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Risewild
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At the moment you can get out

At the moment you can get out of the vault 101 and go straight to the train station (I have done it several times to test some things out), I am not saying its easy (depends on the route you take and what enemies you might find but it is doable) and you have to walk a bit, the train station is near Dukov's Place and the Anchorage War Memorial, but be warned every time I did went straight to the train station, I didn't really went straight, I stopped in Megaton to sell vault loot, because you need 500 caps to buy a train ticket .

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At the moment you can run

At the moment you can run straight from DC to the Train Station and head to NV. There is a ticket hidden in the train station so the first ride is free. You can start a new character and be in good springs in under an hour. The default will probably always be to start in V101, but we have an alt start mod that should be released in the next update (hopefully in the next couple weeks fingers crossed).

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As of now the priority of the

As of now the priority of the team is to simply combine the games into one massive Fallout experience. We do have plans (Once the bugs are all sorted out) to do an optional add-on that fleshes out the story with stops in many different cities while the player travels to NV. 

You can go to NV as soon as you earn 500 caps, find Union station and buy a ticket. On your first trip you'll see a fade to black screen with an message that says "Nine Years later". You then see the NV Intro with you getting shot in the head. After that you wake up in Doc Mitchalls house and, start NV. Mostly as normal, we did remove some of the steps the player is allowed to change there name, hair but, not sex or stats. 

Two Ninjas! there everywhere! I'm getting scared! 

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chucksteel wrote:

.

tizerist
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chucksteel wrote:

chucksteel wrote:

Likely when we start working on the NV side we will close off the FO3 start for a time

I think bugtesting would be cleaner with both intro's unlocked after you're happy with the v101 start, rather than temporarily locking one off. Kind of makes the update a step backwards. You'd have a lot of confused customers, trust me. Bugtesters may not necessarily have started their current game with the NV start version, too.

I think the way the current v101 start is handled is very slick, but I'm confused. I thought you had to complete the Wasteland Survival guide quest to travel, or has that changed now?

And about this possible future add-on, is this the same as the F1/F2 add-on that has been mentioned, or different?

I remember one of these flashback location being mentioned as Colorado i think, a long time ago. There is a potential there to tie this into the heavyweight Beyond Boulder Dome if you do eventually do this.

It's something to scratch the chin over, in the future. :)

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I attached a script to the

I attached a script to the WSG so it doesn't appear anywhere until you finish the quest, to prevent continuity errors. The future add-on I spoke of is just a simple travel mod from DC to NV. You are probably right, closing off the V101 might not be best. Personally, I don't see why anyone would want to start in NV, but the community wants it so by God they'll get it!

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Fantastic! Thanks for letting

Fantastic! Thanks for letting me know. I've been playing a modded FO3 playthrough the past week or so but am planning to put together a TTW install today and start anew this weekend. Hopefully I can find that free ticket. :)

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JaxFirehart wrote:

JaxFirehart wrote:

I attached a script to the WSG so it doesn't appear anywhere until you finish the quest, to prevent continuity errors. The future add-on I spoke of is just a simple travel mod from DC to NV. You are probably right, closing off the V101 might not be best. Personally, I don't see why anyone would want to start in NV, but the community wants it so by God they'll get it!

It could be because a lot of people don't like Fallout 3's weak plot and overall lack of thought into a logical, living wasteland, that and the FO3 intro is REALLY LONG. I mean, I can be out of Doc Mitchell's house in like 10 minutes, maybe even less if you know what you want out of your character, whilst in FO3's intro you're FORCED to grow up and go through these mundane scenes in order to connect to other flat characters or something. Story-wise? It makes sense to start in V101, I suppose. But what if I don't want to play as the Courier/Lone Wanderer/Both? What if I wanna make it so my character was shot by Powder Gangers and brought back to health by Doc Mitchell? Then you stifle people that like things like roleplaying and whatnot. Myself, I don't do FO3's main quest, I just use the CW as my own playground. I spend most of my time in Downtown D.C., amidst the ruins killing super mutants and just letting all the oddly beautiful urban decay vibe sink in.
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I don't like a mod changing

I don't like a mod changing my ini without me doing it manually. I think the smartest thing is to set TTW to start in DC. An esp to start in NV wouldn't be that bad, and would keep conflicts with other alt start mods to a minimum.

Every other option seems like an unnecessary complication in some way.

