General

What is TTW?

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Tale of Two Wastelands is a total conversion project that seamlessly merges Fallout 3 and its DLC into Fallout: New Vegas, allowing both games to be played in a single playthrough. It upgrades Fallout 3's mechanics to those of FNV, while balancing both games to feel like you're playing one full game (instead of two different games using the same character).

New Vegas mechanics like companion wheel, companion perks, weapon mods, crafting, recipes, harvestable plants, and poisons have been added to the DC wasteland items, NPCs, and world.

TTW also restores some cut content, fixes hundreds of thousands of bugs, add some items, changes the level cap from level 50 to 60, alters the FO3 bobbleheads to give mini perks (since it's already too easy to max SPECIAL and Skills in TTW), and more.

TTW isn't just FO3 in FNV. It has become a unique game, with it's own balance, fixes, changes, additions and other unique things that differentiates it from both FO3 and FNV.

What mods work with TTW?

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As TTW is a Total Conversion for Fallout: New Vegas, many FNV mods will work with TTW. However, you still want to look for explicit compatibility notes with TTW. In the case of Fallout 3 mods, it largely depends:

  • Mods that reuse content, delete it, or change shared records/scripts may not be compatible. If that's the case, you can convert them as covered in the TTW Mod Conversion Package and Guidelines page.
  • Texture mods are usually safe to use.
  • Most mesh replacements will revert TTW fixes.

There are many mods that are known to be incompatible with TTW:
  • Start by reading the list of mods to avoid.
  • Mod or patches made before the release of TTW 3.3 (DD/MM/YY 5/3/22) will most likely not work.
  • Yukichigai Unofficial Patch, TTW includes its own version called YUPTTW.
  • Unofficial Patch NVSE Plus.
  • HeroinZero's Weapon Fixes.
  • Weapon Mesh Improvement Mod, TTW includes a superior version.
  • Fallout New California, even when using patches.
  • Interior Lighting Overhaul, use Simple Interior Lighting Overhaul + its TTW Patch instead.
  • Major overhauls and GRA integration mods other than SawyerBatty TTW.
  • Asurah Reanimation Pack.
  • Classic Fallout Weapons - New Vegas, use Classic Fallout Weapons Remastered instead.
  • Megaton Walkway, use The Megaton Walkway - TTW instead.
  • EVE, has incompatible weapon meshes and animations.
  • Point Lookout Reborn, use Point Lookout Reborn TTW instead.
  • Weather mods not specifically made for TTW.
  • Impact, its weapon edits are incompatible.
  • Project Weaponry, has multiple incompatible meshes and all its iron sights are broken with TTW.
  • Armor overhauls such as NCR Overhaul, Legion Overhauls, Book of Steel (without patches), and Spice of Life. STARS TTW is a notable exception.
  • Increased Wasteland Spawns, causes massive save bloat and crashes.
  • Mods that edit companions looks/inventory/whatever directly will most likely need patching.

What are the requirements and supported game versions?

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Read the Introduction page.

Can I use an existing save?

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Short answer: No.

You cannot use an existing Fallout: New Vegas save to play TTW. Even though a save might load, there are too many changes for it to work correctly. No support is provided if you do this anyway.

Saves made with previous versions of TTW will not work with 3.x. Too many changes were made to allow saves to be compatible.

What does the TTW Installer do?

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  • Updates Vorbis libraries to 1.3.7.
  • Creates (or modifies) the Custom INI in My Documents\My Games\FalloutNV with the necessary archive changes and some performance improvements (not relevant if following the guide as it includes a more complete set of changes).
  • Decompresses BSA files for both games (the ones in the mod folder, not the originals) for better performance.
  • Fixes sound effects by transcoding them from OGG to WAV.
  • Transcodes all voice files to a 24khz sample rate like New Vegas ones to virtually elminate distortion in voice modulation.
  • Transcodes mono MP3 -> WAV -> stereo WAV -> MP3 to fix some FO3 radio tracks.
  • Moves all MP3 files out of BSA archives and turns them into loose files so that they can play correctly.
  • Patches and creates all non-unique assets dynamically from original game files.
  • Is there a TTW Discord server? How about social media?

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    Is Linux supported?

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    We cannot provide support for Linux as we don't use it, therefore we cannot troubleshoot issues specific to it.

    Assuming you already know your way around Linux, here's some information that might help you:

    • Use Proton (for Steam) or Wine TKG or Wine-Bottles fork & Lutris (for non-Steam).
    • You need Gstreamer codec suite for the game music to play.
    • Direct the game so it uses a portable MO2 instance (installed in the game prefix, made by either Steam or Lutris).
    • Stock Wine won't work, since stock Wine has issues with the bundled FOMOD installer.
    • The TTW installer should be run on a Windows machine or a VM, running it under Linux will take way longer.
    • Install Nvidia drivers if you have an Nvidia GPU.

    Will pirated copies work?

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    Piracy is not supported in any way, shape, or form. Any proof that you're using a pirated copy or piracy-related talk will lead to a ban from the ModdingLinked or Tale of Two Wastelands Discord servers.

    Can I use New Vegas Muliplayer (NV:MP)?

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    We (ModdingLinked and TTW) will not provide any support for NVMP, redirect all questions to their server.

    How do I update TTW? Is it safe?

