Pages

100 posts / 0 new
Last post
thermador
thermador's picture
Administrator
Offline
Last seen: 2 weeks 2 days ago
Joined: 08/07/2012 - 07:24
Karma: 1172
Donor
Should TTW start in Vault 101 only?

Chucksteel asked me to create this thread to get some input from people.

Right now it's difficult to create travel/chargen mods without knowing if there is going to eventually be either:

  1. A startup menu built into TTW that asks the player where they want to start, like in RickerHK's TTW Startup Menus.
    OR
  2. TTW only allows the player to start in Vault 101, and the New Vegas character generation would be disabled.  Other startup mods may be created that modify the startup location / chargen and would be separate.

This is something that should eventually be decided so that we know what the goals of the project are and can plan and design travel mods and bugfix the main project accordingly.

---

Personally, I think RickerHK's TTW Startup Menus should be integrated into the main project.  What about you?

Rating: 

0
Your rating: None
0
No votes yet
Edited by: thermador on 10/03/2012 - 18:39
Dysthe
Dysthe's picture
Offline
Last seen: 3 years 8 months ago
Joined: 09/20/2012 - 19:56
Karma: 20
I prefer Vault 101. However,

I prefer Vault 101. However, I don't object to a built-in startup menu.

Some of us might really prefer ink blots to a fantastic vault party.

Zpstorms
Zpstorms's picture
Offline
Last seen: 4 years 5 days ago
Joined: 09/23/2012 - 11:20
Karma: 17
Personally I like starting in

Personally I like starting in Vault 101 as well. However I feel that the built-in startup menu would be best as there are people out there that would prefer starting off in Goodsprings.

JaxFirehart
JaxFirehart's picture
Administrator
Offline
Last seen: 1 month 6 days ago
Joined: 09/11/2012 - 17:33
Karma: 3778
From a design and

From a design and storytelling perspective, starting in Vault 101 really is the easiest for us to incorporate. The lone wanderer grows up in a vault, escapes, and then does stuff in DC, at some point he finds his way west spends some time in the Divide, accidentally blows it up, gets the platinum chip, shot in the head and forgets everything that happened between heading east and getting shot. The only plot holes in that scenario is that FO3 and FNV take place only 4 years apart and I, personally, got the sense that the courier spent longer than that in the Divide. Because they designed FNV in such a way that your backstory is yours to invent, this works perfectly.

If you start in NV and head to DC, there are a lot of plot holes to cover. Three Dog refers to you as the kid from vault 101 repeatedly. Who is Dad and why are you suddenly looking for him. The quest Trouble on the Homefront can NEVER be done because the courier doesn't remember growing up in, or escaping from, V101, so doesn't remember Amata's name. With the way everyone introduces themselves, it implies that the courier must have crawled out of V101, ignored the whole missing dad thing, and went west straight off.

It is easy to implement a start menu, but hard to really bind the two wastelands together properly if you choose to start in NV.

chucksteel
chucksteel's picture
Team Member
Offline
Last seen: 9 months 1 week ago
Joined: 08/15/2012 - 08:20
Karma: 1842
RickerHK's start menu still

RickerHK's start menu still works just fine. I tested it and, was able to select which wasteland I wanted to start in without issue. 

thermador
thermador's picture
Administrator
Offline
Last seen: 2 weeks 2 days ago
Joined: 08/07/2012 - 07:24
Karma: 1172
Donor
JaxFirehart wrote:
JaxFirehart wrote:

If you start in NV and head to DC, there are a lot of plot holes to cover. Three Dog refers to you as the kid from vault 101 repeatedly. Who is Dad and why are you suddenly looking for him. The quest Trouble on the Homefront can NEVER be done because the courier doesn't remember growing up in, or escaping from, V101, so doesn't remember Amata's name. With the way everyone introduces themselves, it implies that the courier must have crawled out of V101, ignored the whole missing dad thing, and went west straight off.



It is easy to implement a start menu, but hard to really bind the two wastelands together properly if you choose to start in NV.



I dunno, I think I covered all of those issues with a very simple (probably too simple heh) backstory in my 'proof of concept' mod (and it's easy to change too).

http://www.taleoftwowastelands.com/content/rel-alpha-ttw-starting-new-vegas

Obviously most people (including myself) are going to want to start out in Vault 101 because we like our stories linear. But some people are either 'Memento' type thinkers, or, more importantly, going to want to use an existing NV character that they know and love to play through all of the Fallout 3 stories.