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I'm a fan of the V101 start

I'm a fan of the V101 start myself for thematic reasons.   It makes a lot more sense from almost every angle you look at it, lore-wise.

Also, there's a nice "Three Years Later" BiNK file we can play during the transition between the CW and NV.  Yeah, it's technically 3.6-ish years, not 3 even, but it's still a neat coincidence.

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We took some liberties with

We took some liberties with the timeline, if the LW is indeed the Courier then he needs more than three years to have traveled all over the west and helped found the Divide and all that. So we pushed the events of FO3 back a few years.

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JaxFirehart wrote: Personally

JaxFirehart wrote:

Personally, I don't see why anyone would want to start in NV, but the community wants it so by God they'll get it!

 

Realize that a lot of the people watching this mod, such as myself, are quite aware that there'd be story inconsistencies with this mod regardless of any amount of work put in, but we're willing to overlook that for the sake of the sheer scope of the mod and other things it has to offer. I myself for example can't wait to see this mod fleshed out because I simply want to see the armors, weapons and perks of Fallout 3 "New Vegasified" to give my game more item and character customization diversity, as well as explore some of the differences in difficulties or challenges one would encounter between the Capitol Wasteland and New Vegas ( for example caps would be hard to earn in DC but there's scrap metal for looting aplenty, as well as an abundance of power armor). In that sense, while I think some of the additions you guys are adding are pretty neat ( weapon repair kits in DC), to be honest I'd be happy if you simply got both games up and running side by side.

And that's why I'd like the option to start from New Vegas. It affords me the benefit of having the Fallout 3 perks without having to go through the hassle of uninstalling and reinstalling the mod -just- to have access to those perks while doing a normal New Vegas playthrough, or allows me to simply play a Courier who later explores the Capitol Wasteland and maybe the Pitt or the like, but takes no part in the main quest of FO3.

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I prefer the 101 startup

I prefer the 101 startup (despite the fact that it's long). However, I thing there should be a choice, definitely. And on top of that a "Normal Start" and "Quick Start" option for Vault 101 (the former takes you through the childhood stages and the vault escape. The Latter just grows you to adult size, boots you to the front door and lets you pick all your crap, and lets you go through the vault 101 start without the hassle. If you go through this version you're also given random loot. Random crap, random amount of 9mms/ammo, random amount of clutter, random amount of clothes, etc. Plus a baseball bat, grognak, sweetroll, bobblehead, etc.) Not as much as if you did it "right", but not totally missing out either.)

And while we're at it, maybe some alternate starts too (both FO3 & FONV). Though this would probably be best served as a separate addon rather than a main part of the mod.

Ideally what should happen is something similar to what happens in FWE: You see the birth scene, are told this is either a dream of events far away, or the beginning of new life. It asks you if you wake up or live the dream. If you choose the former you get NV start/Alt start options. If you choose the later, you get FO3 start.)

While we're on this topic, I should bring up a semi-related issue. That being, that I noticed that several FONV-based mods don't' fire correctly until the FONV tutorial is done (just the part with doc Mitchell is necessary, not the stuff with sunny smiles), and likewise some FO3 Mods don't fire correctly unless the the FONV.
Seems what has to be done here is that once you complete vault 101 it should also complete the FONV tutorial, and then (if they keep it in) when you take the train to NV you're given a copied "fake" version of the tutorial.
Cause right now In order to make a new character and make all the mods I have work right (98% of which are NV based) I have to...

  1. Only load TTW and a few other "essential"/safe mods (Project Nevada, XFO Two perks, Lings, And Skip DLC.) and play through vault 101 (that's what I hate about Beth games: such tedious intro dungeons. Yeah it's epic the first time, but after the 3rd time through it just becomes annoying.)
  2. Coc to the CW train station and get a ticket.
  3. Take the train to NV
  4. Go through the NV Intro (which is thankfully short. even moreso in TTW.)
  5. COC to the NV train station and get a ticket
  6. Take the train back to the CW
  7. COC Back to the Vault 101 exterior.
  8. Save and exit
  9. Reenable everything else.
  10. Load all games. 

Yeah it's annoying.