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    1. Delete TTW in MO2.
    2. Verify the Fallout: New Vegas files through your launcher.
    3. Reinstall TTW according to the guide.
    Whether or not it is safe to update depends on what version you are coming from and what mods you are using.

    Updating to a TTW version with a different major and minor number (the 1st and 2nd number in the version, respectively) requires a new game and a full review of the mods you are using, due to the massive amount of changes. Updating to a newer patch number (the third number in the version) is safe, but some of the new fixes might not apply retroactively.

    If you are a TBoT user, all you need to do is update TTW itself, then look at the guide's changelog in case the modlist needs changes. It is also a good idea to run a batch update check through MO2 on all your mods to make sure they're up-to-date (right-click -> All Mods -> Check for updates).

    Troubleshooting

    You can ask for support in the ModdingLinked or TTW Discord server in case any of the advice below does not solve your problem.

    Possible issues when running the TTW installer

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    • BASS Init or XD3 Input

      Make sure you have both games installed with all DLCs and in English, run them once, then restart the TTW installer. If the problem persists, verify both game's files.
    • xdelta3.dll was not found

      Extract the installer's archive before running it.
    • Folder ... is not absolute for location

      Remove quotes from the path you pasted into the TTW installer. If that doesn't work, try disabling the Windows folder protection (be aware that some versions of Windows will not allow to change this settings):
      1. Start Menu,
      2. Settings,
      3. Search for "Folder Protection",
      4. Select "Controlled Folder Access",
      5. Turn off the setting.
    • The installer closed itself or threw an NTDLL error

      Your CPU is most likely overheating:
      • Verify your cooling solution,
      • Close or suspend any heavy process running along the TTW installer,
      • As a last resort, you can make the TTW installer slower and less taxing by running it with the -threads:1 command line argument (through a shortcut).

    The game crashes or nothing happens when starting it

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    This could happen for various reasons:

    • Make sure the latest VC++ Redistributables are installed:
      • 2015-2022 X64
      • 2015-2022 X86
      • VC++ AIO (not always up to date, making the 2 files above a requirement):
        1. Extract the archive and run the included install_all.bat as an administrator.
      • Restart your PC.
    • Base Address Randomization is enabled. This has to be disabled for a modded game to work, you can do so by following these steps.
    • The 4GB Patcher or the Epic Games Patcher weren't run. Follow the steps in the guide.
    • xNVSE is not installed correctly or at all, make sure that you have all of the essential mods.
    • You have incompatible mods lingering in your game's Data folder, this is why a clean slate is required.
    • If you are using an AMD GPU, make sure that your drivers are updated to the latest version or that you are using DXVK according to the Performance Guide.
    • If you are using a third-party antivirus, add exclusions to the folder Mod Organizer 2 is in. If that doesn't work, try disabling the antivirus completely and rely solely on Windows Defender (which should work fine once exclusions are present).
    • Close or uninstall Overwolf.
    • Most programs that ship with pre-built computers or laptops (such as OMEN Gaming Hub for HP OMEN systems) will be prone to issues and should be uninstalled or temporarily closed.
    • Lock your FPS below 120 according to the Performance Guide.
    • Update your graphics driver (either NVIDIA, AMD or Intel).

    Pink main menu

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    This is caused by SMainMenuMovieIntro in your Fallout.ini being set to 0 instead of having to value at all. This is a known issue with BethINI, which has no utility once you are using the guide's Custom INI.

    Missing meshes (red diamonds)

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    Make sure the Tale of Two Wastelands folder size is 17GB. If it's not, the installation has failed and has corrupted files. In such cases, delete the TTW mod you created in MO2 then reinstall it according to the guide. If that doesn't work, try verifying the game files (only Fallout: New Vegas) then re-running the 4GB Patcher.

    How do I export my modlist and/or load order?

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    As MO2 is the only supported manager, instructions for other managers will not be provided:

    1. Click the MO2 Folders folders list in the top of MO2.
    2. Click Open Profile Folder.
    3. The modlist will be written in modlist.txt (written in reverse order but you can reverse this easily with text editors) and the load order is in loadorder.txt.

    Fallout 3's IDs aren't working in the console

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    Items, NPCs, Quests, and other things that only exist in Fallout 3 and it's DLCs need to change their index to the shift in the load order. Assuming you have the correct load order (forced by using a TTW instance in MO2) the new values are these:

    • Fallout 3: Replace "00" with "06"
    • Operation Anchorage: Replace the first two numbers with "07"
    • The Pitt: Replace the first two numbers with "08"
    • Broken Steel: Replace the first two numbers with "09"
    • Point Lookout: Replace the first two numbers with "0A"
    • Mothership Zeta: Replace the first two numbers with "0B"

    GECK isn't detecting TTW or other mods

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    MO2 requires that you run most tools, including GECK, through its list of executables. This allows the programs to be run with VFS, loading all the mods alongside it.

    There is no TTW option when creating an MO2 instance

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    Launch both games once, then restart the MO2 installer and try again.

    How to reset your INIs

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  • Click the MO2 INI button button at the top of MO2 and select INI Editor.
  • Clear the contents of both Fallout.ini and FalloutPrefs.ini, making sure to save both.
  • Run the game's launcher through MO2 and you'll have new INIs.
  • This process is done through MO2 because if you followed the guide you'll be using profile-specific INIs.