Edit: ack my phone keeps breaking the text formatting :-(
Blade
Blade's picture
Offline
Last seen: 4 years 6 months ago
Joined: 09/18/2012 - 07:24
Karma: 16
I would suggest planning as

I would suggest planning as if most people will start in DC and any story tweaks applied as if that was the expected start, but still make provisions for people to start in NV if they so choose and just make some method of starting the main DC story line even though it really doesn't make sense for it to happen that way. That way people can play it however they want and make up whatever explanations themselves.

siko
siko's picture
Offline
Last seen: 2 years 11 months ago
Joined: 09/29/2012 - 03:10
Karma: 15
Starting in the vault

Starting in the vault definitely makes the most sense. It also adds a more personal feel to the game. I don't even see the reason for having an option, its just that much more work.

Quetzlsacatanango
Quetzlsacatanango's picture
Offline
Last seen: 4 years 3 months ago
Joined: 09/19/2012 - 13:12
Karma: 14
Give it a menu.

Give it a menu.

I think most players who use TTW understand that if you start in Vegas there will be some things they have to overlook, plot-wise, and live with it.

JaxFirehart
JaxFirehart's picture
Administrator
Offline
Last seen: 1 month 6 days ago
Joined: 09/11/2012 - 17:33
Karma: 3778
Well after reading what

Well after reading what everyone had to say (and looking over Thermador's alt start method) I think we should implement a menu with a disclaimer saying that starting in NV is supported but not recommended.

Thoughts?

Quetzlsacatanango
Quetzlsacatanango's picture
Offline
Last seen: 4 years 3 months ago
Joined: 09/19/2012 - 13:12
Karma: 14
How would a (presumably

How would a (presumably integrated) menu affect alternate start mods? What I am getting at is that it might not be a great idea to even give a menu.

Default would be New Vegas Start.

Optional Plugin for v101 start like we have now.

Other alternate start plugins to start in different places if a user chooses (like I do :))

chucksteel
chucksteel's picture
Team Member
Offline
Last seen: 9 months 1 week ago
Joined: 08/15/2012 - 08:20
Karma: 1842
that's not a bad idea, We

that's not a bad idea, We could also include RickerHK's Start menue and, another optional file. 

thermador
thermador's picture
Administrator
Offline
Last seen: 2 weeks 2 days ago
Joined: 08/07/2012 - 07:24
Karma: 1172
Donor
TTW.esm can do one of these

TTW.esm can do one of these things:

1) Hard-coded start in NV (this is what TTW.esm does currently)

  • a) An additional ESP file is required to start in DC (Vault 101) that over-rides the ESM
  • b) Disabling DC chargen (if you start in NV) or disabling NV chargen (if you start in DC) is currently handled by transport mods when you travel, like Chuck's train transport mod or my Vertibird transport mod prototype - these fixes are NOT hardcoded into the ESM, but they could be (but if they were, they would have to be overridden by the alternate start ESP file as well)
  • c) The problem: You would need an optional ESP files to override the ESM, and debugging would be harder.  Is the bug in the ESM or is it in the ESP file?  How do we fix it?  If we change something in the ESM, does it have to be changed in the optional ESP file too?  Would any transportation mods (train, vertibird, etc.) need to be updated?  etc.

2) Hard-coded start in DC (the opposite of what TTW.esm does currently)

  • a) Same as above: An additional ESP file would be required to start in New Vegas that would over-ride the ESM
  • b) Same as above: Disabling DC chargen (if you start in NV) or disabling NV chargen (if you start in DC) is currently handled by transport mods when you travel, like in Chuck's train transport mod does now - these fixes are NOT hardcoded into the ESM, but they could be (but if they were, they would have to be overridden by the alternate start ESP file as well).
  • c) The problem: same as above: it's just the opposite of the current situation.

