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thermador
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Difficult Journey: A more challenging start to New Vegas

This mod makes the journey between wastelands much more challenging and immersive.  It should make the first part of the New Vegas storyline more challenging for higher-level characters as well.

* Thanks to RoyBatty for updating this mod for the latest TTW 2.9

* The only difference between the two versions below is the price of the train ticket.

Download:

 

File Attachments: 

TTW Version Compatibility: 

v2.2
v2.4
v2.6

Rating: 

0
Your rating: None
4.857145
Average: 4.9 (7 votes)
Edited by: thermador on 09/21/2015 - 09:45
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Pretty good idea. The "under

Pretty good idea. The "under the weather" affect could also explain memory loss that would bridge the gap, technically, of nine years.

But for getting your stuff back I have a better idea and could be easily implented. Since it was the Great Khans there with Benny while you were being buried alive, why don't you make a note that gets added to your pipboy when you talk to the robot guy about the guys who shot you that states he say some Great Khans break away from the main group with a whole bunch of loot (your stuff) and the pipboy note will give you some hints to where they actually went.

As for the companions being excused you can also take apply them with the Great Khans that they took your companions prisoners and you have to go rescue them. You could model it after the quest Booted in which you have to rescue Powder Gangers from the Caeser's Legion. http://fallout.wikia.com/wiki/Booted

There would be a temporary Great Khan camp where you could kill all the Great Khans and get your stuff back that would be conviently stashed in a duffle bag or something and rescue your companions, tied up in the middle of the camp or something.

Would be a really cool, immersive way to do this.

thermador
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Yeah... if you want to be the

Yeah... if you want to be the one to code all of that, go nuts and make your own version of this mod :) 

I made this mod because I didn't like the way the existing Equipment Looted mod worked.  Not that it's a bad mod, but just not my style, personally.  So this is my take on it.  ;-)

The reason why you don't get much stuff back with my mod (unless you went on a Unique collecting spree in the Capital Wasteland), is because it's been 9 years.  Things wear out.  They break.  They get lost or stolen or sold to buy something else.  What percentage of your possessions from 9 years ago do you still have?  With my level 22 test character I only got a couple of unique weapons, no armor, and a few misc. quest items.  Everything else was gone, as it should be.  Or back at my house in Megaton.  "Possessions are fleeting."

LaEspada
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True enough.

True enough.

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Sounds pretty awesome I gotta

Sounds pretty awesome I gotta admit.

If I can make a suggestion ?

When you wake up at Doc's I think you should have a patient gown [ from Old World Blues since you need all DLCs anyway ] rather than the wasteland clothing he is a doctor after all and then when he walks to the door and gives you the the stuff you have had on you the patient gown is removed and you get the default vault 21 suit or anything you feel appropriate.

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I know that there is a mod on

I know that there is a mod on the NV Nexus that does just that [here]. I think you could just load that mod after this one and they should work together nicely. Of course, if the features of that mod could be incorporated into this one (to reduce # plugins in load order), that would be ideal.

Oh yeah, and this mod sounds like a good idea, Thermador. K bye.

If you think nothing is impossible... try slamming a revolving door. Yeah.

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Too bad it's full of invalid

Too bad it's full of invalid refs since it was made for an older version of TTW (I think....anyone else having problems with it?)

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PlausibleSarge wrote:

PlausibleSarge wrote:

 

Too bad it's full of invalid refs since it was made for an older version of TTW (I think....anyone else having problems with it?)

I can't be sure since I didn't ask Thermador about it, but judging by when it was posted and that it was made by him I would say it was actually made for a newer version of TTW  , since Thermador has access to the TTW 2.3 testing version.

But I might be wrong .

thermador
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No he's right.  There are a

No he's right.  There are a bunch of invalid references.  It must have been something I did when going through the final run of cleaning in FNVedit.  I will restore a backup tonight and see if I can get it fixed.

EDIT: Fixed, it was indeed my final FNVedit cleaning that did it.  New version uploaded.  If you downloaded the old version please trash it and re-download.

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I will most probably grab the

I will most probably grab the better wording for the travel, and I like the use of prewar money (caps were always just a placeholder anyway). How hard is it to come by 500 pre-war money?

Also, with some script work, it would be possible to degrade the uniques, and make it randomly distribute your items, though that sounds like its getting closer to the other mod that you didnt like so much.