    Is it safe to validate game files after I installed TTW?

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    Verifying game files will revert the Vorbis version and the executable patch. You can solve this by manually installing the updated Vorbis libraries and re-running the correct patcher based on your game version.

    Plugin reported as incompatible during query

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    This is just a case of mods logging that they are not meant for the GECK if made for the game, or the other way around. Can be safely ignored.

    Application Load Errors

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    • 5:0000065434: Make sure Steam is running. If that doesn't fix it, run your game directly through Steam once. You may also need to restart Steam and/or Mod Organizer 2. If that still doesn't work, place a copy of your Steam.exe (not a shortcut) into the game's Root folder.
    • P:0000065432: This might be related to the PCR release of the game. Override the Steamapp ID with MO2's executable settings and set it to 22490.

    Mod Organizer 2 is reporting that mods in the left pane have overwritten loose files

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    This is safe and intentional as long as your mods in the left pane of MO2 are in the exact order as they appear in the guide.

    Why is the Utilities Checker reporting NVTF as missing even when it's installed correctly?

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    If restarting your PC doesn't work, try this:

    1. Clean all D3DX files using this script.
    2. Install the DirectX libraries from here.
    3. Restart your PC.

    Bouncing NPCs or sped-up game

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    Lock your FPS below 120 according to the Performance Guide.

    Black patches of terrain

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    Disable Improved Lighting Shaders in your Mod Organizer 2 modlist by unchecking its box. This issue seems to be hardware related but we do not know the specific cause at the moment.

    Mod Organizer 2 refuses to open and creates a dump file at each try

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  • Make sure the latest VC++ Redistributables are installed:
    • 2015-2022 X64
    • 2015-2022 X86
    • VC++ AIO (not always up to date, making the 2 files above a requirement):
      1. Extract the archive and run the included install_all.bat as an administrator.
    • Restart your PC.
  • I do not get the option to pick which wasteland to start in!

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    Edit your Custom INI according to the guide's steps.

    Alt-tabbing crashes the game or prevents it from opening again

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    This is due to using the NVTF texture modding preset, which requires DXVK in order to keep a functional Alt-Tab. Read the Performance Guide for more information and the steps to solve this.

    Mods are downloading to Vortex instead of MO2

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    1. Click the MO2 settings button at the top of MO2 to open the settings.
    2. Go to the Nexus tab, then click Associate with "Download with manager" links.

    There is no "Tale of Two Wasteland" option in MO2's list of executables, only "New Vegas"

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    You created a FNV instance instead of a TTW one:

    1. Click the MO2 Folders folders list in the top of MO2.
    2. Select Open Instance Folder.
    3. Open ModOrganizer.ini in any text editor.
    4. Set the gameName (line 2) to TTW

    Configuration

    How can I change FOV?

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    1. Click the MO2 INI button button at the top of MO2 and select INI Editor.
    2. Select the FalloutCustom.ini tab, which should already have all the guide's settings if you followed the Custom INI steps.
    3. Edit the 3 FOV settings to your liking, then save.

    Do I need to regenerate LOD?

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    No, but you can generate vastly more detailed LOD (at a performance cost) by following the LOD guide.

    What INI changes are required?

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    All the INI changes you'll need for stability and performance are already in the guide's Custom INI.
    If you find some other settings you wish to tweak, add it to FalloutCustom.ini through MO2's INI Editor (MO2 INI button on the top of MO2).

    Why does the guide not clean the DLC plugins?

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    TTW ships with cleaned and fixed plugins (far more than what automated xEdit cleaning would do).

    Is Ultrawide supported?

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    Yes, but you'll have to take extra steps for it to work:

    1. Click the MO2 INI button button at the top of MO2 and select INI Editor.
    2. Select the FalloutPrefs.ini tab.
    3. Change the following settings in the Display section:
      iSize W = your screen width
      iSize H = your screen height
    4. Start the game then open the Tweaks menu in the settings.
    5. Filter for Ultrawide then enable the support tweak.

    Gameplay

    My character dies after activating Project Purity and Broken Steel DLC doesn't start. Why?

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    TTW (>=3.3) restored the vanilla Fallout 3 ending when playing in Hardcore Mode. This will kill the main character and end the game if they activate Project Purity themselves. To avoid this, send Sarah Lyons or one of your companions to do it instead, or turn off Hardcore Mode before turning Project Purity on.

    How do I get to the Mojave and back to the Capital Wasteland?

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    Tale of Two Wastelands includes a large custom created Union Station, where you can take a train ride from DC to the Mojave. This train station is in a new DC worldspace called Columbus Circle. To get back to the Mojave, use the Union Station located in Freeside.

    For detailed instructions on how to reach the train station, check the dedicated forum thread.

    Do not use console commands or outdated mods to move between wastelands! TTW needs to set specific variables and quests for the game to do this properly. More info in ML's list of dogmas.

    Doesn't adding FNV systems and mechanics to FO3 makes it harder and unbalanced?

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    Tale of Two Wastelands doesn't just slap Fallout: New Vegas things into Fallout 3 and calls it a day. It has seen more than 10 years of development, testing, tweaking and balancing. A lot of time was dedicated to make playing in TTW's Capital Wasteland (CW) to be a similar experience as to playing vanilla Fallout 3.