In the short term, what I would suggest is this:
Once Vault 101 is done, you don't get "following in his footsteps" (not yet.) Instead, you get a menu telling you to disable any non TTW tailored mods and save. It would then place a one-use teleporter at the exit of vault 101. It would work almost like the train switches but they wouldn't require tickets, and could only be used once. Also you would not get the "9 years later" screen. After that it disappear from the game completely.
Oh and an invisible wall prevents you from going anywhere else.
 Then once you did the NV tutorial and step outside of Doc Mitchell's house, a box pops up telling you that it should be safe to reenable any other mods you have on you. asking whether you want to stay in NV or go back to the Capital Wasteland. 
If you choose the former, you will not receive "Following in his footsteps" until you return to the Capital Wasteland (or better, you hear about james from some place.), and you will get "Back In the Saddle" like normal.
If you choose the latter, you are teleported back to the Capital Wasteland right outside of vault 101. (again, works like the train switch but no ticket and no cinematic.) and you do not get "back in the saddle" added to your pipboy. Instead you get that only if you walk into Goodsprings later on. In this case, "Following in his footsteps" starts up just like normal.

I know... it's not a lore friendly method, and not good storytelling. And it really doesn't solve the problem of choice, but it would at least be a short term solution until a better way to handle the intros are implemented.

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Everybody wants this for TTW,

Everybody wants this for TTW, but TTW was designed with TTW mods in mind. Wouldn't it be great if TTW was left as is and instead modders jumped in and created more fleshed out alt start mods? Grib's mod for NV was fantastic, and at one point he was going to redesign it for TTW.

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"... That's why we're going out of our way to make our game less Fallout."

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TJ wrote:Grib's mod for NV

TJ wrote:

Grib's mod for NV was fantastic, and at one point he was going to redesign it for TTW.

I actually finished most of the work and (hopefully) still have the file. It just need a bit of fleshing out and finalizing. And then I got lazy.

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Honest question: why are

Honest question: why are people so concerned with the V101 startquest? I've only been playing a couple weeks, on 2.2a, but my starting procedure has been basically bulletproof:

1) Disable ALL mods other than TTW and the DLCs.

2) Play the FO3 start quest through until the Vault door closes behind me. You're level 1, standing looking at the door to the CW. SAVE GAME and never ever delete this save. 

3) Enable whatever mods you want to use, and load up that save. Go outside, and it will ask you if you want to change tagged skills, face, etc. It will also bump you to level 2 and prompt you to choose your first perk. 

4) Now, if you want to start a game in NV, just walk or coc to the train station, with liberal use of the "killall" console command, and get on the train. 

With that level 1 savegame, you can remake your character however you see fit, and use whatever mods you want, and just repeat steps 3-4... you'll never again have to play through growing up and escaping the vault.

Alternatively: there are a number of mods that override TTW's start script, and actually start you off in Doc Mitchell's house. Start a game with one such mod enabled, and save before walking over to the Vigor-Matic machine; then disable the mod and make a clean save there with only TTW active. 

If you do both of those things, you'll have a clean save in each wasteland, and you'll be able to use either one to begin a new character. 

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Being able to start in either

Being able to start in either would be the most ideal, but what I really want is the station between the two wastelands to be an optional install. 

 

Risewild
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Pathlessbullet wrote:

Pathlessbullet wrote:

 

Being able to start in either would be the most ideal, but what I really want is the station between the two wastelands to be an optional install. 

 

How would you be able to travel between both wastelands without a station? Are you thinking about something like the magic sewer drain from RFCW? Sorry I am just a curious person and like to hear new ideas about stuff.

Well I am fairly sure that the station will always be vanilla TTW, but the team wants to make other ways to be able to travel between them too , for example using the spaceship after finishing the Mothership Zeta DLC is one of them, also there is some mods that Thermador made that allows to travel in other ways, like his transportalponder or something upgrade from the Old World Blues DLC or using a Vertibird too.

Also there were some talks about making stops along the way while using the train in the future, so the train station would be essential for that too and not to mention all the work that people like Chucksteel and TrickyVein put into the stations, also other people like Sesom made a thing about the train that will be awesome once it is complete and implemented too and I am sure I am forgetting other people's work too . The train stations and all that it will include is like the big mark from the TTW team into the TTW world, it's new content that is lore friendly, balanced, well made and even with original models and textures, making it in an optional file would be like having a bill without the president face on it or whatever people that read this have on their bills I have no idea since I live in the middle of kangaroos and our currency is gum tree leaves and koala droppings  ahahahah!

Also saying again that in the future the plan is to be able to start in either wasteland, it is restricted now because of bug finding, proof-play, and being easier for the team to continue working on TTW, it's an Alpha release in case people forget I know I do sometimes .

