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killolia
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bridging Project brazil to TTW

I think it would be pretty G if there was a dude offering rides to the Project brazil world space via cab on the I-15. Of course, it would need a hefty amount of caps, you could also bring gas for the road to reduce the price of travel!
Anyone agree?

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Runnerblank
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Too much work I think to get

Too much work I think to get them to work together.

Project Brazil is it's own world in a different place and time than FONV or the Capital Wasteland.

I just made a copy of the FONV game folder pre TTW and renamed it.

I then just rename the one I want to play back to Fallout New Vegas when I want to switch between PB and TTW.

Plus PB only has it's first installment released.

They are busy working on first Installment bugs and the second installment and it will be months before the second installment is ready for release (if we are lucky).

 

Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

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Although I love PB, I have to

Although I love PB, I have to agree that it would probably be too much work to integrate all three of these worlds together, I'd rather the devs of PB finish their story before working on something like this.

Cocaine is a hell of a drug.
- Rick James.

McGyver
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Hmmmm I dont think diferent

Hmmmm I dont think diferent time phase is a problem.... Im using both- Skywind and Skyblivion,

its not even few years difference between skyrim events and morrowind, its a diferent era!!!!:)

adding F:PB to TTW would only improve TTW:) 

Through it really looks complicated how to set the early start.... And if start is same- f3 vault 101, then I see it verry complicated how to transfer your character to FPB... On another hand merging together F3 and FNV was an imposible job... When FNV was released I could not even dream about someone merging those two games together:)

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now that project brazil

 

now that project brazil installment 2 is out will anyone be working on this?? nice to have all the content working as one.

 

Runnerblank
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kahoon wrote:

kahoon wrote:

now that project brazil installment 2 is out will anyone be working on this?? nice to have all the content working as one.

You got my hopes up, but looks like Project Brazil installment 2 is far from being ready to be release.  :(

Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

mike1347
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Actually I have been able to

Actually I have been able to start in vault 101 and gone to Union Station and boarded the train west to NV. The choice screen to start Project Brazil or Fallout NV came up after throwing the switch on the Train. 9 years later I was in a gym playing professional Vault-ball. The script started and worked fine... Though there are some issues with the exit door of Vault 18 should you exit into California( seems like it caused my avatar to freeze getting close to Doc Mitchell after creating an alien telepad from the dream space to Doc's House). Not sure if going outside the vault will mess up the Doc Mitchell stuff for sure, but opting to start NV at the cave exit from vault 18 takes you to Doc Mitchell's. There are no problems there. Doc Mitchell is in his basic sandbox mode. You loose companions and all gear from going to vault 18 and going to Doc Mitchell's so don't take anything you care about on the train from union station and anything you like in Vault 18... leave it there... I use the toolbox in the Robotics Defense Lab. I haven't returned to California from NV yet but that will be happening soon. Right now I am working on a very basic .esp file to place an alien telepad system between the Lucky38 and the dreamspace cell. The biggest thing is that the Vault stuff in the mod is just too good to blow up. I have been tampering with the dream bed sequence stuff for a few days now. If testing works out I will post a link here to an .esp file sooner or later.

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\o/

\o/

PB looks great and linking to TTW makes it even more attractive.

Besides the linearity of having it kinda fitting together storywise, another issue may be adjusting the difficulty to whatever level the player currently is while doing PB content.

One of the best changes when traveling from DC to Mojave was losing all the equipment during time skip (Roy difficulty journey esp), because it makes complete sense with the NV intro, while also making the player journey more meaningful and challenging again.

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Just a correction. A

Just a correction. A Difficult Journey mod was made by Thermador, Roy updated it .

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Risewild wrote:

Risewild wrote:

 

Just a correction. A Difficult Journey mod was made by Thermador, Roy updated it .

I would have linked the post/topic with the file but couldn't find it when writing that message, sorry for the mistake and thanks to Thermador! That difficulty journey is a small tweak that does such a huge positive impact in the game, this kind of change is always immensely appreciated =]

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I want to knock the player

I want to knock the player back down to level 1 myself and make the lone wanderer/courier separate people and one becomes a companion in the other wasteland.

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RoyBatty wrote:I want to

RoyBatty wrote:

I want to knock the player back down to level 1 myself and make the lone wanderer/courier separate people and one becomes a companion in the other wasteland.



You mean at the change between DC -> Mojave?
Does the level change also removes perks/skills?

I would like it better if the player loses a few or half the levels (plus the perks/skill that came with it), but level 1 is a bit extreme ^^. Also if you intend that as an optional instead, would it need much re-balance in encounters and etc?

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Risewild
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What Roy means is that you

What Roy means is that you would have different characters. One for the Capital Wasteland and one for the Mojave.

When you travel to the other wasteland you would change characters and your "other one" would become a follower.