    Fallout: New Vegas has a lot of different things and resources that don't exist in Fallout 3, this requires that TTW players use these available resources when playing the game. Usually, people who played Fallout 3 a lot and try TTW for the first time will think that TTW is harder than Fallout 3, this is because they are not used to (or know about) the new things added in FNV, so they don't use them.

    One of the most widespread misconception that is seen around is that the CW Super Mutants in TTW use the same stats as the Mojave Wasteland ones, so they are much tougher and harder than the ones from Fallout 3. This is false, the Capital Wasteland Super Mutants in TTW do not use the same stats as the New Vegas ones, they were balanced to be similar to the ones in FO3 when taken into account the new resources given to the player in TTW.

    This Super Mutant example is perfect to explain why TTW makes the CW feel harder for some players and feel similar to others when compared to Fallout 3. The CW Super Mutants in TTW are tougher than the ones from FO3, but that is because TTW adds things that make the player's character stronger and deadlier (more and stronger perks, more chems and consumables, stronger companions, way higher weapon damage, ammo types like AP, improved bobblehead effects, etc.), when the player takes advantage of some (or all) of these resources, Super Mutants will fall as fast or faster than they did in FO3. But if a player plays TTW only using the resources available in vanilla FO3, then of course the Super Mutants will be harder to deal with. TTW is a full package, everything in it is balanced to take advantage of the resources available to the players. If those resources are not used, then, of course, the game will be much harder.

    TLDR: The CW in TTW is harder than it is in FO3 if resources/mechanics added by TTW are ignored, but pretty much the same (or easier) when those resources are used.

    Does TTW change the game economy?

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    TTW 3.3 introduced full game economy balancing. This had to be done because FNV's economy was broken beyond repair. Actually Obsidian fixed it in a patch, but then on a later patch they broke it again because they built that patch on a version of the game before the economy balance patch was applied (or something similar).

    This balancing was necessary because of how bad the economy was between the Fallout 3 side of TTW and the Fallout: New Vegas side of TTW. The super inflated prices of NV would mean that it was almost impossible to use vendor repairs on some equipment. Other issues were stuff like some weaker armors costing more than better ones, getting rich super fast just by looting stuff like a combat armor and selling it, the huge difference between FO3 equipment and FNV (including the most powerful stuff from FO3 being super cheap compared to some weak stuff from NV). And there's many other issues with the vanilla NV economy.

    Why did we decided to change TTW to be more like FO3 economy instead or NV economy? For the reasons mentioned above and because as mentioned before, Obsidian did fix their Economy in a patch, but that fix got reverted (but not fully) for some reason. There are prices in later patches that are balanced around the "fixed" version, but other prices are not fixed, it's quite a mess. But it seems like the developers wanted their game economy fixed. It also prevents players from swimming in caps too quickly.

    The TTW team understands that this is a "Love it" or "Hate it" change from previous versions, but it was more than necessary to make both wastelands feel like they are part of the same game and universe. Which is the main objective of TTW, that everything in it feels like it's all one giant game, instead of two games merged together.

    Does TTW change when perks are awarded? Sometimes I get one perk every level, others I gain one perk every two levels.

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    Yes, starting in TTW version 3.3, perks rates were changed. Now the player gains one perk every level when playing without Hardcore Mode active, but only gains one perk every two levels when playing in Hardcore Mode.

    What perks were given to DC companions?

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    • Butch - Tunnel Snakes Rule: Butch is a gang member at heart, and he does better with a sense of belonging. While Butch is in your party, you both gain +5% Damage if he is using the same weapon as you, and you both gain +5% DR if he is using the same armor as you, with an extra +5% DR if they are Tunnel Snake outfits.
    • Charon - The Contract: Charon is absolutely loyal to the holder of his contract, putting himself in harm's way to keep them safe. Unfortuantely for him, his contract holder lives a dangerous adventurous life... For each 10% health you are below maximum, you gain 1 DT.
    • Clover - Get Lucky: Eulogy was right about her. When you have had a hard day on the road and are ready to call it a night she will make sure you wake up with a grin. With Clover in your party, the Well Rested bonus will grant you an additional 15% experience boost and +1 Luck.
    • Dogmeat - Man's Best Friend: Dogmeat is man's best friend, and he knows how to coordinate and run interference. While he is in your party, you will deal +25% damage to knocked down targets. In addition, you can ask Dogmeat to 'mark' his territory, setting a fast-travel marker to that spot.
    • Fawkes - Over-Compensation: Fawkes' love for heavy weapons is infectious. With Fawkes in your party, weapon strength requirements are 1 point lower for you.
    • Jericho - Scrappy Survivor: Jericho's many years roughing it in the wasteland taught him to get by with nothing but scraps and ruins. You can talk to him any time to make a campfire.
    • RL-3 - Drill Sergeant: Hooah! The gung-ho Sergeant RL-3 egging you on prompts you to excel at killing, whether they're Communists or not. While RL-3 is with you, you'll have -5% gun spread, and +5% Crit chance.
    • Star Paladin Cross - Second Skin: Star Paladin Cross is a seasoned veteran of power armor use and can show you how to deal with the idiosyncrasies of power armor. While Star Paladin Cross is in your party, you have +1 Agility and +30 carry weight when you are wearing Power Armor.

