Should TTW start in Vault 101 only?

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tizerist
Posts: 234
Joined: Mon Sep 17, 2012 10:24 am

chucksteel wrote:

Post by tizerist » Thu Feb 28, 2013 3:27 pm

[quote=chucksteel]


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


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. :)



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

I attached a script to the

Post by JaxFirehart » Thu Feb 28, 2013 4:04 pm

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!



walrus2517
Posts: 16
Joined: Sun Sep 30, 2012 3:23 pm

Fantastic! Thanks for letting

Post by walrus2517 » Fri Mar 01, 2013 6:01 pm

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. :)



ElvenScoundrel
Posts: 80
Joined: Tue Sep 18, 2012 6:47 am

JaxFirehart wrote:

Post by ElvenScoundrel » Fri Mar 01, 2013 9:14 pm

[quote=JaxFirehart]


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!


[/quote]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.



Malthol
Posts: 6
Joined: Sun Sep 23, 2012 12:09 am

I don't like a mod changing

Post by Malthol » Fri Mar 08, 2013 8:41 pm

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.



yukichigai
Posts: 58
Joined: Wed Sep 12, 2012 1:28 am

I'm a fan of the V101 start

Post by yukichigai » Mon Mar 11, 2013 5:23 am

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.



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

We took some liberties with

Post by JaxFirehart » Mon Mar 11, 2013 5:31 am

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.



rylasasin
Posts: 62
Joined: Fri Sep 20, 2013 10:37 am

I prefer the 101 startup

Post by rylasasin » Thu Oct 03, 2013 2:59 am

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.



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Everybody wants this for TTW,

Post by TJ » Fri Oct 04, 2013 1:10 pm

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.


My project Dash is on Kickstarter!



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

TJ wrote:Grib's mod for NV

Post by Gribbleshnibit8 » Fri Oct 04, 2013 10:27 pm

[quote=TJ]Grib's mod for NV was fantastic, and at one point he was going to redesign it for TTW.[/quote]


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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