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Soulcommando
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Hey everyone, I'm a bit new

Hey everyone, I'm a bit new here, but here's my 2 cents.

I don't know how much sense this would make as far as timelines go, but what if there's a period of time between when the LW escapes Vault 101 and the rest of the events of FO3? This was mentioned earlier, but the Capital Wasteland doesn't freeze in time for the 9 year gap between the LW's adventures in DC and the Mojave.

There would have to be a reason for the LW to head straight to the Mojave though after escaping Vault 101. Perhaps being ambushed by slavers heading west? From there, the LW could escape the slavers in the Mojave and start a life as a courier and set the backstory for the Divide. At this point, the LW could be shot by Benny, wake up in Doc Mitchell's house (he gives the LW a new pipboy because the slavers took the old one), and then can either pursue Benny immediately or go back to DC to look for Dad.

The only issue as far as the timeline goes would be pushing everything that happens in DC post-escape from Vault 101 ahead 3-4 years and they would end up happening alongside the events in the Mojave. The only thing really affected would be the Trouble on the Homefront quest, which I feel would only be improved by having a 3-4 year gap until the transmission from Amata, which would give time for Vault 101 to slowly progress to hell instead of everything happening at once. Still doesn't match up perfectly with canon, and you kind of end up starting in New Vegas anyway, but I like the idea better than simply having the Capital Wasteland freeze in time for 9 years halfway through the FO3 story.

Plus, implementing this into TTW shouldn't be too hard. Just throw in some slaver types at/near the entrance to Vault 101, have them knock out the player, display a text window when the screen goes to black telling about what happened, then have the FNV events start up like normal. What do you guys think?

eezstreet
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I still think the idea by the

I still think the idea by the OP is a good one. You can quite easily get rid of the children in the game with some thought put into it:

  • Lamplight can be closed off, or even just key-locked.
  • Slave children at Paradise Falls can be replaced by adults (perhaps those from Temple of the Union? food for thought.)
  • Bryan Wilks and his father had only just moved to Grayditch, so some different people could be living there.
  • Maggie could just simply be a baby (use the baby mesh from The Pitt!)

Maybe The Platinum chip itself isn't what actually opens the door to Vault 112, but a code or note written on the chip itself is one that opens the door to the Vault. Dad doesn't have the code to the door written in his holotapes, but he would have figured it out from the Overseer's terminal. I don't know how you would explain the importance of the chip to the vault though.

ilovenukacola
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OK so reading this thread has

OK so reading this thread has inspired me to create an account just so I can post a few ideas... CAUTION!! WARNING!! CAUTION!! WARNING!!... MAY CONTAIN SPOILERS

- 1. like the idea of using the vertbird (provided after completing BS) to travel between wastelands (but kinda a one way trip if the crashed vertibird is the "landing spot")

- 2. Because I love the work done on Onion Station (beautiful building) I would hate to see it become obsolete, it can still be of use: such using it to link to mods (like Alton, IL for example) and it would be a little more believable since a train going from DC to NV seems almost impossible (broken tracks, obstructions and what not unless of course you bring your capital wasteland friends and they help repair the tracks Fawkes would be the guy, no pun intended).

-3. Another way to get to NV could be (drum roll please) Mothership Zeta!!! I think a big UFO could make it to NV in a timely manner, just in time for the NV storyline to start. (the background stuff like becoming a courier, destroying the divide and the like, of course you'd have to finish the DLC first)

-4. Sticking with the New Vegas Storyline Start there could be a little cutscene with a few select lines from Johnson Nash talking about the delivery (something like the "3 years later cutscene you see while in V 101"), and then it would cut to Goodsprings Saloon with Benny and his cohorts sitting in wait at one of the tables, then Benny buys you a roofied drink, you drink it and (after a little date rape JK) the opening scene will start. The bar section should be playable, but when you go to the door to leave, a message will pop up saying "stay and chillax for a while". (or something like that). Of course that will require finding some of Benny's existing dialog that fits the situation. It could work.