    Where are the cross-wasteland homes for companions?

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    In addition to having a Lucky 38 home once you've got the suite, the DC companions also have a home in NV, and the NV companions have a home in DC:

    • Arcade: Rivet City science lab,
    • Boone: Sniper Shack,
    • Butch: Freeside Kings,
    • Cass: Canterbury Common,
    • Charon: The Thorn,
    • Clover: Freeside train station,
    • Dogmeat: Gibson scrapyard,
    • ED-E, Rex, and Veronica: Megaton,
    • Fawkes: Jacobstown,
    • Jericho: The Atomic Wrangler,
    • Lily and Raul: Museum of History,
    • RL-3: Goodsprings,
    • Star Paladin Cross: New Vegas Medical Clinic,

    What changes are made to bobbleheads?

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    The Charisma Bobblehead and the Speech Bobblehead got their locations swapped. You will now find the Charisma Bobblehead where you would find the Speech one in Fallout 3, while the Speech Bobblehead will be where the Charisma one was in Fallout 3 instead. Their effect was also changed:

    • Agility: You now run 5% faster.
    • Barter: Items you buy now cost 10% less.
    • Charisma: This Bobblehead increases companion damage and damage resistance by 10%.
    • Endurance: Your Damage Resistance has been permanently increased by 5.
    • Energy Weapons: When using Energy Weapons, you ignore an additional 5 DT.
    • Explosives: Explosives now have 10% less spread.
    • Guns: Guns now deal an extra 5% more damage.
    • Intelligence: You now gain +5 extra skill points or +5% critical chance when reading relevant magazines.
    • Lockpick: Your Lockpicks are now less likely to break.
    • Luck: This bobblehead increases your chance to critically hit an opponent by a flat 2.5%.
    • Medicine: You are now 10% less likely to become addicted.
    • Melee Weapons: You now swing Melee Weapons 10% faster.
    • Perception: You are now 10% more accurate with all ballistic and energy weapons.
    • Repair: Your weapons and armor now degrade 10% slower.
    • Science: You now do 10% more damage to robots.
    • Sneak: Your sneak attack criticals now do 10% more damage.
    • Speech: You can now hire any companion regardless of your Karma.
    • Strength: You can now carry 25 lbs. more gear.
    • Survival: Positive chem effects last 10% longer.
    • Unarmed: Your unarmed attacks do double damage against blocking opponents

    What changes are made to perks?

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    Since it's much easier to Max out all skills in TTW than it was in FNV or FO3. TTW changes the Perks that increase skills into something more useful:

    • Cyborg: Removed Energy Weapons Boost and DT Boost and gives Fire Resistance and Energy Resistance.
    • Daddy's Girl/Boy: Makes hacking easier and gives +10% positive chem duration per rank.
    • Gun Nut: Gives -10% spread and +10% item condition per rank when using guns.
    • Little Leaguer: Gives +10% damage to bats and nail boards and 10% throwing velocity to grenades per rank.
    • Scoundrel: Gives +10% discount at vendors and +5 speech challenge XP per rank.
    • Size Matters: Gives +10% damage and +10% less spread per rank to big guns (which are in a FormList).
    • Thief: Gives +10% sneak speed and +5% pickpocket chance per rank.
    • Special Ops: Gives a +15% to pickpocket chance.

    What harvestables are added?

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    New activatable harvestable meshes were created for several existing food items which had no plant to pick them from (some of them, like the trees, only in select places like Oasis):

    • Mutfruit plant,
    • Crunchy Mutfruit plant,
    • Potato plant,
    • Carrot plant,
    • Apple tree,
    • Pear tree.

    In addition, three new edible ingredients with harvestables were created out of existing meshes:
    • Brain fungus,
    • Glowing mushroom.

    What recipes are added?

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    Many recipes were added, partly due to the majority of recipes in NV using plants that would not make sense to grow outside the desert. New recipes were created using ingredients that could be found in the Capital Wasteland. In addition, because the NV engine has ammo types, the F3 Dart Gun has recipes to craft darts for each type of poison (not just the NV poisons, but also the 5 new poison types introduced by TTW). The F3 craftable items were turned in to the NV crafting system.

    Food:

    • Mutfruit Marinade,
    • Centaur Sangria,
    • Wasteland Hot Dog,
    • Brain Freeze,
    • Mirelurk Special,
    • Brain Food,
    • Nukalurk Sushi,
    • Spicy Quantum Sauce,
    • Spicy Nukalurk Roll,
    • Yao Guai Medallions,
    • Mole Rat Steak,
    • Fire Ant Bits,
    • Ant Bits,
    • Fire Ant Nog,
    • Ant Nog,
    • Bloatfly Smoothie,
    • Steamed Radroach,
    • Mirelurk Cakes,
    • Steamed Mirelurk,
    • Mirelurk Thermador,
    • Startencle,
    • Out Of This World Pie.

