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thermador
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Start in NV or DC

This is an update/port of rickerhk's old mod "TTW Startup Menu".  I also merged in content from my old "TTW Starting in New Vegas" mod.  So basically this is two very old mods that only worked for TTW 1.x updated to work with 2.4.

Most of the work on this was really done by rickerhk so you owe him thanks for this, not me.  Also thanks to puppetron and rickerhk for help debugging.

Installation instructions:

  • Download the .esp file and enable it in your load order

 

WARNING: This is a proof-of-concept mod and should not be used for super-duper-serious game playing! TTW currently has limited support for starting in the Mojave.  Bugs may be encountered!  However, in my testing so far it seems like things work fine.  Over 500 people have downloaded it with no complaints.

WARNING: THIS IS NOT COMPATIBLE WITH ANY OTHER MODS THAT ALTER THE START, SUCH AS "QUICK START" MODS.


 

 

File Attachments: 

TTW Version Compatibility: 

v2.4

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Edited by: thermador on 09/04/2014 - 15:06
thermador
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OK I have now tested this mod

OK I have now tested this mod pretty thoroughly, starting in NV, doing some quests, hoofing it to the freeside train station, travelling to DC, and starting the Fallout 3 main quest.  Everything seems to work fine.  

Screenshot:

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excellent!  will give this a

excellent!  will give this a try

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.

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You are my hero.

You are my hero.

thermador
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Added to "optional files" in

Added to "optional files" in SVN - added to trunk in r113, added to 2.4a branch in r114.  Or something. 

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I did just find a glitch. I

I did just find a glitch. I installed this and it works great but when I used an old save from before I installed it I got the menu. My game seem to think if loading a save from before I installed the mod it's a new game. 

not a big issue as I was just testing an update to TTWInt but I could see this frustrating people. 

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Actually I noticed that too,

Actually I noticed that too, just the other day.  I will have to write some if/else statements to fix it.

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Cool this is something I have

Cool this is something I have always advocated for in TTW and it works well. I feel it is important to give the player a choice just like the Pre-order pack options. 

Edit: even though when truly playing I would always start in DC. 

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well i had played the game

well i had played the game with this mod and had a glitch when i had got the train to move to new vegas and had a white screen bug when i was in doc mitchells house so i unchecked this mod and it worked fine after that

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New version uploaded, thanks

New version uploaded, thanks for the bug reports you guys.

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Here's a little suggestion:

Here's a little suggestion:

In addition to the new game menu, what you could also do is attach a script to the fallout 3 vault door exit (or alter the current one) to give you the same menu.

That way, you could choose the Capital Wasteland start in vault 101, living your birth and childhood etc as a sort of prologue to your Mojave start.

Alternatively... this could be inserted as a "third option" to the new game options: Mojave Start Chood Flashback mode. Which goes like this:
It plays the New Vegas intro video like the Mojave start, then after benny shoots you, a screen pops up that says "As you lay in the dirt, your life flashes before your eyes..."
Then the Baby scene from the Cap Wasteland starts. You are born, your dad gives you your name, gene projection, skip forward a month, baby in playpen scene with your special, flash forward 10 years birthday party scene blah de blah, flashfoward again to the GOAT, then flashforward again to the vault escape.
Difference here and the normal cap wasteland cap start, Is that as soon as you open the vault door and exit into the cave corridor, you right away hear Doc Michael talk to you (in echo dream format, like the transitions in the cap wasteland start). As you walk down the cave corridor to the vault exit, instead of reaching the door and exiting to the cap wasteland you get another flash of light. This is followed by another messagebox that says something along the lines of "You feel yourself coming to as the dream of your past life fades away."
In this instance, all the stuff taken from the vault is removed (its a dream after all) and the Mojave start begins. This one mirrors the regular TTW Mojave intro though, with the Vigor tester skipped and stuff. 

Basically, it gives the player the immersive intro and backstory of the cap wasteland start to those who want to actually start in the Mojave for whatever reason (I usually do it for mod compatibility reasons). Basically, the best of both worlds.

Just an idea. :-/

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Heya Thermador, I always had

Heya Thermador, I always had the feeling that if you somehow added the Note from dad holotape to the items Doc Mitchell returns to you it would make sense somehow (and as a bonus it is voiced so that the player knows dad's voice too) .

Just a suggestion...

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+1 to Rise's Idea. It would

+1 to Rise's Idea. It would make a ton of sense.