-5. Getting back to the capital wasteland after leaving for Vegas... some time has passed. the wasteland kids have grown up a bit but their voices haven't changed much (unless you guys decide to stick with the 9 year thingy) all it would be is making them new NPCs just a little taller but loaded with the same dialog or generic dialog that already exists lamplight could remain open), as for the unfinished quests of DC making them automatically fail and sort themselves out. Some ideas:

  • Eulogy sold the lamplighters (so they are no longer there)
  • Bryan Wilks never got any help and dieded
  • Zimmer got sick of Rivet City and Left back to The Commonwealth empty-handed(died of old age or found out Harkness's secret)
  • Sydney pulled it off (or died)
  • Burke did it himself
  • Gustavo too
  • Bigtown is a ghost town
  • Rangers were wiped out
  • Canturbury Commons is abandoned but the battles still happen
  • Lucy West got blown up, Ian is with The Family
  • Crowley took care of business
  • Grouse found someone to do his dirty work
  • V101 fell apart and was found and entered by a raider gang (everyone is dead)
  • Agatha kicked the bucket
  • Moira got blowed up
  • and finally Ronald and Sierra both died

I think the endings of these quests should be a little negative to convince players to complete them before going to Vegas (just my thoughts) however if they are all completed before going to Vegas for the first time nothing much changes except for the young'uns being taller its only been 4 years after all.

Well thanks for reading, and have a great day!!

SUNDAY!! SUNDAY!! SUNDAY!!!

protectorcrimson
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Could you not just use the

Could you not just use the alton il, mod as a reason to travel at the end of that link it to New Vegas with a prompt saying something "You Traveled California and became a courier."  and as a added benefit link the dog city Denver mod into that to provide the illusion of traveling across the country.  

ilovenukacola
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I only listed that as a

I only listed that as a possible option, but I do agree that it may have been blown out of proportion. It really shouldn't be used as a main route but maybe an option to travel to and fro... (again a big maybe there). I still like the vertibird idea mentioned in another post would be cool. (mainly because the chopper could also get there in a timely manner).

SUNDAY!! SUNDAY!! SUNDAY!!!

Gloomy
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Personally I love the idea of

Personally I love the idea of the platinum chip being the only way to unlock the vault. I've been wanting to put together a bit more of a constructed quest line to this. See, I have a feeling Vault-Tec would put measures to make sure (vault 112 especially) wouldn't be tampered with by Wastelanders and the such. Possibly good ol' Dad tripped an alarm while entering, causing the facility to go into lockdown. Obviously there wouldn't be any form of notification within the simulations (because that would disturb the residents' state of being) so Braun wouldn't know, and there's a solid chance James might not have noticed either. What I wanted to do was have a terminal (that'd you'd either have to hack or find the password which I'll get to after this) next to the locked door saying something along the lines of this.

"Dear Vault-Tec Employee,

It appears there's been a breach in the security of Vault 112. To Unlock and gain Access to Vault-Tec equipment within the Vault, please find administrative assistance. In case there is no such assistance available to you within the area, please visit your local Vault-Tec Help Desk to be given directions to the last know administrative authority within Vault-Tec computer databases."

Anyways, if you can't hack the computer, you could go flipping the room over looking for the note with the password on it as I know you can set an item to randomly spawn in a container within an area I just don't know *how* to do.

Now, on to the next section of the quest. I'm still trying to think of a good area to put the Help Desk, but I do know what I want it to be and have inside of it. Now obviously it's going to look and feel like a vault, similarly to how Vault-Tec tends to build all of it's structures, but there's going to be one little thing out of place. You're going to have to fight your way through some ghouls and the whatnot, maybe some super-mutants if I place it somewhere in downtown DC, but at the end of the little dungeon you'll find a Securitron. If you talk to him you learn that locally there is no such administrative authority left, and the last known whereabouts of the last head hancho for Vault-Tec and its affiliates was somewhere along the west coast, near Nevada. If you try to ask him further he just informs you he cannot divulge the information as it is against his programming and would compromise security protocol. Then you get the quest to find a way to Vegas, head there, and doodily do you do the NV thing and then once you get the platinum chip and learn it can override Vault-Tec security locks (Entering the FH bunker could probably cause that revelation even amongst the stupidest of characters) then altering the player that "Hey, you can go get your dad now!"