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Just as a dude who started

Just as a dude who started getting into TTW this weekend, I would love to see the option to start in New Vegas.  Ideally, I'd like to only have one Fallout installation on my computer that let me enjoy either game whenever I wanted.

Just my two cents.  Great project, keep up the great work.

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I honestly don't care which

I honestly don't care which it starts in (choice would be nice but whatever) just so long as the NV/FO3 intro quest completion script requirement issue I mentioned gets fixed.

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You know... I just happened

You know... I just happened to be digging around in my docs folder and I came across a small collection of ideas for FO3 dialogues concerning a New Vegas Start. (I created this back in the RFCW days.) It would either require voiceless dialogue or a lot of audio splicing. I never finished it, but here's what I have.

 

Like I said, I found it by chance when I was clearing my documents folder (where I keep lots of misc ideas like this) and thought I'd post it here anyway. If anyone wants to continue or wants me to continue it, say so. Otherwise that's fine. 

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I prefer starting in Vault

I prefer starting in Vault 101, and nope I don't need a choice.

Keep up the good work, I really enjoy 2.2a, looking forward to 2.3 :D

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Pathlessbullet wrote:Being

Pathlessbullet wrote:

Being able to start in either would be the most ideal, but what I really want is the station between the two wastelands to be an optional install.

The underlying transit code handles alot of things besides just switching wastelands, and is required for things to work properly. You could however create a patch that re-enables the boarded up doors.

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"... That's why we're going out of our way to make our game less Fallout."

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I know the post was to get

I know the post was to get feedback for the TTW team. So my 2 cents. Start in Vault 101 and go linear with the Lone Wanderer becoming the courier and then people can mod alternate starts including starting in NV.

There is a massive amount that goes into modding and I can't imagine the amount that has gone into this. But I am very appreciative of it. Are there downsides to either start sure. I used to be very impatient with getting to Broken Steel missions, but there are mods for that, or as has been mentioned I could make my own.

IDEALLY in my mind would be a mission tree that would allow me to play any mission at any time. This isn't feasible or even alittle realistic.

I guess my point is go with the start that makes sense, people can add alternate start mods (or make them) as they see fit and don't worry about pleasing everyone because that's an impossible goal.

Again guys great work. Love it. Very much appreciate ALL the work. And a huge thank you to the entire team.

Vote: Vault 101

If life is but a test, where's the damn answer key?!?!?

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walrus2517 wrote:

walrus2517 wrote:

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 agree completely with this. I think doing anything else makes FO3 look like a side-adventure for the courier, rather than making the two games into one game.

...

...

...

I'm glad we understand one another.

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chucksteel wrote:

chucksteel wrote:

 

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. 

ultimately this mod should be made like most mods... the way the modder wants it, your never going to make everyone happy and many have no clue what goes into modding , myself included. so it's a decision that should be left to the core ttw team with player input taken into account but not catered to. what your doing here is amazingly awesome! and yes i have many ideas, i dont expect to see all my ideas come to life cause in the end this is your project. that's the great thing about great projects, it inspires people and gets them excited. when that happens they naturally want to express those ideas to anyone who will listen.

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freakydoo wrote:

freakydoo wrote:

 

chucksteel wrote:

 

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. 

 

ultimately this mod should be made like most mods... the way the modder wants it, your never going to make everyone happy and many have no clue what goes into modding , myself included. so it's a decision that should be left to the core ttw team with player input taken into account but not catered to. what your doing here is amazingly awesome! and yes i have many ideas, i dont expect to see all my ideas come to like cause in the end this is your project. that's the great thing about great projects, it inspires people and gets them excited. what that happens they naturally want to express those ideas to anyone who will listen.

Well said and I agree

If life is but a test, where's the damn answer key?!?!?

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I played enough of Vault 101

I played enough of Vault 101 thanks.  I was sick of it then and am not looking forward to it anymore.   Since the beginning levels of the game is often the best part (survival wise, constantly scounging just to survive) I like restarting game after I get to a certain point.  If it weren't for Alternate Start mods in the Fallout and TES games I would probably have stopped playing them awhile ago.  I honestly don't know how people can do the same start over and over and over and over ad nauseum.  Sometimes I just want to get the game going and not rehash the same cutscenes and scripted battles over and over again.  It just gets old.