So when your Lone Wanderer travels from the CW to the Mojave for the first time, you would make a new character (Courier) just like normal FNV and play with it, then you could find the Lone Wanderer somewhere and he would join you as a follower, then when you travel back to the CW, you would control the Lone Wanderer and the Courier would become a follower, and so on.

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I mostly did get it the first

I mostly did get it the first time (was just trying to act in character :P), but somehow your explanation makes it look a lot neater \o/

So long the main player in each wasteland takes a bit to find the follower (assuming the follower retains levels/PERKs/skills and some items, because he/she would be too strong a follower to acquire early on), seems like a good idea!!

Hmmm just gotta edit my chars to be a fully packing sexy gal before changing wastes ^^

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So sort of like Baldur's Gate

So sort of like Baldur's Gate's party system where you create all the members but are only in control of one at a time?

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Kinda sorta yeah.

Kinda sorta yeah.

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Will this feature be

Will this feature be incorporated into the next version of TTW? While I think it’s a good idea I would prefer it to be an optional feature rather than a mandatory part of the mod. Playing the Lone Wanderer and the Courier as the same person has been arguably the core feature of TTW for years so it would be a shame to cut out that option entirely. Seeing the callow kid who stumbled out of Vault 101 harden into a veteran survivor is easily one of my favorite aspects of TTW. In addition making the player character into an NPC would come with the awkward issue of potential having them act out of character depending on how the player role plays.

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That sounds incredibly

That sounds incredibly complicated. Take my opinions with a lot of salt. I am only one person. Personally, I don`t mind my character being the same for both wastelands. The courier has no past, and it is not impossible for the lone wanderer to end up becoming a messenger in New Vegas. We were supposed to deliver a letter to the Arefu settlement after talking to Lucy West in Megaton as the lone wanderer after all.

Here are my thoughts on TTW plus Project Brazil. Project Brazil cannot work well logically and technically at all with TTW; the character was brought to Vault 101 in D.C after being born. Their lives cannot begin in different locations. In addition, the starting quest for Project Brazil will cause problems with TTW`s starting quest. However, Project Brazil is still in development. Things can change. 

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Personally, I like how the

Personally, I like how the mod is going so far, with the Lone Wanderer/Courier being the same person. Of course if people want different interpretations, such as the two teaming up, then that also would be interesting. On Project Brazil, I can't think of a way for it to fit in the timeline between FO3 and a conjoined NV. If I'm correct, Project Brazil is supposed to be a "prologue" to New Vegas by explaining the Courier's backstory growing up in a vault. So...how can you go from Vault 101, to Vault 15, to the Mojave...? That just...doesn't make any sense. Just my two cents.

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I for one think think you're

I for one think think you're idea is a good one Roy, in fact it's great. You can have two very distinct play-types on a single save file, both benefits from the items and skills in both games. I feel like there should be some sort of series of perks you have while the other is in your party and simultaneously meeting certain requirements.

Example: Lets say I'm playing as the Courier and I sux at lockpicking, but the Wanderer is in my party, and he/she is amazing at it. There should be some way to be able to benefit from that, imho.

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Most companion mods allow you

Most companion mods allow you to command people in your party to do things... like pick locks.

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See, and I really eschew

See, and I really eschew companions because of a myriad of reasons. I feel like a baby sitter. They block my path. They make the game either too easy, or it's hardcore mode and now I have to be super-baby-sitter. Since I don't really bother with companions outside of their related side-quest, I've never really investigated the idea of adding even more.

 

But there is the Groov-a-tron, and I've been evaluating the companion system in anticipation of 3.0, and looking at play-styles I haven't really explored yet; so perhaps I'll try and build a "team" or something this time around.

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Okay, Ive been trying to find

Okay, Ive been trying to find a way to run Project Brazil with TTW for a good while, here is what works... Install TTW with FO Mod Manager. With Aternative Start and Alternative Start TTW Active and the Installed TTW you start in the DC Wasteland. Go Straight to the train Station in Columbus Circle and ride the train... Once you have exited the alternative start shack in NV and saved then add the Project Brazil Mod to the game data folder and activate it. In the Geck You can place a door to the Project Brazil Map. I placed a door in Tranquility Lane. I have been building an open world mod around the Tranquility Colored mod. I have only been working on this solution for a few days. It isn't perfect... you lose all scripting from Project Brazil... as it never starts.

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Here is an esp for Project

Here is an esp for Project Brazil that I made. It has problems with the trains from NV back to DC and for now is beyond my ability to fix. I installed TTW Train Station Access by Pipboy after discovering that the trains were glitched in NV and returning to DC was not possible and that solved the problem sort of... but still this is a starting point for anyone looking for a simple bridge Don't fail to get into Braun's Room in Vault 112. Never get into the Tranquility lounger... use the Telepad. Anyway, enjoy a virtual California... if this helps anyone, good.

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