Piber's Unofficial Patch

Tale of Two Wastelands Changes

25 February 2025, 22:38  |  Posted by piber  |  0 views
Currently supported TTW version: 3.3.3b

v1.0:
- Capitalised Dad in new message.
- Added Apparel crafting subcategory.
- Moved gecko-backed armor recipes from the misc subcategory to the apparel subcategory.
- Moved SM vending machine pre war apparel and security armor return recipes from the misc subcategory to the apparel subcategory.
- Update the names of some return recipes to match the item name that is being returned.
- Change chips returned for grimy pre-war outfits to 2 to match the dirty ones in TTW. In vanilla new vegas these aren't grimy, but in TTW they are.
- Change chips returned for mid-tier security armor. In vanilla new vegas there's only two tiers, but in TTW there's three.
- Added return recipes for bonnet, grimy businesswear, and dirty businesswear.
- Added return recipes for TTW clean spring outfit, clean parkstroller outfit, and non-reinforced security armor.
- Added some SM vending machine stuff to TTWTestRoy.
- Added Police Pistol vending recipe to give functionality to the unimplemented note, still not placed anywhere.
- Campfires can now be used in combat like other crafting stations. If the player has home on the range, it won't open the sleep menu.
- Added global CanCraftInCombat which is set to 1 by default. Set it to 0 to disable crafting in combat for ALL crafting stations. Set it to 2 or any other number higher than 1 to disable crafting in combat ONLY the campfire, like vanilla.
- Removed specific filterings in the campfire script for the home on the range perk, opting to instead add separate scripts for hot plates and grills.
- Hot plates and grills now change the "made at" text of the recipe menu, instead of saying it's made at a campfire it'll now say it's made at a hot plate or grill. Strings for these have been added as new GrillRecipes and HotPlateRecipes recipe category forms, simply change the name of these forms for translations or minor edits. Don't actually set recipes' categories to these though.
- Added a campfire, another hotplate, and a camp grill to TTWTestRoy.
- Added weapon exchange UDF PUPWeaponExchangeUDF so I don't need to make a specialized patch for UPNVSE for non-TTW players just for one script.

v0.4:
- Added PUPGenericHandler quest which is enabled at game start. This will be used for scripts that need to be ran regularly.
- Added new message forms GoodbyeDC and GoodbyeNV, set their titles to the GOODBYE name used in each game. Using message forms allows easy translation/edits.
- Restored New Vegas' Goodbye line while keeping Fallout 3's goodbye line by setting the name of the GOODBYE topic to the name of the GoodbyeDC/GoodbyeNV messages when the player changes wastelands.
- Changed map name in the CapitalWastelandBorderRegion region to Capital Wasteland to remove the "The" for consistency with the worldspace's name.
- Add lists VaultSuitList, VaultUtilitySuitList, BoomerSuitList
- Add UDF functions GenericPlayerRemoveItemUDF and GenericPlayerRemoveItemCountUDF, takes 1 arg, the base item ref, and removes 1 from the player or the full item count from the player.
- Sarah Weintraub now uses form lists to check for vault suits instead of a hard-coded script.
- Xenotech Expert perk now checks for weapons in the DLC05AllAlienWeaponsList instead of manually-set conditions.
- Added a few unused weapons to the shovel list and the all alien weapons lists, for sake of completeness and in Xenotech's case to match the original manually-set conditions.
- Old World Blues' book chute now makes use of the NVDLC03Clipboards list in all its scripts, topics, and messages instead of hard-coded conditions where it would make sense.
- Old World Blues' book chute now makes use of the NVDLC03BooksAllNonSkill list in all its scripts, topics, and messages instead of hard-coded conditions where it would make sense.
- Old World Blues' sink now makes use of the NVDLC03AllEmptyBottlesLIST list in all its scripts, topics, and messages instead of hard-coded conditions where it would make sense.
- Old World Blues' bio research station now makes use of the NVDLC03AllIngestiblePlants list in all its scripts, topics, and messages instead of hard-coded conditions where it would make sense.
- Muggy now makes use of the NVDLC03HQBuddiesMuggyAllDinnerwareLIST list in all their scripts, topics, and messages instead of hard-coded conditions where it would make sense.
- Added NVDLC03HQBuddiesMuggyXItemsXXLIST lists for each item that Muggy can give you, for varying amounts of the item. Modders can add to these lists to make custom items give rewards through Muggy without needing to edit the script.
- Old World Blues' toaster's message will no longer show the prompt to process toasters and appliances if the player has saturnite fists but no appliances.
- Old World Blues' toaster now makes use of the NVDLC03HQBuddiesToasterAllApplianceLIST list in all its scripts, topics, and messages instead of hard-coded conditions where it would make sense.
- Added NVDLC03HQBuddiesToasterXItemsXXLIST lists for each item that Old World Blues' toaster can give you, for varying amounts of the item. Modders can add to these lists to make custom items give rewards through the toaster without needing to edit the script.
- Added player check for sunset sars add cap effect in irradiated sunset sars to match the regular version with YUPTTW
- Added list NukaBottleDrinksVending with only nuka-cola in it. Pristine Nuka-Cola Vending Machines now pull from this list instead of a single item. This can be used to allow more items to be converted to ice cold nuka cola.
- Added list NukaBottleDrinksPlain with only nuka-cola and ice cold nuka-cola.