So, that wraps up my idea. If I totally broke something within the plot without realizing it then please do inform me and if anyone would like to help me make this a real mod that would be wonderful. I don't have the proper skills nor the time to do this all on my own.

Oakieland
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Some interesting tidbits of

Some interesting tidbits of information to help with your Convergence plan.

  • In New Vegas, Vault 21 has a picture of James and Catherine in Sarah Weintraub's bedroom.
    • This could indicate that your Father or Mother in Fallout 3 was originally from Vault 21.
  • Talking to Veronica in New Vegas there is a dialog option to state that you don't know where you were born.
    • This could indicate that you could have been born in a different vault or elsewhere.
  • When talking to Jed Masterson you can tell him that you haven't been in Utah for a long time.
  • In Honest Hearts your character never has heard of Christianity, however this conflicts with the Tale of Two Wastelands in which James (your father) recites your mother's favorite verse from the bible. However since he tells you it's from the bible but not from elsewhere it might be that your character indeed doesn't know what Christianity is.

Most of this information was found at http://fallout.gamepedia.com/Courier so it may not be a viable source.

Thenryb
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This is a most interesting

This is a most interesting thread. I am not enough of a "loreholic" to contribute anything useful. However,  the notion injected by Honest Hearts that the courier has never heard of Christianity makes no sense even within the context of that DLC. In talking to Jed before entering Zion he is given the opportunity to ask about tribal religious customs and practices. It is inconceivable that one who could frame such questions would have no understanding of concepts such prayer or God or that he would have to ask Graham what that meant. Whatever convergence plot is settled upon should, in my view, disregard that brain-fart bit of writing by Obsidian.

My computer specs are too embarrassing to reveal, but the game still runs.

Gribbleshnibit8
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protectorcrimson wrote:Could

protectorcrimson wrote:

Could you not just use the alton il, mod as a reason to travel at the end of that link it to New Vegas with a prompt saying something "You Traveled California and became a courier."  and as a added benefit link the dog city Denver mod into that to provide the illusion of traveling across the country.

1) Because no, 2) that mod is fairly buggy, and the amount of time required to fix issues would be better spent on our own unique work, 3) it is the TTW policy to not use existing mod assets if any other avenue exists to reuse existing game content or have new content made, in an effort to avoid having TTW become a "merge those mods together to make a bigger mod".

TheRealRudy wrote:

I like alot of your ideas, but for god sake, please let Mothership Zeta out of the storyline. MZ is an easter egg gotten out of hand. It just seems a really wierd idea the Lone Wanderer/Courier uses a spaceship to travel to the Mojave.

Admittedly having not played all of MZ (due to the fact I was testing something, that required starting it but not finishing), but having watched many videos about it, and read enough to know pretty much what happens, I really don't understand the complete hate for this DLC. Aside from being something of a shoot fest, the bit I played was a refreshing break from the same old worn down factories and buildings of the rest of the game. I also like Anchorage (and I will say it is the only DLC I've actually completed from either game >.> )

Oakieland wrote:

Some interesting tidbits of information to help with your Convergence plan.

Very good little tidbits, too.

 

I had nothing to contribute, just wanted to comment.

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Well I really like the MZ

Well I really like the MZ stuff. This is the future after all!

