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Playing with Continuity

General discussion of potential spoilers. Ask questions about or discuss storyline here.
AugustNights
Posts: 3
Joined: Mon Jul 22, 2013 9:21 pm

Playing with Continuity

Post by AugustNights » Fri Aug 02, 2013 7:57 pm

Heya TTW-ers!

I've got the game installed and I'm having a ball toying about in the Capital Wasteland with the New Vegas engine, but as I plan out what I'm going to do with my character, and I think I'd like to keep as much continuity as possible, that is, I'd like to take down the Enclave and finish the Wasteland Survival guide before going to the Mojave (Cannibal Johnson, and random copies of the Wasteland Survival Guide laying about).


Does anyone know of any other Fallout 3 references in Fall Out New Vegas that would be odd to do out of order?


 


 I'm finding that I want to 


What you see depends on where you stand.

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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

on thing the team has been

Post by chucksteel » Fri Aug 02, 2013 8:10 pm

on thing the team has been thinking about is to make it so you can't access the train until you have completed the Wasteland survival guide for continuity sake but, we are not sure people would like the restriction.



Pokepunch
Posts: 77
Joined: Tue Jan 01, 2013 8:42 pm

chucksteel wrote:

Post by Pokepunch » Fri Aug 02, 2013 8:18 pm

[quote=chucksteel]


on thing the team has been thinking about is to make it so you can't access the train until you have completed the Wasteland survival guide for continuity sake but, we are not sure people would like the restriction.


[/quote]


Is their a way that if you haven't completed the Wasteland Survival Guide all the Survival books are replaced with a book with a different name and cover but still give you the Survival bonus?



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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

It is and wouldn't be that

Post by chucksteel » Fri Aug 02, 2013 9:16 pm

It is and wouldn't be that hard just an enable disable ref added to the quest and linked to the books. I could look into it for a mod.



TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

This may be more work than I

Post by TrickyVein » Fri Aug 02, 2013 10:06 pm

This may be more work than I realize, but if the Lone Wanderer is allowed to leave the Capitol Wasteland at any time, there should be consequences for leaving parts of the main Fallout 3 quest unfinished; and upon returning to DC after 9 years in-transit to the Mojave and becoming a courier, etc. perhaps - hang on.


This would mean that the entire Broken Steel DLC would be unplayable if you leave the CW before beating Fallout 3's main questline. 


indecision


Neither would it be realistic to be able to pick up Fallout 3's main quest as if nothing happened after going to Nevada. Can you imagine? "LOL I just left you hanging, Elder Lyons, do you remember me? How about that Enclave? They still around? YOLO!!!"


This is a conundrum. I suppose the easiest thing to do - for continuity's sake - would be to make the train station accessible only after completing Broken Steel. But that would be a long, long time to wait to go to Nevada. It makes sense, sequentially, but sucks for gameplay and divergent gameplay.


I really like the idea of simply failing any of the active quests in the capitol wasteland or in Fallout 3's DLCs once you board the train.



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

I asked Risewild to retexture

Post by JaxFirehart » Sat Aug 03, 2013 12:25 am

I asked Risewild to retexture the wasteland survival guide to instead be the scout's handbook. The retexture is high quality and fits well. It also solves the continuity problems related to the wasteland survival guide.


I agree, tricky, that there is no good solution. I personally would be pissed if I couldn't go to NV without failing tons of quests. But it also makes sense.



TrickyVein
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That's interesting. Dad is

Post by TrickyVein » Sat Aug 03, 2013 3:25 am

That's interesting. Dad is going to be fine in the tranquility lounger for at least that long, for sure. Freeing him from his pod, however sets in motion a sequence of events that seemingly cannot be interrupted, either culminating in Broken Steel or failure. 



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

I say leave it up to the

Post by Gribbleshnibit8 » Sat Aug 03, 2013 4:07 am

I say leave it up to the player. Give warnings before travel (they could be made immersive) but otherwise let the player handle it themselves. If they want the odd discontinuity of going to Vegas in the middle of the broken steel quest, that's their own prerogative.


We all KNOW what the train station does, so if you don't want to travel yet, just avoid it, or explore it as a fun place and then leave.


As far as handling what happens on travel, if there isn't already, just put a warning when the player initiates travel along the lines of



This will be a long and arduous journey, you/I might not be back here for a long time. |Disembark train |Continue



Problem solved.



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Risewild
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Joined: Mon Oct 01, 2012 9:14 am

If the player wakes up the

Post by Risewild » Sat Aug 03, 2013 12:34 pm

If the player wakes up the dad then maybe put some enclave soldiers and engineers/scientists in the train station and deactivate the train (like they just found out it was operational and decided to check it out and take it apart for study or something) and after the the player beat the main quest put some new enclave people there and the train working again cheeky.


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Pokepunch
Posts: 77
Joined: Tue Jan 01, 2013 8:42 pm

Maybe you could make it so

Post by Pokepunch » Sat Aug 03, 2013 2:29 pm

Maybe you could make it so that the train is broken and that you find parts in Broken Steel to repair the train?  



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