3) Ask you where you want to start (what RickerHK's startup menu mod would do if merged with TTW.esm)

  • a) No additional ESP files would be required (both start options are built in)
  • b) Transport mods would not have to modify the unused start location.  All fixes to the unused chargen system (for example, the NV chargen if you started in DC) would be applied by a script depending on what option you select for your start location.  So if you start in NV, the script would automatically add a "Letter from Dad" to your inventory (or some such), complete the Vault 101 quests (CG01, CG02, CG03, and CG04) disable the CGsunblind dummy ref, enable the enclave radio, etc. 
  • c) This solves the problems mentioned above, but it creates problems for anyone using any OTHER alternate start mods for NV.

So...

How many people actually use an alternate start mod for NV - one that significantly changes chargen in NV?

How many people are planning to use such a mod and TTW at the same time?

 

 

JaxFirehart
JaxFirehart's picture
Administrator
Offline
Last seen: 1 month 6 days ago
Joined: 09/11/2012 - 17:33
Karma: 3778
I have a proposal. I can

I have a proposal. I can program the installer to automatically change the start quest in the Fallout.ini file to point to a special TTW quest that gives the option of where to start. This would allow the user to choose their start locations without actually touching the start quests in either FO3 or FNV. This would allow them to use alternative start locations alongside a start menu, probably without conflicts. I think I will set up the framework for that now. The difficulties will arise in programming the story changes (like adding the letter from Dad) to be start location neutral.

thermador
thermador's picture
Administrator
Offline
Last seen: 2 weeks 2 days ago
Joined: 08/07/2012 - 07:24
Karma: 1172
Donor
Now that's a smart idea. 

Now that's a smart idea.  Good thinking!

So if someone used a New Vegas chargen-changing mod, it would get activated when they chose to start in NV.

A story change as part of TTW (like the letter from dad) should still work fine, the script would just have to be changed a little.

Right now that mod uses a trigger outside of Doc Mitchell's to run that script (which starts a 60 second delay timer). The script would just be changed to run when the player clicked on "Start in NV" at the beginning, so that about 60 seconds after they start, the note would be added to the player's inventory regardless of where they start in NV.  Of course "60 seconds" could be changed to any length of time.

Similar fixes for players starting in DC (such as disabling the Vitality Tester) would be run when the player clicked on "Start in DC" at the beginning.

JaxFirehart
JaxFirehart's picture
Administrator
Offline
Last seen: 1 month 6 days ago
Joined: 09/11/2012 - 17:33
Karma: 3778
Just noticed a serious

Just noticed a serious problem. By changing the .ini to point at a new TTW quest, if the player disables TTW, then they will no longer be able to start a new game because it can't find the new start quest.

Trm8r
Trm8r's picture
Offline
Last seen: 1 month 3 weeks ago
Joined: 09/22/2012 - 05:49
Karma: 153
I vote for a start menu, love

I vote for a start menu, love them options.

I don't see any plot holes by starting in vegas. You were shot in the head, and vegas starts you off with no memory. A clever writer could ease us into the Capital wasteland quests. I grew up in the vault, left, wound up in a vegas grave, and now I'm back. Maybe that bastard Moriarty screwed me over for not paying for information. Maybe I was sold to slavers. Maybe I was a brotherhood recuit taking a report of/for Lyons back west. Maybe someone paid me to deliver a chip to vegas.

thermador
thermador's picture
Administrator
Offline
Last seen: 2 weeks 2 days ago
Joined: 08/07/2012 - 07:24
Karma: 1172
Donor
JaxFirehart wrote:

JaxFirehart wrote:

Just noticed a serious problem. By changing the .ini to point at a new TTW quest, if the player disables TTW, then they will no longer be able to start a new game because it can't find the new start quest.

Hmmm ... good point.  It would require an "uninstaller" .exe to re-patch it... dang.

chucksteel
chucksteel's picture
Team Member
Offline
Last seen: 9 months 1 week ago
Joined: 08/15/2012 - 08:20
Karma: 1842
I was wrong RickerHK's start

I was wrong RickerHK's start menu is hanging when you use it for a DC start! Worked fine with an NV start. 

JaxFirehart
JaxFirehart's picture
Administrator
Offline
Last seen: 1 month 6 days ago
Joined: 09/11/2012 - 17:33
Karma: 3778
I can make an uninstaller

I can make an uninstaller without ANY effort. That just means that people who stop using TTW would have to remember to run the uninstaller or change the ini themselves. Honestly, because of the way we are building TTW, there is no reason to EVER uninstall it. If you choose to start in NV and never go to DC it will be just like not even using TTW. If we want to go the ini route, I will program that in and release on Monday.