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Agreed 100%,    Note Long

Agreed 100%,    Note Long post

I was thinking what about perhaps the break could be right after Traquility Lane in vault 112, your dad that says he is heading to rivet city and that you must follow him, he gets there convinces the others to being work and sends you off to retrieve a geck. He states that the BOS might know more and that you should contact them. Through them you learn of the train to the DC and that the faction in the Mojave had that kind of information, unfortunately their systems had been corrupted and they lost their copy of the information. However, you arrive in the Mojave and get no information because the data was recently stolen by a former BOS member and their systems erased...a dead end. Then before you start journey back into DC, before reboarding the train, you find the corpse of the Courier as portrayed in Lore, not the corpse part but the courier part, and a dead BOS (making it appear that they had a shoot out) and also find the delivery order, the platinum chip and an added note hinting on some of the strange events surrounding the chip and how it seems unique, the BOS has another generic seeming usb device (disguised however as a semi-valuless item with no obvious purpose) you pick it up and continue your journey home but just as you are about to head back you are ambushed and the NV main quest begins, at this point you could continue the NV or DC quest. With a strong focus on NV quest, due to Amnesia but always having along with you the secondary usb device. Later after retrieving the Platinum Chip you realize how it is unique and tie in that perhaps the other usb device may also have special characteristics. You load it up on your pip-boy, now that you realize you can, and it gives you loads of information on the GECK and where one could be found, you guessed it back at Vault 87. This realization also comes with memories about dad coming back to you leading you to remember why you were here in the Mojave in the first place. (IE cutscene with video snippets of dad). This gives you the opportunity to head back to DC or finish the Mojave. Idea here is that with the platinum chip in hand you essentially halt majority further development of plot in Mojave until you are ready to begin moving forward, allowing you time to go back to DC and finish Project Purity, where your dad and the other scientists are working on getting it going, but as you arrive to tell your dad that you have the information project purity is attacked by the enclave. The escape leads you to the citadel where you normally learn of the location of the geck, instead shorten this to only give you the location of vault 87 since they no longer had the files and since you already know based on your excursion to the Mojave. I agree with others that once the enclave become involved there should be a no turning back until Broken Steel is finished, perhaps because the Enclave broke the train and you can't fix it until the end of Broken Steel. Similar once the player initiates the main quest in Mojave, like the war part and the house mission then the train will be broken until the main plot is resolved. Once one is done then the other can be completed and DLC can be explored as appropriate.

My main point, lets use an item needed in FO3 and relocate info on it into the Mojave, like the geck and then tie in the start of Mojave with you finding the original courier and the chip and a note about the delivery, only to get caught up in the whole scene for no other reason than being in the wrong place at the wrong time, only believing you are the courier because of the bullet to the head and later remembering why you came to the Mojave in the first place and being able to get what you need and head back to DC to continue there.

Thoughts and discussion welcome, thanks for reading.

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Was this mod ever completed?

Was this mod ever completed? I see the creator hasn't logged in here for over a year, but at what stage did he leave the mod? Just the Platinum Chip lock on Vault 112, or something more?

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As far as I know, the mod is

As far as I know, the mod is somewhat incomplete. There are several entries in several terminals and several notes scattered or something, haven't found more than one yet.

However in the esp the Terminal to use with the Platinum Chip is messed up in the Garage.

I used the GECK and rearranged it. If anyone's interested.

(I asked greslin for permission but haven't got an answer yet)

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Yeah, I can't seem to find

Yeah, I can't seem to find the terminal at all and the vault door is locked, needs a key. I did find some holo tape of some woman from NV but that's it though, couldn't find anything to use the platinum chip with.

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Yeah, I can't seem to find

Yeah, I can't seem to find the terminal at all and the vault door is locked, needs a key. I did find some holo tape of some woman from NV but that's it though, couldn't find anything to use the platinum chip with.

Toggaf
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Yeah, I can't seem to find

Yeah, I can't seem to find the terminal at all and the vault door is locked, needs a key. I did find some holo tape of some woman from NV but that's it though, couldn't find anything to use the platinum chip with.

Battousai124
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@toggaf

@toggaf

The Terminal is above the middle of the room partially INSIDE a steel beam (jet fuel can't melt that either) but like I said I changed the esp and would give it per pm or something, greslin (the author; still hasnt answered me)

Edit: Ok, with half-permission from Mod sesom, I hereby upload v1.01 of TTW Plot Convergence

 

File Attachments: 

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Sorry guys but the 3 to 9

Sorry guys but the 3 to 9 years gap has a big flaw if you have a lady killer perk!(i don't know if it's been said before, didn't the entire topic posts)

Because of this guy

Read the note about the lady killer perk and you will understand.

