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Damianwolff
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Role-playing in TTW. Leaving DC.

Hello, fellas. I had just travelled to New Vegas for the first time, and was wondering how do folks in here usually make the trip. When is it that you decide leaving DC, and do you justify it in any way?

I was having great fun in DC and was honestly forgetting at times that New Vegas was waiting.

At the time I had Sydney and Dogmeat as a follower. Dogmeat got separated and wound up waiting for me at Vault 101 entrance.

I had just gone though the Waters of Life questline, escaped with the scientists to the Citadel. In the citadel Sydney asked if she could stay and learn. I didn't know how long that would take, and was surprised when she said she'd be there for two weeks. Was somewhat jarring that the Lone Wonderer was abandoned like that straight after loosing his father. Nice for RP.

So I figured my character would get to Vault 101 to pick up his dog. Aaaand got the pip-boy message about help request from Amata.

Went in, helped everybody. Got told to leave. Again.

So, with father dead, Sydney off doing her own business, his homestead having spurned him again, and the Enclave flooding the Capital Wasteland, I decided it was a good moment for Lone Wonderer to do what his father did 20 years ago. And left for Mojave.

 

So there is my story. How did you do it? Anyone role-played it, Gopher-style?

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That is pretty much the exact

That is pretty much the exact time and reasons I leave for the Mojave as well. Right after Waters of life, and then Trouble on the home front. Usually I have done a bunch for the capital wasteland by that time, and the 1-2 punch of Dad's loss and then "get out" from 101 makes me think my wanderer would get a bit on the selfish side. I mean Blood ties, Wasteland Survival guide, Those!, and bunch of quests helping people out and many of them not really having much in the rewards end of things. So after my lone wanderers general spirit of "let me help you" when they finally needed the help themselves, and where outright denied, it's a bitter pill to swallow, so they go off and think, you know what, you guys can save your own asses now.

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I leave DC after doing

I leave DC after doing everything. I cant just up and leave things unfinished for realistic reasons.

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The only thing I want to say

The only thing I want to say is, I like the idea of leaving dad in the simulation as that dog for nine years. Not like I get some kind of sick pleasure from it, but I feel like it carries more weight that way. I come back from the Mojave nine years later as a completely changed and matured man and I'm reunited with my father.

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

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Well im using x3 spawns with

Well im using x3 spawns with MMM so i leave once im strong enough to fight 10+ mutants at once to get to the train lol

i feel uneasy waiting too much to go to the mojave, since the first part of nv is so easy, feels like its made for a low level character unlike the f3 one (straight into dc full of super mutants...)

also: gambling! altho with ttw interiors u can also gamble in dc which is nice

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Bonehead wrote:

Bonehead wrote:

 

Well im using x3 spawns with MMM so i leave once im strong enough to fight 10+ mutants at once to get to the train lol

i feel uneasy waiting too much to go to the mojave, since the first part of nv is so easy, feels like its made for a low level character unlike the f3 one (straight into dc full of super mutants...)

also: gambling! altho with ttw interiors u can also gamble in dc which is nice

 

In all honesty - really depends on the settings and mods. In my game the amount of health is based entirely of Endurance, so when I entered the Mojave on level 15 I head the exact same amount of health I had on level 1.

Add to that that I have the mod that gives all the player items to one of Benny's Khan henchmen, and the beginning of the Mojave becomes quite vicious. Seriously.

No powerful guns or armor, very little ammo (small ammo spawn rates), no caps... And all the difficulty of a well modded New Vegas game.

I was quite shocked when a Mantis crippled me and took 3/4 of my health with its fist lunge, and finished me off with the second one.

Edit: Yeah, gambling with Interiors is all kinds of awesome. Unfortunately don't have Mutant mod installed. It, for some reason, does not play well with my game.

Bonehead
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i have level hp scaling

i have level hp scaling disabled as well, i was more talking about the equipment honestly. but that mod making you start from stratch in goodsprings is really interesting, thanks for telling me :)

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It is a great one. Massive

It is a great one. Massive kudos to the mod maker.

https://taleoftwowastelands.com/content/equipment-looted-when-first-arri...

And, for once, it provides an actual incentive to be hot on Benny's tail.

A lot of players I know played through the Fallout 3 quest because they felt an attachment to James.

Equipment Looted makes you rush faster, because you feel an attachment to your gear.

Mariofan17
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Thermador's mod is better IMO

Thermador's mod is better IMO.

Damianwolff
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Which one is that?
Risewild
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Bonehead
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wait so you need 500 stacks

wait so you need 500 stacks of pre war money? isnt that a bit excessive? lol

edit: nvm saw the wimpy version, i guess i could give it a try

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I love it this way! Finally a

I love it this way! Finally a purpose for those old papers in the game. It's also very realistic, as the prewar machine is expecting the currency it was built for.