The custom start quest really is the best option, the ONLY complication is the need for an uninstaller.

chucksteel
chucksteel's picture
Team Member
Offline
Last seen: 9 months 1 week ago
Joined: 08/15/2012 - 08:20
Karma: 1842
I think you may be worrying

I think you may be worrying to much. the uninstaller is really secondary and unimportant. all someone has to do is to run the FNV launcher and, let steam update there .ini's. that solves the issue if they forgot to uninstall. 

JaxFirehart
JaxFirehart's picture
Administrator
Offline
Last seen: 1 month 6 days ago
Joined: 09/11/2012 - 17:33
Karma: 3778
Forgot about Steam! I will

Forgot about Steam! I will roll out the updated ini in the next patch.

dandys
dandys's picture
Offline
Last seen: 5 years 1 month ago
Joined: 08/15/2012 - 13:23
Karma: 21
Vault 101 should be the only

Vault 101 should be the only place to start, but I guess whether or not it's the best plan for the most people isn't entirely certain.

We have to decide whether we're making a mod that allows people playing New Vegas to screw around in Fallout 3 for fun and added replayability, or a mod that attempts to merge the two games into one. If we're going with the former, I think we should do the "choose your start" method with the in-game window. If we're going with the merge, we should make Vault 101 the only choice.

I see this as similar to other balance/design decisions we have to make, like balancing between the games and crossover and such. Fallout 3 start is the only beginning coherent with the story, and we should only make it a decision if we absolutely have to or if our goal is to just have Fallout 3 as a side adventure.

I'm against even having an option to start in New Vegas, but if you all insist, then I would recommend that the New Vegas start automatically completes the Fallout 3 main quest, as if someone else did it. That might take some effort to work out, but at least that would make some sense. If we did that, players who want Fallout 3 as like another New Vegas DLC can have it like that.

tizerist
tizerist's picture
Trusted Poster
Offline
Last seen: 2 weeks 3 days ago
Joined: 09/17/2012 - 03:24
Karma: 285
I think the best way is this

I think the best way is this,it can be kept relatrively simple.

Start the player in DC. An optional - not supported but available nonetheless - NV start is possible with an extra ESP.

The player, once exiting v101, can take the train to vegas in a relatively short period of time after that.

 

ElvenScoundrel
ElvenScoundrel's picture
Offline
Last seen: 2 years 1 month ago
Joined: 09/17/2012 - 23:47
Karma: 81
I say let us choose. I hate

I say let us choose. I hate the FO3 story, so starting over there is dreadful for me. However, FO3's chargen IIRC had more sliders... so if we can use FO3's chargen thing, that'd be swell.

tizerist
tizerist's picture
Trusted Poster
Offline
Last seen: 2 weeks 3 days ago
Joined: 09/17/2012 - 03:24
Karma: 285
Oh! I must say though, that

Oh! I must say though, that whatever does happen, It's important the player can still choose the Wild Wasteland trait if they start in DC, plus any other traits that may be game specific.

Q2005
Q2005's picture
Offline
Last seen: 5 days 13 hours ago
Joined: 10/01/2012 - 22:44
Karma: 81
I like starting in V101, and

.

Codor
Codor's picture
Offline
Last seen: 4 years 3 months ago
Joined: 10/14/2012 - 21:12
Karma: 11
I know I'd personally start

I know I'd personally start off in DC first most times. But an option wouldn't be a bad thing unless it added way too many complications to the mod. If I had to choose only one I'd choose DC Vault 101.

Kainschylde
Kainschylde's picture
Offline
Last seen: 5 months 3 weeks ago
Joined: 10/12/2012 - 14:47
Karma: 153
I'd vote DC start. Plot-wise,

I'd vote DC start. Plot-wise, it makes the most sense.

Robo-Porn cameraman

Cirmson_drake1945
Cirmson_drake1945's picture
Offline
Last seen: 3 years 9 months ago
Joined: 10/16/2012 - 19:04
Karma: 20
I vote to make the player

I vote to make the player choose where they want to start. I wouldn't mind instead having a companion that represents the courier when you go to New Vegas and another that represents the Wanderer when you go to the Capital wastes. This would allow players that don't want to play as either but want to make there own start.