So maybe if you add a check for the lady killer perk, or something.

 

Sorry for my poor english, it's not my native language^^.

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This idea looks interesting

This idea looks interesting but its sad that the author abandoned the project...

Mod should have probably included some quest fail conditions and lock certain locations just to be true to lore, immersion, etc.

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I can't believe I bothered

I can't believe I bothered doing this, but I've gone through and finished this mod. It's not exactly as the author intended, I'm sure, but it provides a small quest that walks you through a bit of lore collection, giving you an explanation for why you must leave DC for the Mojave.

I'll be testing it and making sure it all works in the next few days as I have time, but I should be able to post it soon.

 

The short quest is called Go West Young Man. In it, quest markers should point you toward everything so you don't get lost. You will need to:

  • Having Scientific Pursuits active and telling you to go to Vault 112, try to do that. You'll find the door locked and Go West Young Man will start. The quest will not start without being on the right point in the main quest. You wouldn't otherwise know what's in there.
  • (Optional) Find the note in the garage pointing you toward RobCo Facility.
  • (Optional) Access the RobCo mainframe, pointing you to Vault-Tec HQ
  • Access the Vault-Tec HQ mainframe. This must be done to get the 300 experience for finishing the quest, as it provides the essential knowledge you'd have to have to know for sure the Platinum Chip is needed. Otherwise, you're just leaving DC on a whim. Due to how this is built, you actually could do this before loading this mod and it'll still count.
  • (Optional) Find news about Unity Station at Capital Post.
  • Board the train out of DC. The quest finishes immediately if you ever use the train or have before loading this mod. It fails if you didn't access Vault-Tec HQ's mainframe, and succeeds if you did. Importantly, if you have already accessed that mainframe and visited the Mojave, loading this mod will just immediately give you 300 XP.

 

I've also fixed a few of this mod's notes not being available in-game, added a download note once you get the Platinum Chip to explain that, and I've lowered the first-time travel time from DC to Mojave to just 1 year. I know some minor plot elements don't make as much sense with the shorter travel time, but huge amounts of other stuff (especially all of DC's children) really require that this time be very short. Just over a year works, I think.

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Will look forward to this.

Will look forward to this. Thanks.

My computer specs are too embarrassing to reveal, but the game still runs.

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That's fantastic! Does the

That's fantastic! Does the game start in 2277?

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So far, so good. Everything

It's all tested and working! Here are the changes from the version Battousai124 posted above.

File Attachments: 

DoctorEvil
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does this include a module

does this include a module allowing a continue after game ending for new vegas?

Mariofan17
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DoctorEvil wrote:

DoctorEvil wrote:

 

does this include a module allowing a continue after game ending for new vegas?

Why would it? It isnt touching the ending for New Vegas or anything. It's just trying to make both plots fit well together.

SushiSquid
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DoctorEvil wrote:

DoctorEvil wrote:

does this include a module allowing a continue after game ending for new vegas?

Nope. Not the point or scope of this, but there are several mods that do that and I'm not aware of any of them conflicting with TTW.

Thenryb
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Is this intended to require

Is this intended to require that you complete at least as much of Wasteland Survival which takes you to Robco? If you have not done that, the Robco mainframe is non functional. I just arrived there without having the Wasteland Survival quest done and am unable to access the mainframe. If I had not read the quest description, I would have no clue where to go next.

My computer specs are too embarrassing to reveal, but the game still runs.

SushiSquid
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Thenryb wrote:

Thenryb wrote:

Is this intended to require that you complete at least as much of Wasteland Survival which takes you to Robco? If you have not done that, the Robco mainframe is non functional. I just arrived there without having the Wasteland Survival quest done and am unable to access the mainframe. If I had not read the quest description, I would have no clue where to go next.