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Last game I managed to leave

Last game I managed to leave D.C.just after I finished the Wasteland Survival Guide quest. It did take me a number of attempts. The only mods I run are TTW Realistic Wasteland Lighting and the TTW-patched version of More Perks. I don't load the crap packs.

Getting to the Mojave early game made me realize how easy it is to gear up in NV. A visit to the Generous Doctor and a few minor sidequests there leaves you a force to be reckoned with in D.C. 

subtledoctor
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Love discussions like these!

Love discussions like these!

I agree with the OP that right after seeing dad die, and then escaping to the citadel, and then being kicked to the curb, is a great time to get out of Dodge. So that when I head... south on a riverboat, looking for s better life. Alas, Point Lookout is full of murderous savages and hallucinated head trips of mourning. So back to DC. Instead I head northwest toward Pittsburgh, hoping to find solace in acts of valor and charity, by freeing some slaves. But it's an irradiated hellhole and neither side seems to be the good guys. 

So back to DC, but I'm feeling better now, realizing that the brotherhood isn't all bad and the quest to provide pure water to people to prevent DC turning into The Pitt, is worthwhile. So I play through the whole rest of the game, finishing at about level 25 (with a 1/2 XP progression mod). Then, upon exiting the old train tunnels around the city, I find one that seems to work, heading west...

[whereupon, I load up a save at the train station from level 4, which was the earliest I could finish WSG and Those! and get 5 of the 7 SPECIAL bobbleheads and console myself some of the more memorable equipment from my travels, like the Ranger armor and the Perforator...]

...and Boom! I wake up nine years later, in some cowboy quack's office, with another hole in my skull and not able to remember may of my skills, and naked as the day I was born, my would-be murderers having stolen my best equipment. :)

Yeah: 1/2 XP progression, + modded lower HP, + the "equipment looted" mod (I like the "explorer" option with my stuff spread all over the Mojave), + starting at low level, = all the continuity of playing both games together, but without disturbing the balance and fun of the early/mid game in NV. IMHO this combination is more fun than just using Thermidor's mod. 

I don't have much time to play so this makes for epic, ~year-long playthroughs. I started this run in March and I just finished Point Lookout! Now heading to The Pitt, my favorite DLC. :)

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I know this post is very old,


I know this post is very old, however, I have a role-play which make sense, The Lone Wander after leaving Vault 101 for first time wakes in Doc Michael's house, as though playing through Vault 101 is a dream. He can't remember what brought him to New Vegas. After reaching his first caps, he flashes back to arriving in Megaton and learn what caps were to begin with. The Tale brings him through flashback of DC, and present day New Vegas. Where he in turn runs into someone in DC in Vegas.

Because I believe getting to train station after the main storyline of would be boring, also the reason this person has come to Vegas is because she is looking for him to finish what he started. Yes the flashback ends with death of his father, but return to DC to bring pure water, afterwards again leave to finish looking for Benny in Vegas and do other things. That to me in worthwhile, Tale of Two Wastelands. Not just finishing in DC than moving to Vegas, This means you're only playing Fo3 and FNV seperately.

 

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NOOOOOOOOOoooooooooo.........

NOOOOOOOOOoooooooooo.........

 

I wanted a mod that made NV (after doing DC) harder, and I run into this thread.

 

One mod uses old money, makes the stations tougher, and there's a stat reduction....but possessions are just in a box (and you get all your stuff back with a cheat).

 

The other one lets you get all your stuff back in a way that makes sense (surely the Khans would take your gear)...but that's it.

 

Decisions, decisions....

:(

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If you use Project Nevada

If you use Project Nevada (and there is little to no reason not to use it) - you can set up your game to achieve higher difficulty (including in the stations), and make the loss of high-quality gear more painful than the loss of stats.

Thats what I did, at least.

 

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Easiest way to make the game

Easiest way to make the game brutal is to use both PN and MMM, set PN on one of the harder presets and manually set loot levels to ridiculously low levels and then also set MMM to at least the A preset (B is just nuts unless your system is godlike). 

If you don't pick a preset for MMM, the default seems to leave all of the difficulty increasing options turned off completely.  If I understand the different settings in MMM right, you can either set individual enemies to scale up in strength faster as you level (soft unleveling) or you can ramp up increased spawns (which can lead to individual spawn points spawning dozens of monsters in 1 spot).  Personally I prefer a smaller number of tougher monsters rather than swarms of easy monsters and my lowly 2 year old system does as well :)  You can also do both if you're truely a masochist...

