for now i have broken half the characters bios in paragraphs, must still add the rest of the mods to the wiki, fix the wiki page for mods, and add a comprehensive walthrough for quests. One eyesore at a time !
Ironhammer23 wrote: Version 1.4 has been released, adding new deployments (Check the updated description or change log) and a new button to the council room (This time by the door, see the images section) that will allow you to disable the active deployments and be able to re-issue them from your council chair (This being to fix any issues regarding troops not showing up after enabling their deployments that may be associated with updating the mod)
For 1.5 I plan to clean up the message boxes used by the mod to be consistent and more clear and concise as well as to start work on making variants of the TSC Marines and Thunderfists with slightly different equipment.
I think it combines well with yours: your mod adds the troops, and mine adds the bases.
Ironhammer23 wrote: Checking it out again (Last time I used it was probably a -long- time ago.) It'll also let me see any compatibility issues that may occur before I push out the next updates.
I thank you for your kind words and your promotion of my mod on your own mod's comments section.
KnightOfOrder wrote: No problem. I see Tossman has already updated the TSC wiki for your new update.
Ironhammer23 wrote: Just finished Broken steel on my current playthrough and I must say that combined lamp/turret platform would be perfect for both acting as road markers for the player to know where the secure roads between the settlements are AND would help keep them clear (Thus making it not a necessity for me to place troops at every point along the secure road where there is a nearby wasteland spawnpoint.)
Quite brilliant.
With both mods enabled, the wasteland is safer than ever, and it's so satisfying to see those tactical lampposts in action vaporizing everything around, or to watch an albino hp-sack getting mowed down by a full TSC platoon (not to mention the amazing Star Wars effects you can see with the weapon addon installed.)
Always at your service for the wiki, that's my way of doing my part (though I really must write those guidelines)
Keep up the good work guys !
can you please either fix or delete the timeline page ont he wiki? the whole thing is an eyesore
I'll look into it, for now i have broken half the characters bios in paragraphs, must still add the rest of the mods to the wiki, fix the wiki page for mods, and add a comprehensive walthrough for quests. One eyesore at a time !
tnu wrote: even though it's not the friendlyies t terrain I always th o ught the area around the original TSC Land Base (the site of Recon Craft Theta/the Homing Becon) would have been a nice locaiton. though the problem there is you have toa ccount for scenarios in which the crashed ship is and is not there since enabling or disabling the base camp also enables or disables the crashed ship. we sho uld consider making a list of NPCs that could go in to a TSC land settlement. There's of course the Water Beggers but there are other chractars without a place to go eit her by default or as a result of some quest such as Tanya Christoff, Scott Wollinski, Dave, Silver, etc.
I actually plan to use that land base to reinforce it with additional troops.. Kinda sketchy leaving the teleporter to the bridge guarded by a few marines and no built-in ID checks like with the other teleporters.
Honestly I think manpower is only part of it that whole area needs better fortifications. Walls, turrets, robots, force-fields, the works. there's a little bit of a defense iwht DOn't suppose you know af a way to change where an NPC lives? got plenty of places for various NPCs to relocate to.
even though it's not the friendlyies t terrain I always th o ught the area around the original TSC Land Base (the site of Recon Craft Theta/the Homing Becon) would have been a nice locaiton. though the problem there is you have toa ccount for scenarios in which the crashed ship is and is not there since enabling or disabling the base camp also enables or disables the crashed ship. we sho uld consider making a list of NPCs that could go in to a TSC land settlement. There's of course the Water Beggers but there are other chractars without a place to go eit her by default or as a result of some quest such as Tanya Christoff, Scott Wollinski, Dave, Silver, etc.
I actually plan to use that land base to reinforce it with additional troops.. Kinda sketchy leaving the teleporter to the bridge guarded by a few marines and no built-in ID checks like with the other teleporters.
53 comments
Great addition for MZC main content in which you can actually eliminate most of the threat around the Wasteland.
In my plugins load-out this mod worked perfectly well in combination with Rebuild The Capital. It was a real fun to see BoS troops and TSC soldiers going against supermutants and raiders in very different areas all around Wasteland.
In some way, yes, it would be better to use this mod in late or end-game period because these guys will really change the "manpower" throughout all major and many small Wasteland locations. You can see them fighting pretty much everywhere, so this project can really provide actual physical presence of new force (faction) in game worldspace, not just in narrative context of main mod.
As for technical side of things: No problems with TSC troops interaction with other "friendly" factions (at least in mix with RtC) and no critical bugs or problems encountered. Also no problems or conflicts (technical and physical, hehe) with NPCs Travel mod.
So, should you try this mod in 2023? Yes, if you already use main MZC mod and want to see your army all around gameworld in all its glory. But I really suggest to wait for late game, because essential feeling of vanilla game (being lonely wanderer in wastes, heh) will disappear.
Endorsement from me.
Loadout changes
New Marines
Integration of the Leveled Characters Lists to make it randomly select between the different available appearances for each soldier type when spawning/respawning soldiers.
and possibly a little bit more.
can you please either fix or delete the timeline page ont he wiki? the whole thing is an eyesore
I'll look into it, for now i have broken half the characters bios in paragraphs, must still add the rest of the mods to the wiki, fix the wiki page for mods, and add a comprehensive walthrough for quests. One eyesore at a time !
(Help is always appreciated tho)
Edit : oh god, someone actually dumped his fanfiction here. Cleaning asap
By the way, wh ile I havn't spoken to Nylon on the subject I did get the OK from Kinetikat to include Vault 101 Revisited in a shared canon/timeline
can you please either fix or delete the timeline page ont he wiki? the whole thing is an eyesore
(Help is always appreciated tho)
Edit : oh god, someone actually dumped his fanfiction here. Cleaning asap
Honestly I think manpower is only part of it that whole area needs better fortifications. Walls, turrets, robots, force-fields, the works. there's a little bit of a defense iwht DOn't suppose you know af a way to change where an NPC lives? got plenty of places for various NPCs to relocate to.