R Blaik

Wowboy
Wowboy's picture
Trusted Poster
Offline
Last seen: 2 years 5 months ago
Joined: 11/07/2012 - 11:30
Karma: 34
While I definitely see the

While I definitely see the arguments that the Lone Wanderer and the Courier simply can't be the same person, for me, it's pretty easy to overlook them and just explain them away with the "shot in the head" argument. Yeah, it's a weak way to overcome them, but it works for me.

Like a lot of people on here, I will exclusively play with the starting point in DC, and RP that the LW and Courier are one and the same. When I first popped FNV into my Xbox the day it came out, I felt they dropped the ball by NOT giving us the opportunity to port our FO3 characters into FNV, so the whole TTW project is a dream come true for me.

That being said, I respect and understand those who wish to use the FNV start and not have to go through the lengthy Vault 101 startgame, so allowing an option to choose the FNV should be on the table. I would suggest having the default TTW start be in Vault 101, with a plug in that changes it to Doc Mitchell's house. That's because I don't like menus at the start of the game.

Obviously, this makes handling the main quest line of FO3 a bit problematic. So, I had a brainstorm and came up with a suggestion... When a character starts in FNV, upon going to the CW for the first time, a video plays briefly showing snapshots of the events of what happened in Vault 101 that forced the player out. Sort of a flashback of sorts. when the video is done playing, a window appears and says something like "Upon venturing to the Capital Wasteland, you get the feeling that you've been here, and that your father, thought to be dead, might still be alive, and that the answer lies in a place called Megaton..." and from there, the MQ begins, as though you've just exited Vault 101.

Anyways... just a suggestion to make a FNV start more lore friendly and immersive.

Liveware_Problem
Liveware_Problem's picture
Offline
Last seen: 7 months 4 weeks ago
Joined: 11/03/2012 - 16:53
Karma: 0
To the extend that I can vote

To the extend that I can vote, I'd support a system that leaves this choice to the players. Although I appreciate the continuity of a story starting in Vault 101, it is one of many options. I get the feeling more than a few of the players interested in TTW might have their own ideas in mind, and with so many Fallout modders out there to make mods supporting specific storylines, I don't see a reason to restrict the main TTW mod. 

cjb135691
cjb135691's picture
Offline
Last seen: 2 years 7 months ago
Joined: 11/08/2012 - 21:20
Karma: 151
I agree with JaxFirehart and

I agree with JaxFirehart and his point of view on this. As i has suggested in a earlier suggestion of mine. It's going to make much more sence from a story stand point if you were to start the game in Vault 101 as the Lone Wander and be able to complete his/her's story first. Before you move on and become a completely new person playing as the Courier. I think too that it would be much easier to make up and explain the events that bring the two together. Yet i also fell that what the other people have been saying about adding a alternate starting method. IE RickerHK's menu mod, would be a good compromise for those of us that feel that we would rather begin the story in NV as the Courier. Hope this help in deciding the final outcome.

Delphi
Delphi's picture
Offline
Last seen: 3 months 1 day ago
Joined: 11/02/2012 - 01:25
Karma: 37
Just to add my 2 cents, I´m

Just to add my 2 cents, I´m also for a DC only start. If someone really wants to start in NV this can be done by a mod.

Risewild
Risewild's picture
Administrator
Online
Last seen: 3 min 55 sec ago
Joined: 10/01/2012 - 02:14
Karma: 3210
There is already a good mod

There is already a good mod to start in NV made by Thermador if memory serves me right .

Vault-Boy
Vault-Boy's picture
Offline
Last seen: 2 years 9 months ago
Joined: 11/04/2012 - 07:40
Karma: 28
Which mod is that?

Which mod is that?

Because if i use this mod (TTW Start Up Menus), then my pipboy wont appear in New Vegas.

Hope u can help me :)

 

Delphi wrote:

Just to add my 2 cents, I´m also for a DC only start. If someone really wants to start in NV this can be done by a mod.

chucksteel
chucksteel's picture
Team Member
Offline
Last seen: 9 months 1 week ago
Joined: 08/15/2012 - 08:20
Karma: 1842
Think there talking about 

Think there talking about [REL for Alpha] TTW Vertibird Transport v3

Remember once we get out of alpha we are going to reopen the option of which wasteland you choose to start it. We only closed off the NV Start for testing and bug tracking purposes. This way we can track issues in one direction and, will then work in reverse to insure you can play the game however you choose. 