I love that with the mods you can pick yoru starting location, faction alignment, starting gear etc.  and role play someone other than a boring Vault dweller all the time.  My current favorite is RPing a Robco Mechanic with the Alternate Start FNV mod.  :D

I would be perfectly happy with the option to choose NV or FO3 start though because the FNV start is fairly short and not as annoyingle long as the F03 Vault start.   At some point someone will make a small mod that lets you skip all that stuff on either start.

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Save you game at the exit of

Save you game at the exit of V101 and bam- instant short start for Fallout 3.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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TJ wrote:

TJ wrote:

 

Save you game at the exit of V101 and bam- instant short start for Fallout 3.

Actually doesn't the game do that itself? IIRC the game creates a save right before the player goes into the world for the first time, which allows to customize the character again before leaving the cave using that save.

On a side note I used to hate vault 101 but after testing it so many times, I think I actually like it now .

TJ
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I think you're right, Rise. I

I think you're right, Rise. I don't even do V101 anymore, I just load that save.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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One idea I had for an

One idea I had for an "Immersive" Mojave start could go something like this:

Okay the fallout 3 video plays, Baby scene from the Cap Wasteland starts. You are born, your dad gives you your name, gene projection, mom dies, etc.

Right at this moment, you are given the option: "Is this a dream? Or is this reality? Do you wake up, or do you continue living the dream a while longer?"

If you choose to "wake up", a messagebox pops up that says "as you struggle to get yourself out of the dream, your life flashes before your eyes. In mere moments, 20 whole years flash before your eyes."
This cues another intro movie (NOT the FONV one) which is a very abridged version of your life in vault 101 and the cap wasteland. Starts with a with you as a baby going up to the "IM SPECIAL" book. Skip to dad saying "Revelation 21:6", Which skips to your birthday starting, which skips to butch saying "Gimmie that sweetroll", Then flashing forward to dad giving you the bb gun, then to you killing the radroach, then to dad saying "Goat Exam" Then to butch teasing amata, then to Brotch saying "You passed the goat", Then to Amata waking you up and saying "You've got to get out of here", Then to you shooting officer Mack, then to you opening the vault door, then to you looking around outside. 
Then it flashes forward to inside megaton where Lucas says "I'm Lucas Simms" Followed by "No, haven't seen anyone like that" Followed by you shooting up some raiders, then to you throwing a nade at some super mutants, followed by you finding the train station, then by you entering the train station.
It's a lot shorter than it sounds. Basically a super-abridged version of your time in the cap wasteland.
After this is done, you get a messagebox that says "As your distant past fades away, your more recent history catches up to you...." Cue the new Vegas intro, followed by the Doc Mitchel scene.

However, if you choose to remain asleep a while longer, the normal vault 101 scenes continue, up untill the escape from vault 101 part. Here you are given one more chance to start in the mojave again just as you open the vault door and step outside into the cave. A messagebox appears, along with a ghostly sounding voice of Doc Mitchell. The messagebox says "You hear a voice in your head, telling you to awaken. Question is, are they reality, or a figment of your imagination. Do you give into the kind, elderly voice, or pass it off as your imagination?"

If you pass it off, nothing happens. You reach the vault cave door, capital wasteland start.
However, if you choose to give into the voice, you instead get another flash of light, followed by another messagebox. This one says "As your dream of your life long past fades around you, a flashback of your more recent history rushes into your mind."

Then, "9 Years Later", followed by the New Vegas intro, and you wake up in Doc Mitchell's office. Que normal TTW FONV Doc Michell scene. 

There you go. Two chances to start in New Vegas. Both a really fast way, and a slow but more immersive way.

homomoose
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For whatever reason with this

For whatever reason with this mod enabled i can't draw my weapons at all.

It is possible that I get more google results than your mom. Unless your mom is genuinely famous. In which case I am humbled. By your mom.

It's Hex
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Probably not the thread to

Probably not the thread to put this in, I would move this to a issue thread in the bug tracker, or better yet search for this issue in forums and if you can't find anything just pop into chat and ask.

By the way this was a double post, sorry about that if any admin can remove the duplicate.

[insert clever quote here]

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Removed. And yes, you're

Removed. And yes, you're right.

Reporting an issue without providing any supplemental information so that others may help you, if they are so inclined will get you pretty much nowhere. 

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I am staring PCs in both

I am staring PCs in both locations. I am presently enjoying playing the Imperial Vegas Mod with one of my Goodsprings starts. I would like to send my troops east to kick some proverbial.