    Poison:
    • Deathclaw Poison: 1 Deathclaw Hand, 2 Radscorpion Poison Glands, 5 Flamer Fuel - Effect: Damage Health 15 for 10s.
    • Kite: 1 Cigarette Pack, 1 Abraxo Cleaner, 3 Brain Fungus, 1 Nuka Cola - Effect: Damage Health 5 for 10s + 80% speed reduction for 30s (achieve the closest effect to the original Dart Gun effect).
    • Rust Rot: 1 Railway Spike, 2 Water Unpurified, 1 Turpentine, 1 Glowing Mushroom - Effect: Damage Health 5 for 10s + 25% speed reduction for 30s.
    • Meltdown: 1 Abraxo Cleaner, 1 Turpentine, 2 Glowing Mushroom - Effect: Damage Health 10 for 10s.
    • Toxic Waste: 1 Glowing Mushroom, 1 Ant Nectar, 1 Centaur Blood - Effect: Damage Health 10 for 4s + Reduced Weapon skill for 60s.

    Fallout 3 Weapons:
    • Shishkebab,
    • Deathclaw Gauntlet,
    • Railway Rifle,
    • Rock-It Launcher,
    • Molotov Cocktail,
    • Trench Knife,
    • Cryo Mine,
    • Cryo Grenade,
    • Bottlecap Mine,
    • Nuka Cocktail.

    Fallout 3 Ammo:
    • .32+P: 20% condition penalty, 10% damage bonus, -2 DT.
    • .32 Match: 15% damage Bonus, 35% spread reduction.
    • .32 Junk: 50% condition penalty, 25% damage penalty.

    Others:
    • Cryolator,
    • Liquid Nitrogen,
    • Optimized Liquid Nitrogen,
    • 10mm AP.

    What items are added or restored?

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    Weapons:

    • Alloy Steel 10mm Pistol,
    • Alloy Steel 10mm Submachine Gun,
    • Alloy Steel Assault Rifle,
    • Alloy Steel Combat Shotgun,
    • Alloy Steel Silenced 10mm Pistol,
    • Black Bart's Bane,
    • Breaker,
    • Chinese Dragoon Assault Rifle,
    • Chinese Dragoon Pistol,
    • Clover's Cleaver,
    • Curse Breaker,
    • Discharge Hammer,
    • Excalibat,
    • Law Dog,
    • Love Tap,
    • O'Grady's Peacemaker,
    • Pa's Fishing Aid,
    • Spanner,
    • Wanda.

    Armor and Clothing:
    • Apocalypse Gladiator Armor and Helmet,
    • Army Mechanic Jumpsuit,
    • Army Power Armor,
    • Army Recon Armor,
    • Chinese Commando Hat,
    • Chinese General Hat,
    • Chinese General Uniform,
    • Chinese Jumpsuit,
    • Commando Armor,
    • Composite Recon Armor and Helmet,
    • Defender armor,
    • Dirty Chinese Commando Hat,
    • Doctor Li's Glasses,
    • Enclave Shocktrooper Armor and Helmet,
    • General Chase's Overcoat,
    • Hand-Me-Down Raider Armor,
    • Highway Scar Armor,
    • Lab Goggles,
    • Lyons' Pride Recon Armor,
    • Night Vision Goggles,
    • Oasis Exile Hood,
    • Outcast Recon Armor and Helmet (Not unique),
    • Road Rascal Leather Armor,
    • "Robo-Thor" Armor and Helmet,
    • Sharp-Dressed Raider's Armor,
    • Shellshocked Combat Armor and Helmet,
    • Scorched Sierra Power Helmet,
    • T-45d Power Armor of Love (AKA Pink Power Armor),
    • T-45d Power Helmet of Love,
    • Tenpenny Security Helmet (Not Unique),
    • Tesla Resonance Armor,
    • The Devil's Pigtails,
    • Vault 87 jumpsuit,
    • Vault 92 jumpsuit,
    • Winterized Combat Armor.

    20 new weapon mods are added:
    • .32 Rifle Extended Mag: Increases ammunition capacity (+5).
    • .32 Rifle Long Barrel: Decreases spread.
    • Combat Shotgun Reflex Sight: Decreases spread.
    • Combat Shotgun Refurbished Parts: Increases Weapon Condition (+50%).
    • Combat Shotgun Synthetic Stock: Decreases weight.
    • .32 Pistol Light Action: Increases rate of fire.
    • .32 Pistol Long Barrel: Decreases spread.
    • Chinese Assault Rifle Short Barrel: Decreases weight.
    • Chinese Assault Rifle Forged Receiver: Increases condition (+50%).
    • Assault Rifle Drums: Increases ammunition capacity (+26).
    • Assault Rifle Heavy Barrel: Increases condition (+50%).
    • Infiltrator Laser Sight: Decreases spread.
    • Infiltrator Tactical Stock: Decreases spread.
    • Lever-Action Rifle Sights: Decreases spread.
    • Lever-Action Rifle Improved Parts: Increases condition (+50%).
    • Double-Barreled Shotgun Turkey Chokes: Decreases spread.
    • Double-Barreled Shotgun Maplewood Stock: Decreases Weight.
    • Chinese Pistol Rifled Barrel: Increases damage (+30%).
    • Chinese Pistol Extended Magazine: Increases clip capacity (+6).
    • Chinese Pistol Bluing: Increases condition (+20%).
    • Silenced 10mm Pistol Fast Trigger: Increases rate of fire.