 

gnubee
gnubee's picture
Offline
Last seen: 3 years 8 months ago
Joined: 09/21/2012 - 18:07
Karma: 94
I know there are a bunch of

I know there are a bunch of ideas about how to tie in the DC story with an NV start.  I'm really curious to see how that is handled!  Personally, I love the NV start, and I agree that it should be easy enough to tie in the two stories wherever you choose to start.

Aconagent1
Aconagent1's picture
Offline
Last seen: 3 years 1 week ago
Joined: 12/02/2012 - 09:38
Karma: 161
I want to start with Gribble

I want to start with Gribble's alt. start for TTW when that's done!

-Conso

ElvenScoundrel
ElvenScoundrel's picture
Offline
Last seen: 2 years 1 month ago
Joined: 09/17/2012 - 23:47
Karma: 81
I dislike the idea of

I dislike the idea of starting in V101, mostly because it takes close to an hour to EXIT Vault 101, because I find the beginning of FO3 boring, and because starting in New Vegas is short, simple and to the point. Story-wise, if I were to play a character that STARTED in DC then moved to New Vegas, then starting in V101 makes sense. But what if I want to make a character that was born, raised and currently living in New Vegas? Then I'm forced to go through the entire long-as-hell FO3 tutorial crap just so I can travel to the Mojave.

 

Giving us the ability to choose which beginning we should take is the best option.

 

However, IIRC, and I MIGHT be wrong, doesn't FO3 offer more chargen options than NV? So, if you could make it so the facegen thing that pops up that allows you to choose your race, hair etc use the FO3 one, even in NV.

rbroab
rbroab's picture
Trusted Poster
Offline
Last seen: 2 years 2 months ago
Joined: 01/19/2013 - 18:35
Karma: 610
Here's my take on it. This

Here's my take on it. This project combines FO3 and FNV. A start in FO3 makes the story work through both games, whereas the start in FNV wouldn't work much with FO3.

That said, I wish there was an option for starting in New Vegas. I am on my second playthrough of TTW and because of the force start in 101, I found myself racing through FO3 and not enjoying the content.

Before TTW, I would always want to play either FNV or just FO3. Don't get me wrong, I don't think I could play the game without TTW now, but I feel like just because I really want to play in the Mojave, I shouldn't have to rush (take the fun out) through FO3 just to get to NV. In time I will want to play through DC, but now I'm half a**ing the quests in DC just to get to NV faster.

An option would be MUCH appreciated.

I'm not alright, I'm an equal amount of left.

gnubee
gnubee's picture
Offline
Last seen: 3 years 8 months ago
Joined: 09/21/2012 - 18:07
Karma: 94
Plot-wise, it can be made to

Plot-wise, it can be made to work with a start in either place.  There are at least a few ways of doing this that have been thrown about.  A start in NV would simply necessitate skipping most (and by most I mean all) of the Vault 101 intro.  You could still do the quest where you go back to the vault easily enough.  Gaps in the plot are easy to explain by a bullet in the head, the dates not so much...

All for the option of an alternate start.

rbroab
rbroab's picture
Trusted Poster
Offline
Last seen: 2 years 2 months ago
Joined: 01/19/2013 - 18:35
Karma: 610
A bit I forgot to add. Mojave

A bit I forgot to add. Mojave doesn't become much of a challenge after a bit of leveling in DC. I'm passing all speech checks, locks, terminals, and the enemies don't feel like much of a challenge on Very Hard.

I'm not alright, I'm an equal amount of left.

KennyMcCormick
KennyMcCormick's picture
Offline
Last seen: 2 years 8 months ago
Joined: 02/13/2013 - 23:18
Karma: 49
DC is, in general much harder

DC is, in general much harder I've found. In the Mojave I was the king of the world. Nobody could touch me. If they wronged me two shots from This Machine took care of business. In DC? Sorry that don't work pally. It took another 12 levels before I was even close to where I was in NV, and even still I have a tough time with deathclaw in DC.