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The other thing you might

The other thing you might want to borrow from the TTWTransit script I modified is the healing stuff, which I stole off of the medical station that you buy for the megaton house.  As TTW is now, Doc Mitchell won't heal radiation.

If I was better at NVSE scripting I would drop the condition of all the items, and also make sure that any non-vanilla companions are fired too, but that would take a lot of time for me to figure out.

As far as randomly distributing the items, it makes sense that the Khans would steal them, but really I'm not sure how many fancy items a wasteland courier would be carrying around anyway if he/she could stash them in a locker instead.

Further, as it stands now, this mod doesn't mess with any NPCs, and it only changes one vanilla cell.  My goal with this was to really minimize the amount of changes to the base games, and only change the TTW parts.

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Thanks for the quick response

Thanks for the quick response in fixing those refs. Now the game actually gets past the menu.

 

Unfortunately, it seems the travel switch on the train doesnt work anymore (tested it with and without this mod - with it just activates normally, without it brings up the proper travel menu). Only tested in DC. I run a lot of mods so that might be causing it.

thermador
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I blame FNVedit for this, but

Edit:

The issue is that there is a slight difference in the script TTWTransitScript (which is activated by the switch in the train) between versions 2.2 and 2.3 of TTW. 

So there are two files, make sure you use the one that matches the version of TTW that you are using.  Hopefully that will fix it.

--

Also, sorry TTW 2.3 isn't available to the public yet but you're not missing out on anything; 99% of the work on 2.3 is on simplifying the installation process.  The installer for 2.3 is still pretty buggy unfortunately, which is why it hasn't been released. 

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Out of curiosity Thermador,

Out of curiosity Thermador, will you be making an adaptation for 2.4?

Ha. That rhymed.

thermador
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Eventually, but it's not a

Eventually, but it's not a high priority right now

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not sure how to ask this but

not sure how to ask this but something else that would make the transition a little more difficult would be a karma penalty for robbing doc mitchell blind. that's always bugged me, i cant rob the powder gangers but doc mitchells stuff is free for the taking. it's just a thought, although i do get that at the end of the day i could just choose to not take his stuff. for some reason the lack of consistency just bugs me.

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Making the items his would

Making the items his would allow him to go hostile at the beginning when you can't unsheathe anything. You would just get bullied by an old doctor until you died.

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serves you right for stealing

serves you right for stealing from him. :)

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They SHOULD have done it

They SHOULD have done it morrowind-style where if you try to jack them right in the beginning they just come over and take the stuff back...

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Agreed! just some consistency

Agreed! just some consistency would be nice.

edit: that comment was directed at Bethesda not TTW (love TTW)

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nightstalker117313
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Try these mods:
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I know that this is a low

I know that this is a low priority right now, but I for one would really appreciate a version compatible with 2.4!

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Same, although I am about to

Same, although I am about to go to Vegas now anyways so it doesn't matter haha.

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Hey thermador, any chance of

Hey thermador, any chance of adding a skill/stat penalty that gets less severe as you progress in the NV story. Could reduce alot of the skills, making the early NV game harder.

Call me Pat. Senterpat is too much to type.

thermador
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Senterpat: the mod already

Senterpat: the mod already does that if you read the description in the first post ;-)

Now that I've got the NV-startup menu done (thanks mostly to rickerhk), updating this mod for 2.4 is my next priority.  Hopefully I will be able to get it done this weekend.

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O stats are lowered :D didn't

O stats are lowered :D didn't remember seeing it in my first read.

Call me Pat. Senterpat is too much to type.

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Any news on an updated

Any news on an updated version for 2.4a being released?

thermador
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ok ok, updated for v2.4 

ok ok, updated for v2.4    see the first post.

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Yay!

Yay!

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Excellent! Thank you!

Excellent! Thank you!

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SO I know it's a mod in my

SO I know it's a mod in my load order that's conflicting, I just don't know which one.  When I first travel to the Mojave, the More Difficult Start mod doesn't work (I get everything but my Pipboy back), and the Delay DLC TTW isn't working (I get the quest for the Sierra Madre, but could be because I'm over level 20, but I thought I had to be closer to the radio source for it to give me the quest).  anyway, here's my load order:

 

Mods with * are ones that were added, changed or updated right before my current game, ** are the mods I'm building

On another note, I'm thinking it has something to do with NVEC, so I'm possably going to get rid of it and just get the mods that in includes that I like added seperatly.