From Piber's Generic Nail Guns:
- Changed name of nails ammo to "Nail" from "Nails" for consistency with other ammo, the game automatically makes ammo names plural based on the situation.
- Set H&H Tools Nail Gun's ammo to use the unused nails ammo list instead of just the nails. No gameplay difference but modders can add to this list or make the unused flechettes obtainable and it'll work.

From Piber's Complete Player Home Upgrades:
- HD01NukaVendingMachineScript, HD02NukaVendingMachineScript, and L38UpgradeNukaVendingMachineSCRIPT can now work with any container, the nuka-cola machines using these scripts can now be placed arbitrarily.

From Piber's Misc Item and Crafting Tweaks:
- Renamed Pot misc item to Large Metal Pot and set its value to 1 from 0.

From Piber's Statics to Vanilla Items: (numbers may be slightly off)
- Replaced 95 Metal Cooking Pot movable statics with items throughout FNV and its DLCs.
- Replaced 42 Metal Cooking Pot movable statics with items throughout FO3/TTW and its DLCs.
- Replaced 13 grounded non-clipping Large Metal Pot statics with items throughout FNV and its DLCs.
- Replaced 9 Large Metal Pot movable statics with items throughout FNV and its DLCs.
- Replaced 356 Large Metal Pot movable statics with items throughout FO3/TTW and its DLCs.
- Replaced 3 grounded non-clipping Clipboard statics with items throughout FNV and its DLCs.
- Replaced 49 grounded non-clipping Clipboard statics with items throughout FO3/TTW and its DLCs.
- Replaced 81 grounded non-clipping Medical Clipboard statics with items throughout FO3/TTW and its DLCs.
- Replaced 80 grounded non-clipping Earnings Clipboard statics with items throughout FO3/TTW and its DLCs.
- Replaced 36 grounded non-clipping Finance Clipboard statics with items throughout FO3/TTW and its DLCs.
- Replaced 6 grounded non-clipping Brahmin Skull statics with items throughout FNV and its DLCs.
- Replaced 7 Brahmin Skull movable statics with items throughout FNV and its DLCs.
- Replaced 14 Brahmin Skull movable statics with items throughout FO3/TTW and its DLCs.
- Replaced 2 grounded non-clipping Fission Battery statics with items throughout FNV and its DLCs.
- Replaced a duplicate version of the medical brace item with the real version in Raven Rock.
- Fixed objects clipping through a table on the lighthouse in Point Lookout.
- Fixed objects clipping through a table in Interrogation Room B in Point Lookout.

v0.3:
- Yet again another pass through the lower part of the steep path in Megaton I keep editing. This is a mess, why did they put a path in such a steep spot?
- Trigger player.update3d through placement of a new one-time-use trigger "GenericPlayerUpdate3dTrigger" at the exit of Vault 101 and Doc Mitchel's house. Work around to fix a bug that surfaces with quickstart mods which doesn't allow the JIPLN fixed crouch setting to take effect.

v0.2.1:
- Hotfix to smooth the megaton terrain edit a little more

v0.2:
- Rename object effect EnchWanderersArmor "Wand. Leather Arm." to "Wanderer's Leather Armor"
- Rename object effect MS16EnchVaultSuitUtility "Vault Utility Suit" to "Modified Utility Jumpsuit" because it is the only armor that uses this effect. There is another object effect that shared the original name.
- Rename object effect EnchClothingAutumnOutfit "Col. Autumn's Uniform" to "Colonel Autumn's Uniform"
- Add new object effect EnchUniqueCommandoHat copying EnchClothingChinComSuit "Red's Jumpsuit", named it after and replaced Hat of the People's effect with it, because it was using Red's Jumpsuit's effect.
- Rename object effect EnchClothingVaultSuitUtility "Vault Utility Suit" to "Vault Utility Jumpsuit"
- Add new object effect EnchClothingVaultSuitWasteland copying EnchClothingVaultSuitUtility "Vault Utility Jumpsuit", named it "Vault Wasteland Outfit" and replaced Dad's Wasteland Outfit's effect with it.
- Rename object effect MS03ClothingVaultSuitCombat "Vault Combat Suit" to "Armored Vault Jumpsuit"
- Rename object effect EnchClothingOfficersUniform "Enclave Off. Uniform" to "Enclave Officer Uniform"
- Slightly smoothed some terrain next to craterside supply in Megaton and tweaked the placement of the stairs to make it easier to walk up.
- Moved a plunger outside Springvale School so it's not clipping into rubble.
- Moved a burned book outside of Springvale School so it's not clipping into a table's leg, and havoc-simmed the nearby books to limit clipping.
- Covered a hole with a rock in a normally-inaccessable area in the springvale school lower area's cave, that becomes accessable with jip's fixed crouch collision

v0.1:
- Removed locked doors throughout baby and child intro, replacing them with doors that don't allow the player to activate. In some cases made them show the message "You should wait for dad." This helps to make it a little more immersive - you shouldn't be getting any prompts about lockpicking mechanics until you're ready for it.
- Added collision to the first step of the vault 101 entrance from the cave.
- Added more level geometry to the 1 year old intro sequence for consistency with the actual vault101. Doesn't change gameplay all that much, it's just for visual consistency.
- Replaced a locker container in the 10 years old intro sequence firing range with a static version.
- Added "This control panel has been disabled." message if the player tries to activate the Vault 101 entrance control panel right after the intro.
- Added "This door is sealed." message if the player tries to activate the Vault 101 door. (to replace the generic "this is activated elsewhere" msg)
- Added list "GraveShovels" and modified the grave scripts to check for items in this list instead of a hard-coded condition.