No, that's not intended. I've reuploaded with a failsafe so that, the first time you activate the mainframe before doing the Wasteland Survival Guide quest, the thing will award you the RobCo note and Go West Young Man will be able to continue. Let me know if that doesn't work. The code looks good, but I cannot test it.

Thenryb
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The fix works-however, I had

The fix works-however, I had to rename the new esp to be the same name as the original. The new esp was called ttw_plot_convergence_0.esp. I renamed it to ttw_plot_convergence.esp

My computer specs are too embarrassing to reveal, but the game still runs.

SushiSquid
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An issue with this site,

An issue with this site, apparently. I think it has been fixed now. Thanks for letting me know about it, and the RobCo mainframe issue.

Thenryb
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Another issue re the Robco

Another issue re the Robco terminal. I completed the "Go West Young Man" quest and returned to the Mojave (without the platinum chip) and decided to complete Wasteland Survival. When I returned to Robco, I could not activate the terminal to install the widget. I made a save, unticked the mod, and the terminal worked as intended for Moira's quest there. I have re-enabled the mod now and will look forward to what happens when I get the chip.

My computer specs are too embarrassing to reveal, but the game still runs.

SushiSquid
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Hahaha.
Hahaha. Had to be something, right? I'm at work now and I have first aid class after that, but I'll try to fix that tonight. I suspect I already know what stupid thing I did to cause that.
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I would make it far simpler:

I would make it far simpler:

There's a security at the entrance. The Vault requires the Platinum chip to open, well, to Hijack it open. Where is it? Why, GO WEST. (If they have Wild Wasteland on, have the conversation cut, and reveal five sucuritrons behind them, all breaking into Village People's Go West.)

... What? Oh, you can't walk- there's a wasteland that could kill even the most hardened adventurer. However, there's a train that can take you there. The only real problem is that it's broken. You can fix it, though- You just need a fuse from that Mechanicst guy. He'll probably give it to you if you either kill him, break him, or help him. You'd need someone to help you, though- It's some pretty old-world tech- You could probably convince someone to help you by providing an offer to do some Science.

Basically, now you require to fulfill all the really time-sensetive stuff to go west. So, now you can go to the Nevada.  To do so, you have to complete Wasteland Survival Guide (In any quality), and complete the radio broadcast that constantly happens.

 

Just my 2c.

Thenryb
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That does not sound simpler

That does not sound simpler-just different.

My computer specs are too embarrassing to reveal, but the game still runs.

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Operatic_Vagrant wrote:

Operatic_Vagrant wrote:

 

I would make it far simpler:

There's a security at the entrance. The Vault requires the Platinum chip to open, well, to Hijack it open. Where is it? Why, GO WEST. (If they have Wild Wasteland on, have the conversation cut, and reveal five sucuritrons behind them, all breaking into Village People's Go West.)

... What? Oh, you can't walk- there's a wasteland that could kill even the most hardened adventurer. However, there's a train that can take you there. The only real problem is that it's broken. You can fix it, though- You just need a fuse from that Mechanicst guy. He'll probably give it to you if you either kill him, break him, or help him. You'd need someone to help you, though- It's some pretty old-world tech- You could probably convince someone to help you by providing an offer to do some Science.

Basically, now you require to fulfill all the really time-sensetive stuff to go west. So, now you can go to the Nevada.  To do so, you have to complete Wasteland Survival Guide (In any quality), and complete the radio broadcast that constantly happens.

 

Just my 2c.

That's not simple. That's different.

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A simpler version would be
A simpler version would be you would need to finish broken steel and just use a vet a bird to travel. The story would be FO3 -> leave west and do currior stuff -> NV. There would be no reason to travel back to the wasteland. You would be done and it would be blocked (unless you want to keep it open for flavor). That would be the simple method. Now a more complex version would have the wasteland change by the time you get back. I would suggest the negative endings of quests not completed to form this new wasteland. Each quest completed would change the outcome of an area. The complex version would really be the tale of three wastelands, since the CW would have to be built for the timeskip.
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XinSon wrote:

XinSon wrote:

A simpler version would be you would need to finish broken steel and just use a vet a bird to travel.

