UPDATE: Fully compatible with TTW 2.0a+. No longer compatible with TTW v1.4 and earlier.
Proof of concept mod for vertibird travel. Fully working and lore consistent.
Once you get to New Vegas, travel to the Crashed Vertibird in NV.
The hardened robots at that location, and the crashed vertibird itself, are part of the normal game. Everything else I put together. The quest requires a lot of skill checks, and the robots are hard to beat with a low-level character. I would say level 10+ at least to complete this quest, probably level 15 or 20, depending on how good you are at fighting robots.
TTW alpha v2.0a or newer is required.
Please let me know if you have any problems or ideas on how this could be improved.
C R E D I T S
This was all built from the ground up by me using the GECK and FNVedit.
However, I did use a lot of concepts from AbsoluteAnarchy's RFCW Outcast Travel Point vertibird transport mod, so kudos to him for the creative ideas. There are several reasons why I didn't continue building from this mod however. I didn't like the NV location (so close to goodsprings) and how easy it was - this would have needed a lot of work. I also didn't like the DC location at Fort Independence - because it was occupied by the Outcasts, which leads to a lot of lore/story issues - like, why do the outcasts just let some random person use their vertibird (if you start in DC) or land a vertibird there (if you start in NV). Vertibirds are rare and valuable - you think they would not let you use it, and take yours if you showed up with one. So a lot of changes would have had to be made, and I thought that AbsoluteAnarchy should be the one to decide how the quests and storylines go, not me.
Also, Sesom was kind enough to help me figure out some issues with FNVedit.
D O W N L O A D