    Fallout: New Vegas restored cut content:
    • Junk Rounds: .45 AP
    • .45 AP Improved Sights Weapon Mod: Improved aiming sights.
    • Hunting Rev. Night Vision Scope Weapon Mod: Adds night vision scope.
    • Multiplas Rifle Tri-Barrel Weapon Mod: Creates an additional projectile.
    • Multiplas Rifle Mag. Accelerator Weapon Mod: Increases speed of plasma projectile.
    • Multiplas Rifle HD Coils Weapon Mod: Increases condition (+50%).
    • Svc. Rifle Reflex Sight Weapon Mod: Adds a short-range reflex sight.

    What challenges are added?

    UI element - Chevron

    • Ain't That Hard: Disable enemies' limbs with pistols.
    • Alienated: Inflict damage with alien weapons.
    • Alien Archivist: Found all alien captive recorded logs.
    • A Little Touch of Evil: Destroy the Krivbeknih at the obelisk in the Dunwich building.
    • Ambassador of Peace: Reached Level 14 with Good Karma.
    • Ankle Biter: Cripple enemy legs.
    • Another Man's Treasure: Collect weapon schematics.
    • Assassin Creed ***: Kill any named Brotherhood of Steel officer (Knight, Paladin, Scribe, Elder) with energy rifles or pistols.
    • Autumn Leaves **: Kill Colonel Autumn with any One-Handed Energy weapon.
    • Bauble Head: Find all 20 collectible Vault-Tec Bobbleheads.
    • Bog Walker: Discovered all locations within Point Lookout.
    • Bounty Hunter: Bring 100 outlaws to justice.
    • Brahmin Tipper: Tip brahmin.
    • Bring Me a Dream: Kill sleeping enemies.
    • Capped *: Cripple legs with The Kneecapper.
    • Captivated: Free 10 captives.
    • Chinese Zodiac *: Kill Chinese Remnants with Chinese weapons.
    • Covert Ops: Collect the 10 intel suitcases.
    • Death to the Deathclaw!: Kill deathclaws.
    • Devil: Reached Level 30 with Evil Karma.
    • Divine Hero: Reached Level 50 with Good Karma.
    • Don't Shoot the Dog: Shoot down vertibirds with the Tesla Cannon.
    • Enemy At The Gates **: Kill Sam Warrick with a Sniper Rifle.
    • Enemy of States: Kill Enclave soldiers.
    • Enemy Unknown: Kill aliens.
    • Find Vault 101: Find Vault 101.
    • Find Vault 106: Find Vault 106.
    • Find Vault 108: Find Vault 108.
    • Find Vault 87: Find Vault 87.
    • Find Vault 92: Find Vault 92.
    • Ghoul Grinder: Kill feral ghouls.
    • Ghoul Grinder - Reavers: Kill feral ghoul Reavers.
    • Ghoul Grinder - Roamers: Kill feral ghoul Roamers.
    • Glowing, Glowing, Gone!: Kill Glowing Ones.
    • Grind Control: Kill with the Auto Axe.
    • Harbinger of War: Reached Level 14 with Evil Karma.
    • Heavy Hands: Score critical hits with two-handed melee weapons.
    • Hired Gun: Bring 50 outlaws to justice.
    • Hitman: Complete 50 contracts.
    • Human Resources: Send slaves to Paradise Falls.
    • I Didn't Want to Do This ***: Kill 10 enemies with one shot from the Experimental MIRV.
    • Impulsive: Kill robots with the Pulse Grenade or Pulse Mine.
    • Johnny Be Good **: Kill Mad Johnny Wes at Hubris Comics Building with Ant’s Sting or Protectron’s Gaze.
    • Junkyard Dog: Deal 25000 damage with crafted weapons.
    • Kitsch Master: Find all 11 collectible snow globes.
    • Last, Best Hope of Humanity: Reached Level 20 with Good Karma.
    • Legacy Character *: Kill either the AntAgonizer or the Mechanist while wearing their rival's costume
    • Lurk Liquidator: Kill mirelurks.
    • Maryland Folklore: Kill Swampfolks.
    • Mechanic: Complete 100 contracts.
    • Mercenary: Reached Level 8 with Neutral Karma.
    • Messiah: Reached Level 30 with Good Karma.
    • Mezzmerized: Mezz 50 people.
    • Mill Worker: Find all 100 steel ingots.
    • Natural Pungaist: Consume Wild Punga Fruit.
    • Oddities and Artifacts: Cause damage with unique Capital Wasteland weapons.
    • Oh Henry!: Inflict damage with lever-action rifles.
    • Paradigm of Humanity: Reached Level 20 with Neutral Karma.
    • Pinnacle of Survival: Reached Level 14 with Neutral Karma.
    • Private Ryan: Save all captives in VR Simulation.
    • Professional: Complete 200 contracts.
    • Protector: Reached Level 8 with Good Karma.
    • Reaver: Reached Level 8 with Evil Karma.
    • Regulator: Bring 200 outlaws to justice.
    • Roach Stomper: Kill radroaches.
    • Road Warrior: Reached Level 50 with Neutral Karma.
    • Roasted Roach **: Kill The Roach King with a Flamer, Incinerator, Shishkebab, Firelance, or Zhu-Rong.
    • Rock-It Man: Kill 100 enemies with the Rock-It Launcher.
    • Sabotage: Destroy all artillery guns.
    • Scourge of Humanity: Reached Level 20 with Evil Karma.
    • Shotgun Diplomacy **: Kill the Talon Company Commander with a Combat or Riot Shotgun.
    • Space Gourmet: Consume alien food.
    • Taste of Death: Consume Aqua Pura, toast to the purification of the human race.
    • Taste of Life: Consume Aqua Pura, toast to Dad and your sacrifice.
    • That's Mine! **: Kill Arkansas with a frag mine.
    • The Bigger They Are...: Kill super mutant behemoths.
    • ...The Harder They Fall: Kill legendary creatures.
    • The G.O.A.T. Whisperer: Took the G.O.A.T.
    • To Be Continued...: Complete Paving The Way.
    • Too Good to be Two *: Kill all Gary clones with a lead pipe.
    • Tour Guide: Discover more locations in DC.
    • Tourist: Discover locations in DC.
    • Troglodyte Dundee: Kill Trogs.
    • True Mortal: Reached Level 30 with Neutral Karma.
    • Vampire Lord: Consume Blood Packs.
    • Vault 101 Citizenship Award: Got the Pip-Boy 3000.
    • Vault Hunter: Find every Vault.
    • Violence in Videogames: Kill lots of enemies in the Anchorage VR sim.
    • Wasteland Darts Federalist: Hit enemies with the Dart Gun.
    • Whack-A-Molerat: Explode mole rat heads with the Mole Rat Repellent Stick.
    • Wicked Overlord: Reached Level 50 with Evil Karma.
    • Xenophobe: Kill more aliens.

