Are your mods compatible with TTW? I'd like to try them based on all the pictures in your mods. I saw you say one for the Strip is in the works & am excited for that. I don't know if it's on your radar or you would have any time for it, but I think a Freeside mod could be really cool.
I frankly haven't tested how compatible my mods are with TTW, but can't imagine there would be any serious issues. I actually had two Strip mods in the works one which I recently started working on again. It won't be an area overhaul in the same sense as some of my previous work though.
As a (really rough) rule of thumb, any New Vegas mod that only touches the NV worldspace without major scripting/modifying systems should be totally fine. This just edits that stretch of highway, other new vegas mods have a bigger risk of interacting with it than TTW
I think as a visual addition, the mod is awesome from what I saw on the screenshots. But. Logically, considering that route is used by NCR and travelers so often, they'd clear that way out, no? Not necesarily taking it away all together, but maybe at least pushing the cars off to the side of the main road their traffic is at.
It's definitely a case of tension of between the developer wanting to something cool (dramatic post-apoc scene) and the logic of the setting. New Vegas isn't nearly as bad as Bethesda's titles in that regard, to be fair.
To be fair, the NCR can't clear out a bunch of ants on the highway blocking their patrols. They are pretty preoccupied to find the manpower to do, pretty much anything.
I'm sure fighting threats would be a higher priority ultimately
I somehow feel like the NCR would have removed the silly sci-fi explosive motors in the cars, considering that this is a death trap for their patrols otherwise. If not, they would have at least flipped the lighter cars over up against the rock face. Without the motors, it's a good way to protect your patrols. This has a nice aesthetic though.
Glad someone already say this but yah, even from original Obsidian developer standpoint, still making them explode because of Bethesda silly retcon was a bit silly mate. Why would anyone want to walk near timed bomb?? Still, if you happens to update the mod, will you make another version without exploding vehicles?
Complete with the abysmal FPS we've come to expect from the bethesda branched gamebryo engine whenever it has to load more than 10 assets into memory, i take it?
edit: In all seriousness, if your machine can manage Strip Open it'll be fine. Although I think often the performance issues that forced so many cuts in FNV were almost as much down to Obsidian's inexperience with the technology as console demands.
Ultimately it's not always going to be possible to restore cut content and be compatible with a decade's worth of mods. That's partly the reason I'm releasing even small additions like this one as a separate files rather than in a single mega compilation. Appreciate your feedback.
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But.
Logically, considering that route is used by NCR and travelers so often, they'd clear that way out, no? Not necesarily taking it away all together, but maybe at least pushing the cars off to the side of the main road their traffic is at.
They are pretty preoccupied to find the manpower to do, pretty much anything.
I'm sure fighting threats would be a higher priority ultimately
New Vegas Roads Reborn at Fallout New Vegas - mods and community (nexusmods.com)
edit: In all seriousness, if your machine can manage Strip Open it'll be fine. Although I think often the performance issues that forced so many cuts in FNV were almost as much down to Obsidian's inexperience with the technology as console demands.
I'm gonna download it anyway though, lmao. Looks sick.