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The hard part is getting it

The hard part is getting it voiced, but adding it to the items doc gives you is doable and would indeed make sense. But how would the player know to listen to it?

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That is a cool idea rise, I

That is a cool idea rise, I will try and make it work.

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JaxFirehart wrote:

JaxFirehart wrote:

 

The hard part is getting it voiced, but adding it to the items doc gives you is doable and would indeed make sense. But how would the player know to listen to it?

It is already voiced, it is an holotape recording with voice, not text .

The way the player could know how to read it could be a quest, where once the courier gets the items it activates saying something like this (this is only an example or guideline or something):

Quest:

"A blast from the past"

Now that you have a pipboy you can upload into it and listen to an old holotape that your dad left for you when you were young. You kept it all this years and finally you will be able to hear whatever words he left to you before disappearing from your life all of this years ago, maybe it will give you some clues to where or why he abandoned you.

Listen to the Note from Dad holotape.

Now that you heard the long forgotten voice of your father something that have been dormant for so long awakes inside of you, a great desire of finding him, to see him once again and hug or maybe punch him in the face, you are not entire sure if you feel anger and rage or love and loneliness, well the only way to find out what will happen is to finally return to the Capital Wasteland and find out what really happened to him.

Quest marker added to map

New quest added

"Find Dad" (or something)

Go back to the Capital Wasteland and find out what happened to your dad, maybe you should start in Vault 101 where you were born and grew up or maybe Megaton which is the closest town to Vault 101 and ask about your dad there.

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Ohhhhhh... I thought you were

Ohhhhhh... I thought you were saying that the note Thermador wrote should be voiced. I get it now. This is a great idea.

thermador
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OK uploaded a new version.

OK uploaded a new version.

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Wow, adding the note and

Wow, adding the note and picture was a touch of genius, I didn't even thought of that (I did thought of somehow add a mention to the Mother's favorite bible passage 2:16 since it is the code for the purifier and all but I then discarded the idea) .

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I think the stash pack

I think the stash pack options isn't working with this when I started in NV. Could someone else maybe test that?

:EDIT:

Nevermind, got them after listening to the holotape.

BTW, the note, holotape and pic are awesome additions. Bravo.

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Thermador: The immersive

Thermador: The immersive version seems to be working perfectly fine for me with 2.6

thermador
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The problem is not with NV -

The problem is not with NV - it's if you start in DC and then travel to NV you get a white screen and the ceiling fan never shows up and starts the game.

I have some ideas about why this is happening but nothing concrete yet.

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I don't understand why people

I don't understand why people that start in DC use this mod to be honest .

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AH that explains everything.

AH that explains everything. Well I start in NV so working fine for me then.

 

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Risewild wrote:

Risewild wrote:

I don't understand why people that start in DC use this mod to be honest .

Me too.  But the worst thing is that each time I make a change to try and fix it, I have to play through the entire vault 101 chargen to test it. 

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thermador wrote:

thermador wrote:

 

 

Risewild wrote:

I don't understand why people that start in DC use this mod to be honest .

 

Me too.  But the worst thing is that each time I make a change to try and fix it, I have to play through the entire vault 101 chargen to test it. 

Mmmm. Can't you use a clean save before getting out of the Vault 101 for the first time, or is this mod dependent on something that needs to happen in vault 101 while active?

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It sort of is, yeah.  Certain

It sort of is, yeah.  Certain things occur based on which wasteland you choose to start in, but others don't.  So most tests require starting a new game, but not all.  It depends on what I change.

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Have you made any progress on

Have you made any progress on figuring out the problem? My character was stuck after going on the train to the Mojave from DC. White screen waking up in Doc's house and all that. Now whenever I try to access that save it shows the vegas intro while the game continues in the background but skipping the intro only freezes the screen. Very odd

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Don't know where the

Don't know where the "official" thread is for the TTW Startup addon (since it's now part of the opitional pack) so I'll post here instead:

Another thing I'd suggest is adding a third option:

"Capital Wasteland (Quick)" - Starts you up at the vault 101 entrance, equips you with a vault suit, a 9mm, some ammo, a baseball bat, a police baton, and a suit of vault 101 security clothes. Then reminds you to choose your race, stats, etc. at the vault door before you leave. 

Basically, an option for those who want the Capital Wasteland start, but not the hassle that comes with it (Seems Bethesda is infamous for its overly long intros... ever since Oblivion they seem to take pride in drawing the starter scenes out as long as possible.)