    What else was added or restored?

    UI element - Chevron

    • Fallout 3 weapons that do not exist in Fallout: New Vegas can use different types of ammo too.
    • Alien Weaponry can use both "Alien Power Cells" and "Alien Power Modules" as ammo.
    • Fallout 3 weapons that do not exist in Fallout: New Vegas were given custom-made iron sights.
    • Weapons from Fallout: New Vegas that didn't have iron sights were given custom-made new ones.
    • Fallout 3 unique weapons were given unique looks - Work still in progress for some of these weapons.
    • The Dart Gun cripple effect was restored. - Was removed in old TTW versions.
    • Cut schematics to craft the Cryolator, Trench Knife, Nuka Cocktail and Molotov Cocktail were restored.
    • Sierra Petrovita's cut lines about the Molotov Cocktail were also restored.
    • Many cut lines from several NPC (ex. Mister Burke) dialogue were restored.
    • Some settlements got given (map placement) some crops (usually maize) as harvesteable food sources.
    • Rivet City's Laboratory was expanded with the addition of a hydroponics room where they experiment with growing fresh food.
    • Oasis was given some harvestable resources for fresh fruit and vegetables (ex. pear, carrot, etc.).
    • The Pitt ammo press was reworked so it allows the creation of any common ammo type (some ammo types are not available, for example Alien ammo).
    • Poison Darts can be crafted.
    • The Outcasts trading system from fallout 3 was expanded, it now allows to give them much more tech and there are many new reward options to pick from (including AP Ammo).
    • Liquid Nitrogen was added to the things Sally rewards the player with after completing the Mothership Zeta DLC.
    • Super Mutants can use Fatman weapons - Like their dialogue suggests.
    • TTW also restored cut, and added, robot skins and decals. You will now see Outcasts with their own style of robots (Robobrains, Protectrons, Sentry Bots), same with the Brotherhood of Steel. Now Protectrons (like Deputy Weld and the Metro ones) will have their own stickers (decals) too.
    • TTW added more Super Mutant animations. Which allows them to use more weapons.
    • Capital Wasteland's Super Mutants also have access to more weapons that don't require new animations, like Bumper Swords and Fire Axes, for example.

    Armors added by TTW:
    • Army Recon Armor,
    • Brotherhood Recon Armor,
    • Dirty Chinese Commando Hat,
    • Enclave Power Armor,
    • Enclave Power Helmet,
    • Enclave Power Armor MKI,
    • Enclave Tesla Armor,
    • Enclave Tesla Helmet,
    • Enclave Tesla Power Armor MKI,
    • Lyons' Pride Recon Armor,
    • Lyons' Pride T-51b Power Armor,
    • Outcast T-51b Power Armor,
    • Outcast T-51b Power Helmet,
    • Regulator Combat Armor,
    • Regulator Combat Armor, Reinforced,
    • Regulator Combat Armor, Reinforced Mark II,
    • Regulator Hat,
    • Reinforced Night Vision Goggles,
    • Salvaged Power Armor (Non NCR version),
    • Security Armor (Generic versions of the Dead Money armor),
    • Talon Combat Armor, Reinforced,
    • Talon Combat Armor, Reinforced Mark II,
    • Talon Combat Helmet, Reinforced,
    • Talon Combat Helmet, Reinforced Mark II,
    • Vault 101 Security Armor, Reinforced,
    • Vault 101 Security Armor, Reinforced Mk II,
    • Vault 34 Security Armor, Reinforced,
    • Vault 34 Security Armor, Reinforced Mk II.

    TTW also restores the crafting of FO3 weapons. This means that the ammount of schematics (for each weapon) you own, will affect the condition (HP of the weapon) or the quantity (in case of explosives) of what you craft.