 

Some sort of difficulty balancing between the two wastelands is definitely in order. They should be equally difficult, not one on an entirely different setting to the other as is the case now.

Patrollin' the Capitol Wasteland makes me wish for a nuclear winter...

Trm8r
Trm8r's picture
Offline
Last seen: 1 month 3 weeks ago
Joined: 09/22/2012 - 05:49
Karma: 153
"I don't think I could play

"I don't think I could play the game without TTW now"

I know how you feel. To me TTW and Arwens mod are essential, but Arwens doesn't start until after we leave Doc's house. So I have to disable TTW, start new game, exit Docs, let Arwens initialize, save, exit, enable TTW, restart, then ~coc Springvale".

chucksteel
chucksteel's picture
Team Member
Offline
Last seen: 9 months 1 week ago
Joined: 08/15/2012 - 08:20
Karma: 1842
I can't say this enough! And

I can't say this enough! And No one seems to hear me! We have only closed off the choice to an NV Start because we are testing the DC side of TTW! Once we get out of Alpha we will open the NV start back up! If you can't wait for that I'm sorry but, we need to work in one direction at a time to cut down on conflicting bug reports. 

Trm8r
Trm8r's picture
Offline
Last seen: 1 month 3 weeks ago
Joined: 09/22/2012 - 05:49
Karma: 153
Chucksteel, I sorry if my

Chucksteel, I sorry if my post was seen as complaining. I would like to apologize. I was trying to emphasize how much I like this mod, that it's worth a little effort on my part.

chucksteel
chucksteel's picture
Team Member
Offline
Last seen: 9 months 1 week ago
Joined: 08/15/2012 - 08:20
Karma: 1842
just get a little frustrated

just get a little frustrated we know people want a FNV start, they want to use Alt start mods! We are headding in that direction but, if we don't do one thing at a time then things will mess up and, people will complain that this or that doesn't work. 

Edit: Likely when we start working on the NV side we will close off the FO3 start for a time. Betting we will have people bitching that they can't start in Vault 101. 

rbroab
rbroab's picture
Trusted Poster
Offline
Last seen: 2 years 2 months ago
Joined: 01/19/2013 - 18:35
Karma: 610
Hey, sorry Chuck. I knew you

Hey, sorry Chuck. I knew you guys are powering through the capital wasteland, didn't know a NV start was incorporated. I thought it was still an open topic. My bad!

I'm not alright, I'm an equal amount of left.

chucksteel
chucksteel's picture
Team Member
Offline
Last seen: 9 months 1 week ago
Joined: 08/15/2012 - 08:20
Karma: 1842
It is still an open topic! we

It is still an open topic! we have only cut off the NV start to bug test the DC start. Once we have all that sorted out we will reopen the NV start and move forward. We need to do one thing at a time to cut down on redundant bug reports.

walrus2517
walrus2517's picture
Offline
Last seen: 1 year 2 months ago
Joined: 09/30/2012 - 08:23
Karma: 19
Throwing in my two cents...

Throwing in my two cents...

I prefer the V101 start for the same immersion reasons others do. Combining the two stories is just much simpler this way. I know a lot of folks are sick of the V101 start and want to skip it, but in my opinion, it really isn't that big of a deal. You can complete it and be out the door in less than 15 minutes, which considering how many hours you will spend on that character, shouldn't be too much of a problem.

I think Dandys put it best. Is the primary intent of TTW to combine the two stories into a single game or simply combine the two games and let the player work out the details? I'd prefer to see the team focus on combining the two into a linear story then let people on the side work out an alt-start mod for an NV start.

I'll preface my next opinion by stating I haven't played TTW in a long time so I'm not sure what the current situation is as far as traveling between the two regions. In other words, what I'm saying could be completely irrelevant given the current setup and/or intentions of the team. :) While I prefer limiting TTW to a V101 start, I would also prefer an option to travel to NV pretty much as soon as you leave the vault. Maybe something as simple as a recruiter in Megaton looking for couriers to head west, or some kind of encounter just outside the vault with a BoS or Enclave group heading west that offers you a ride (I'm not a lore expert so these may be ridiculous). 

tl;dr - I prefer a V101 start coupled with an easy option to head to NV as soon as you leave V101.

Pages