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I will do some testing and

I will do some testing and figure it out ... might be my fault.  I think you can add the pipboy using the console, but I don't know how to do that. 

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I know the console codes to

I know the console codes to add and equip a pipboy.... had to find them when I was testing one of the mods I was building.

If it isn't your mod, then it's either NVEC or the Silent Hill mod I added... I keep trying on my side by deactivating and uninstalling mods

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I was able to fully test this

I was able to fully test this today, and the pip-boy does work fine on vanilla TTW.

A few other "increased difficulty" things stopped working with 2.4 for some reason, but for the most part everything is working fine.

EDIT: uploaded a new version of the 2.4 mod that fixes a few minor issues.  just replace the old .esp file with the new one.

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I just got done testing it

I just got done testing it too, now to figure out which mod is the culprit.... I'll let you know so no one else runs into the issue

 

Edit: Ok, found a couple mods that were conflicting, but they were conflicting with the original extended intro mod I have, not this one.  Still have a mod somewhere that's preventing me from getting the Pipboy and Vault 21 jumpsuit.  Oh the joys of modding a game.  Anyway, the mods that were conflicting with the original extended intro are Silent Hill and TTW Interiors Project. The conflict between those prevented the firing of companions on the first trip to Vegas.  Oh, and I tried the console commands to just add and equip the pipboy, CTD when I do the player.equipitem for the pipboy. easyish fix was to console myself to Vault 112 and do Tranquility Lane.

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I love the idea of your mod

I love the idea of your mod and i have downloaded it and am very happy to report no bugs however there is one thing 500 prewar money is way too high considering there are only around 165 prewar money in fallout 3 including all dlc so may want to lower that down to 50.

 

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Kaluha wrote:

Kaluha wrote:

I love the idea of your mod and i have downloaded it and am very happy to report no bugs however there is one thing 500 prewar money is way too high considering there are only around 165 prewar money in fallout 3 including all dlc so may want to lower that down to 50.

I don't know where you got the 165 count from but most of the pre-war money in FO3 comes from cash registers, some come from other type of containers and a few can be bought from vendors, so most are in containers and usually they are random loot so it makes impossible to know how many pre-war money exists in FO3 since it can change each play-through .

So go out there and loot those cash registers, it might take a while (after all the point of this mod is to make things harder and take longer to achieve) but if you don't sell any and actually buy all the ones you can randomly find in vendors, you will get there I bet (although 500 is still quite a high quantity so it will take a bit of a time).

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ttw makes it so you dont

nightstalker: ttw makes it so you dont recieve the pipboy or the jumpsuit from dock mitchell due to the fact you are supposed to already have one from vault 101 its a continuity thing i believe

risewild: that was the total number of prewar money that is placed in the world spaces i completely forgot to account for stuff in cash register your right so that 500 was not nearly as insane as I had thought but if you are going to be taking more than 1 trip between the wastelands its gonna take alot of money hunting.

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Kaluha wrote:

Kaluha wrote:

nightstalker: ttw makes it so you dont recieve the pipboy or the jumpsuit from dock mitchell due to the fact you are supposed to already have one from vault 101 its a continuity thing i believe

risewild: that was the total number of prewar money that is placed in the world spaces i completely forgot to account for stuff in cash register your right so that 500 was not nearly as insane as I had thought but if you are going to be taking more than 1 trip between the wastelands its gonna take alot of money hunting.

Yes it will take a lot of money to travel between both the wastelands using the Train, at least in New Vegas if you play the Dead Money DLC you get to trade Sierra Madre Chips for pre-war money in the vending machines and that might make it easier to get the money to travel.

Also you might want to check Thermador's other mods, like the Vertibird one which allows to repair and use a Vertibird in NV to travel and the Transportalponder one too that adds Capital Wasteland places to the Old World Blues Transportalponder. There is also Yossarian  Voyager - Vertibird mod and I can't remember, but there might be one or two more hiding around here somewhere .

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Honestly I love everything

Honestly I love everything about this mod except for the Pre-war Money price.
If I were to manually change the amount needed in the mod how would I go about that? I'd probably cut it down to something a lot more reasonable in my mind but for now I wanted to make sure it was possible first.