 

And yes I know it's ironic that I suggest this after suggesting a mode which lengthens the Mojave start by adding said hassle.

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Yeah this is the 'official

Yeah this is the 'official thread' for this mod.  I think we may have to scrap this mod unless someone amazing can figure out the problems.  I'm not a particularly good modder, and I have spent many hours trying to figure out what the issue is (changing something, testing, changing something, testing, etc.) with no results.

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When I get time I'm gonna

When I get time I'm gonna take a look. I haven't read through the thread but to my knowledge it works fine if starting in NV, and breaks the transition if starting in DC. If it's an acceptable solution I'd like to set it up so that it does what it does if you choose to start in NV, and if you choose DC it disables itself gracefully.

"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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here, this should work

here, this should work

(file hidden, see first post for the download)

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.

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Updated to work with TTW 2.6.

Updated to work with TTW 2.6.  Thanks to Puppetron and rickerhk for help debugging.  Removing support for the non-immersive (pop-up menu) version.

I have als tested the new 2.6 version thoroughly, including:

  • Starting in NV and travelling to DC
  • Starting in DC and travelling to NV
  • Starting in NV and disabling the mod after chargen
  • Starting in DC and disabling the mod after chargen
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Hey guys, I just want to tell

Hey guys, I just want to tell that I started replaying TTW with a brand new install after more than one year of not playing any of the both Fallout. I started playing without Optionalfiles and I notice that it was letting me start a new game only through New Vegas path, so I enabled StartupMenu and choose DC because this is what I like, however once I read/hear "Note from dad" holotape every NPC and NPC wich I killed disappears from the Vault and I also can't open the hach from the overseer office even if the terminal says "Opening..." I had to use tcl command to go through the wall and push the button for the hach to open and I don't know if the Vault door will open, yet all the events and scripts that should had cotinue, they stop and from here everything ends. You end up pretty much stuck inside the Vault.

I understand that it was meant for those who start a new game with Doc. Mich/New Vegas to balance and ease up the DC Vault quests , but it seems that the codes you guys wrote, applies anytime, anywhere, once you read/heared the holotape and if you do that while you in the Vault, this is what you get.

I belive that once you have reach the wodden door of the vault cave or outside of it, I belive that by then, it is safe to read or hear the holotape, without braking any event/script.

The only mods that I do have included are PortableCampsite, PerkEveryLevel, Rebound AP Fix & HackingInstantRetry. Nothing else.

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Read the manual install

Read the manual install instructions on the alpha download page and do the INI modifications it mentions.

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Neighter of those three

Neither of those three settings from Falloutprefs.ini doesn't changes with anything. All the NPCs from the Vault still disappear once I open the holotape. I'm installed TTW through .fomod and not manually and everything was done correctly.

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The ini changes are to be

The ini changes are to be made before starting a new game, they are what allows the player to start in Vault 101 and not in NV.

So if you want to start in the vault, do the changes to the ini files, make sure that the vanilla FNV launcher doesn't overwrite the new changes (we recommend the use of NVSE) and start a new game without the optional Start menu plugin .

Note: do not enable any mods before leaving the vault 101 for the first time, mods conflict a lot with that initial part of the game.

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Okay then, sure, ain't a

Okay then, sure, ain't a problem starting a new game. TTW installer already did install NVSE so that won't be a problem as well. I didn't know you have to do it in this way because I thought and understood that once you haven't choose the maual install you don't have to do anything from what was written there, specially to start a new game and the rest, but it makes sense. I won't use StartMenu plugin.

And since I'm starting a new game, from now on whatever bug/glitch occurs, I will post (not here, where the report will belong)

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The installer does changes

The installer does changes the ini files, but sometimes the changes don't stick, usually it is because the vanilla launcher overwrites the ini files with a default one.

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For whatever reason every so

For whatever reason every so often this mod just dissapears from my mods folder entirely

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Is this supposed to be

Is this supposed to be working with the current TTW version 2.94b?

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AlexFroe wrote:

AlexFroe wrote:

 

Is this supposed to be working with the current TTW version 2.94b?

If you're using the loadtime hotfix, there's a startmenu hotfix too listed on the download page  https://taleoftwowastelands.com/content/alpha-download-v294b#Hotfixes

https://taleoftwowastelands.com/comment/44493#comment-44493

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Thank you for the Pointer

Thank you for the Pointer Pinto

I was not aware that "Start NV or DC" and "TTW Startup Menu" are the same mod.