The story would be
FO3 -> leave west and do currior stuff -> NV.

There would be no reason to travel back to the wasteland. You would be done and it would be blocked (unless you want to keep it open for flavor).

That would be the simple method.

Now a more complex version would have the wasteland change by the time you get back. I would suggest the negative endings of quests not completed to form this new wasteland. Each quest completed would change the outcome of an area.

The complex version would really be the tale of three wastelands, since the CW would have to be built for the timeskip.

 

I am beginning to see why this mod was abandoned by Greslin. His plan to was to provide a reason why the Lone Wanderer would head for the Mojave in the first instance-he settled on the scenario that in order to save dear old Dad, the LW would need the platinum chip. People began chiming in suggesting different scenarios etc. I think SushiSquid has done a fine job of finishing what was started. There are many mods which provide easy ways to go back and forth from the CW to the MW. 

My computer specs are too embarrassing to reveal, but the game still runs.

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Yeah... Not gonna lie, I

Yeah... Not gonna lie, I ignored all the extra suggestions in this topic and just finished the mod based on what I think were Greslin's original plans. His base notes were changed only slightly and only a few new ones were added. Based on what was in the mod, it seems he planned on something simple, clean, and quick. I think the quest I threw together achieves that.

I've reuploaded and should now have fixed the issue with the RobCo section of the quest. As always, let me know if there's a problem and I'll fix it when I can.

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Oh boy. Somehow that post got
Deleted.
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Where is the latest upload?

Where is the latest upload? At the beginning of the thread? Glad you decided to keep it simple and consistent with TTW as designed (needing to find the train), also the optional clues having the playing go to areas he might not otherwise go is a nice touch.

My computer specs are too embarrassing to reveal, but the game still runs.

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Latest download is at the
Latest download is at the same place. My account is so new that after editing the post, it needed administration approval to appear.
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SushiSquid wrote:

SushiSquid wrote:

Latest download is at the same place. My account is so new that after editing the post, it needed administration approval to appear.

Thanks. I saw it today and downloaded it. The esp is smaller than the one you uploaded initially to fix the Robco issue. I just wanted to make sure I had the right one.

My computer specs are too embarrassing to reveal, but the game still runs.

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I've been debating on whether

I've been debating on whether or not I should use this since I'm not a big fan of pretty much stopping in the middle of the main quest for Fallout 3 and then starting New Vegas's main quest. But with the work sushi did,I'm gonna go ahead and use it because what he posted sounds like the most logical reason to do this.

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My apologies in advance for

My apologies in advance for the necro.

Just to give people a warning, SushiSquid's mod may cause the switch inside the train that travels between wastelands to break, allowing you to flip the switch repeatedly without anything happening.  Just something for people who try this mod to be aware of.

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Knadan wrote:

Knadan wrote:

 

My apologies in advance for the necro.

Just to give people a warning, SushiSquid's mod may cause the switch inside the train that travels between wastelands to break, allowing you to flip the switch repeatedly without anything happening.  Just something for people who try this mod to be aware of.

That's TTW,not Sushi's mod,that makes that happen.

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That only happens if you are

That only happens if you are using an outdated NVSE that had a worldspace detection bug.

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RoyBatty wrote:

RoyBatty wrote:

That only happens if you are using an outdated NVSE that had a worldspace detection bug.

Really?  Huh.  That's weird, because in the process of setting up TTW I updated my NVSE to 5.02b which I understood to be the latest stable version.

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try 5.03 and see if it goes

try 5.03 and see if it goes away

this bug hasn't been reported in a long time now

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RoyBatty wrote:

RoyBatty wrote:

try 5.03 and see if it goes away

this bug hasn't been reported in a long time now

Even with NVSE 5.0b3, if ttw_plot_convergence.esp is ticked active in my load order, the switch is broken.  Everything before that point, in the convergence quest and Union Station had worked.

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It must be broken then.

It must be broken then.

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