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Khumak, you truly are a

Khumak, you truly are a connoisseur of hardcore post-apocalyptic survival. I approve whole-heartedly.

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Interesting thread.  As

Interesting thread.  As mentioned, and it seems to me the most parsimonious way to improve the DC to NV transition via mods is to affect the character rather than try to change the environment so much.

Man up and loose some, or all, of that hard-won uber gear...

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One of the best things about

One of the best things about TTW for me was that it removed a major issue with Fallout 3; that a wee upstart fresh out the Vault is able to mow down droves upon droves of Enclave, Mutants and Raiders, most of whom have years of battle experience while they've never handled anything more deadly than a BB gun. TTW gives the Lone Wanderer a few years to toughen up, learn the basics of survival and put those skills to good use.

After escaping the Vault I usually do a few easy quests (I usually install the Mod The Ties that bind, which gives your character a sister you have to rescue from Paradise Falls. This gives  my characters a good reason to but finding Dad on the back burner) to give my character time to soak in the post apocalyptic atmosphere, then head over to Vegas.

 

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To me there are two good RP

To me there are two good RP points, after your business in DC is finished. So the defeat of the Enclave and such. The second is right after you learn your dad went to vault 112 but only if you do it as a five year time skip otherwise its to long.

I prefer to use xp and combat rebalancers. So I can do most of the content found in Fallout 3 and not even hit level 30. I also use the logan's hero trait to ensure I can't pass that level. Then when I reach the mojave with more difficult journey I have temporary stat and skill penalties to keep me weaker

CrabbitMinger wrote:

One of the best things about TTW for me was that it removed a major issue with Fallout 3; that a wee upstart fresh out the Vault is able to mow down droves upon droves of Enclave, Mutants and Raiders, most of whom have years of battle experience while they've never handled anything more deadly than a BB gun. TTW gives the Lone Wanderer a few years to toughen up, learn the basics of survival and put those skills to good use.

I've always thought of Operation Anchorage as a good excuse for that. You can alway head cannon the training sim included weeks of intense boot camp before skipping to the actual mission

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Vukodlak wrote:I've always

Vukodlak wrote:

I've always thought of Operation Anchorage as a good excuse for that. You can alway head cannon the training sim included weeks of intense boot camp before skipping to the actual mission

Actually, I have never ever considered this, and this point is brilliant.

I always thought what an alien experience it probably was, and that it gave the Lone Courier (or Lone Wanderer) a good emotional hardening. But it is also an opportunity for the character to participate in a skirmish war on a battlefield, indistinguishable from a real one, experience war on the scale different than almost anybody in the Capital wasteland, including the brotherhood and enclave (unless the enclave makes use of war sims).

And the game kind of supports what you said even further. After all, the DLC anticipates that you will be able to take on a squad of mutineering Outcasts and survive, and maybe even save the two non-hostile ones. Not only that, but OA gives the character the Power Armor Training, so there must have been some camp training we haven't seen.

All in all, an excellent point I wish I'd come to myself earlier

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I think OA would have worked

I think OA would have worked better if they made it longer, staged, and almost the first thing you do coming out of the vault. It would better explain how some Vault Boy with a BB gun could become the savior of DC.

1 - Coming out of the vault, you are met by an Outcast Patrol. They see you have a pip boy and "escort" you to their base.

2 - You do some training sims, starting with fairly easy, but working your way up to tough.

3 - You finish the DLC with the standard OA missions.

4 - You're dumped outside the base, but with some goodies - a few weapons, some ammo, some decent armor, and most importantly, the skills needed to become savior of the Capitol Wasteland.

5 - Megaton is the only marked spot on your pip boy map, so you head back to it and continue FO3's main quest... or not. You now have skills and some stuff, so you can now do whatever you want.

THAT would have been a much better OA.

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jlf65 wrote:

jlf65 wrote:

THAT would have been a much better OA.

Not sure I can agree with the entirety of that. After all, seems a bit too convinient, together with instantly granting the LW access to Power Armor Training.

Also, it would feel like an overdrawn tutorial, one that stands out of the whole storyline like a sore thumb.

If we were to expand the tutorial, I would much rather we got to see more of our time in the Vault. Adding more scenes to the childhood and adolescence more sense for explaining how the character has the skills that he has, build a stronger bond with Amata, James and the vault itself.

OA should remain a side story, just the way it is. It is a nice cherry on top of the characterization, but not an essential part.

I do feel that the characters childhood in the Vault is an essential part. And it bothers me immensely that it is so short.