"A sword wields no strength unless the hand that holds it has courage. Remember those words..."

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OK OK I'll upload a new

OK OK I'll upload a new version with a lower price.  How about $100 pre-war money? 

I don't remember where the check is, but I think it's the result script for the terminal.  If you know how terminals work in the GECK it's pretty easy to find.

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Sounds good Therm. Great mod

Sounds good Therm. Great mod and ideas to begin with. 

** Begin of ramble only read if REALLY bored.

I think there should be a mod (i'll try to look into it) to greatly increase the amount of pre-war money. The Covega after all was $199,999 and the Robo-pony thing (Can't think of the name) was $15,999 so inflation was insane. Therefore money should be easier to find but probably less valuable. Maybe 5 caps per "bundle" instead of 10. The funny thing is when you find the pre-war money it's a stack and bank banded which is around 50 bills. So if those bills are $100 that would be  $5000 per stack so the train ride would cost $2.5 million or at "100" would cost $500,000

*But the wiki says the "blue band" is a bank marking for 100 $1 bills which would make the train ride $50,000 originally or $10,000 with the adjustment. 

Guess it all depends on which re-texture you're using. 

**End of ramble 

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

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Do you lose your caps along

Do you lose your caps along with your other items?

Also even 100 pre-war money seems extreme. I mean they are stacks of dollar bills, do you need a suitcase full of cash to buy a train ticket?

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I think 100 Pre-War is a fair

I think 100 Pre-War is a fair trade. It's 1/5th of the original mod's price.

"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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It's fair in gameplay terms

It's fair in gameplay terms sure, assuming you hold on to all the pre-war money you find. Which is admittedly feels a bit gamey, I mean how would your character know he'll need the bills to take a train later on?

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I agree with TJ and on Therm

I agree with TJ and on Therm's original concept of needing pre-war money. I personally always keep it due to the novelty and no weight aspects. I also use Grib's Vending machine mod that also requires pre-war money. These are "Pre-War" items so the money vs. caps make sense. IIRC Chuck's interiors adds a bank or two with money in them as does the PL bank. I'm going to see about making a mod to add more money around the wastes and in various DC locations. There's a counterfeit mod on the Nexus for FO 3 that allows you to make money with the printing press using old books for paper with the chance that regulators may come and get you.  http://www.nexusmods.com/fallout3/mods/5732/?

I'll see about the conversion of this as well. Two options to add more money.

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

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OK I uploaded a modified

OK I uploaded a modified version for those of you who lack the CA$H MONY - $95 pre-war money instead of $500. 

Note that I have named this the "wimpy version" - the whole point of a "difficult journey" mod is to make the journey... difficult.  Gasp.

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Well for people, like me, who

Well for people, like me, who hold onto stuff until they hit the next store I really don't keep my Pre-War money so I only have like 4-14 on me at a time so the thought of rounding up all of that is more of a hassle than a difficulty. I mean to me 95 pre-war money is difficult but we all have our own variants of difficulty.

"A sword wields no strength unless the hand that holds it has courage. Remember those words..."

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in terms of realism, I wouldn

in terms of realism, I wouldn't expect a trip from DC to Las Vegas to be more than $1000, considering each stack is approx $100, that would be 10 pre-war stacks

In terms of gameplay, 100 stacks would suffice

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@Therm,

@Therm,

Does "you lose all your inventory items" include "QUEST" items?

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

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Pavel wrote:

Pavel wrote:

 

in terms of realism, I wouldn't expect a trip from DC to Las Vegas to be more than $1000, considering each stack is approx $100, that would be 10 pre-war stacks

In terms of gameplay, 100 stacks would suffice

But that is assuming that the stacks still contain all of the bills and that all of the remaining bills in a stack are still good enough to be used (I always see it as some or most of the bills got damaged beyond recovery and can't be used anymore and that is why we would need more stacks, have to pick up those few bills that are still in good enough shape to be used) .

For example imagine that usually we can only get from 0 to 1 good bills from an entire stack (maybe only the ones on the middle of the stack are good enough to be used), then it would cost around $50 to $500 with the average being around $250 for a train ride to the other coast, sounds reasonable to me .

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