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Disabling the quests for the

Disabling the quests for the Captial Wasteland would kinda defeat the purpose of TTW. 

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i'm so confused by

i'm so confused by @theRealRudy's post.  ttw puts both wastelands into FNV, why you gotta launch fo3 to play fo3 content?

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

help me fight starvation:  http://www.gofundme.com/vr56rc

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Yeah, but that's more
Yeah, but that's more difficult than it sounds. Not sure how it fits better story wise since the events in Fallout 3 occur before Fallout New Vegas. The way TTW was built provides the ultimate Fallout experience for me, along with complimentary mods of course.

We are so the baddest gang in the Wastes!

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i'd like to point out that

i'd like to point out that this thread is a) nearly 2 1/2 years old, b) for early decision-making in TTW, and c) pretty much obsolete now that there's a start menu option plugin.

it's good to have your opinions, but really, everyone posting on this recently is just necroposting at this point

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

help me fight starvation:  http://www.gofundme.com/vr56rc

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The new optional file that

The new optional file that allows you to start in DC or NV works great so far.. Only problem is that after 5 minutes of playing you automatically pull out the crumpled paper and are told to go to DC to find Dad.

I personally think starting in DC is much better in terms of gameplay, and story/lore. It also makes the game harder. NV is way easier than the DC wasteland because of all the artillery available from so many faction NPCs to kill  everywhere.

That's not my real name...

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I'm in favor of start up menu

I'm in favor of start up menu integration, it's good to have options.

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Personally this is a bit of a

Personally this is a bit of a non-issue - I would always start in DC.

However - if it easy enough to give people the choice - why would you remove the option for people who have a different preference - choice if possible is always the way to go.

You'd only remove choice if it had a real reason - technical or plot for removing.

"BEWARE - TOXIC ATMOSPHERE - FULL PROTECTIVE CLOTHING MUST BE WORN AT ALL TIMES!"

"TTW-RAD METER MUST BE CHECKED AT REGULAR INTERVALS TO AVOID INEVITABLE DEATH"

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Puppettron wrote:i'd like to

Puppettron wrote:

i'd like to point out that this thread is a) nearly 2 1/2 years old, b) for early decision-making in TTW, and c) pretty much obsolete now that there's a start menu option plugin.

it's good to have your opinions, but really, everyone posting on this recently is just necroposting at this point

The decision has been made, the choice has been given. We provide an optional plugin that does exactly what you are saying. If it doesn't work like you'd like you're more than welcome to modify it to do what you think it should and release it here, with credit to the TTW Team - specifically Thermador, Puppettron, and RickerHK.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

Puppettron
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ricker did a lot of it too

ricker did a lot of it too

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

help me fight starvation:  http://www.gofundme.com/vr56rc

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That's right. Corrected. 

That's right. Corrected. 

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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This thread has came to my

This thread has came to my attention and looks like I'm late for the party....

I would have voted for having a option to start at either NV or DC depending on what game you're using for example if you're using FO3, you start at DC at vault 101 as the Lone Wanderer or if you use NV, then you start at Doc Mitchel's house as the Courier since I think it would be a good idea to keep both the Lone Wanderer and Courier as separate characters.

But apparently since the decision has been already 'decided'...as much to my dismay, now it seems I'm now forced to play to play as the Lone Wanderer which is something I don't want at all and even worse, if you're all trying to imply that the Lone Wanderer and Courier are the same person then I'm seriously against this vision.

Maybe there should be a tweak mod to tweak things to the story for making the game's storylines different depending on which character you play as?

Since I've also already played New Vegas first and I've been searching for FO3 merger mods so I can take my Courier character to the Capital Wasteland (probably the only way I would play FO3 due to my...personal opinions about it or rather how I feel towards Bethesda) but it seems with this mod, it doesn't seem to be the case and I'm severly disappointed with this decision.

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You can start in Vegas, there

You can start in Vegas, there's an optional for that.

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I think as a general rule it

I think as a general rule it's better to have more options than less in a game like this as long as it doesn't make further development significantly more difficult.  In the case of the New Vegas start, I don't think it makes as much sense story wise but other than having to ignore lots of comments and radio announcements that just don't make any sense if you start in Vegas it doesn't break anything.

I think it would be more of an issue if there was stuff included in TTW that required you to start in vault 101 which then required 2 different development paths depending on whether you start in vault 101 or vegas.  If we had a situation like that then I would say force the vault 101 start but as far as I know that's not an issue.

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