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I'm not sure how much

I'm not sure how much "training" you can squeeze out of the vault. The LW isn't part of security, his dad's a doctor, and at the time when he leaves the vault, he's got a plain jumpsuit, a BB gun, and a baseball bat. We know there's no training facilities as he needed a part of the reactor room just to practice with a BB gun. It's possible security has a training area, but we've never seen such a thing in any of the vaults. Vault security gets by on having armored jumpsuits along with police batons and 10mm handguns, while everyone else has nothing and no training. I don't see the Vault Overseer allowing more than switchblades, BB guns, and bats as that would allow the possibility of losing his position if a rebellion broke out. You're just the doctor's son who plays baseball and occasionally gets to shoot radroaches with a BB gun. To have training in the vault, you'd need to add a security training area and concoct some excuse for the LW to be part of security.

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Well, the GOAT would provide

Well, the GOAT would provide a perfect chance and excuse to be a vault security guard. I wish that the GOAT results actually influenced our growing up in the vault instead of just choosing the tag skills.

If you got a career from the GOAT, you should have another sequence of "vault life" between the GOAT and the "Escape the Vault", where you would be doing your assigned job and had more interactions with the vault residents.

I also would have liked if some of the "careers" would make more sense related to the tag skills. For example, why is a Vault Chaplain the Barter skill? Pedicurist is energy weapons? Waste manager specialist is explosives... they blow up their waste? Fry Cook is melee weapons? Shift Supervisor is sneak? Tattoo Artist is small guns....

Some make no sense to me .

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Yeah, how the GOAT answers

Yeah, how the GOAT answers map to skills always perplexes me, so I've taken to simply giving the funniest answers, then setting the tag skills manually when I turn the test in. The whole test thing really needs to be redone. And then it would be a good segue into training in your tag skills like Damian wants.

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I just go with the dialogue

I just go with the dialogue option to skip the test entirely and choose my tag skills right away and get out. The GOAT might be fun for a couple of times, but I have seen it thousands of times... I will go through it again a few times when 3.0 comes out, just to be sure there are no new bugs there, but if there is nothing, I will just continue to skip it .

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jlf65 wrote:

jlf65 wrote:

The LW isn't part of security, his dad's a doctor, and at the time when he leaves the vault, he's got a plain jumpsuit, a BB gun, and a baseball bat.

When I said training, I didn't mean it can only be military training. After all, the majority of raiders, scavengers, Megaton settlers and such don't have any. OA training does little to explain how the character managed to survive the wastes, that's not something a US soldier would or could be taught in boot camp. Nothing in the Vault or in 2070s America can fully prepare you for the DC Wasteland.

In regards to learning skills in the Vault, you really, really overlook that life in the Vault implies having to fill 365 days a year with something to do.

There are the ordinary things, like playing baseball or soccer, physical exercise, studying, watching old vids, doing chores around the vault. They give you basic knowledge.

But then there is the free time, and how you spend it. Shooting cockroaches. Fighting Butch (1 verses 3 fights), sneaking around the Vault after curfew sets in, past the guards and cameras, to do something stupid but fun with Amata and other friends LW might have had personally, or through Amata. Like sneaking into a system of caves adjacent to the Vault to look where the water pipes come from. Or into the Overseers office to delete the camera recording of some hooliganism, to cover for one of the kids. For all we know, there could have been previous times Radroaches snuck into the living spaces, and it would be interesting to know how a bunch of 13 years old dealt with something like that.

On top of that, just by virtue of growing up in the Vault, LW has the potential to be healthier and more erudite then the majority of the world above, with access to pre-war school books, holotapes, technology. Since this was not explored, we have no way of knowing how many John Wayne films he has seen, or if maybe they had a pre-war set of holovids on weapon handling (for kids, of course!).

There are so many ways for the LW to get basic skills in the Vault, fun, interesting ways, which would reflect his personality and the pros and cons of living in the vault, that limiting that to just security training (of which I don't think there is that much), is a step down.

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Damianwolff wrote:But then

Damianwolff wrote:

But then there is the free time, and how you spend it. Shooting cockroaches. Fighting Butch (1 verses 3 fights), sneaking around the Vault after curfew sets in, past the guards and cameras, to do something stupid but fun with Amata and other friends LW might have had personally, or through Amata. Like sneaking into a system of caves adjacent to the Vault to look where the water pipes come from. Or into the Overseers office to delete the camera recording of some hooliganism, to cover for one of the kids. For all we know, there could have been previous times Radroaches snuck into the living spaces, and it would be interesting to know how a bunch of 13 years old dealt with something like that.

That would make some interesting "training". You might then at least leave the vault with half-way decent lock-picking and sneak skills. A little more small guns as well. Maybe better repair... all things you NEED the instant you leave.