I finally got TTW up and running (v2.2a) and have put about 2 hours into it. Here's what I've seen:
- Level progression is fast! Even with the TTW XP mod. I hit level 2 out of the vault, and level 3 after clearing Springvale School and disarming the Megaton bomb. I was level 5 before finishing Those! and chapter 1 of the WSG. I traded out the TTW XP mod for a simple NV mod that just doubles the required XP for each level. Now it seems a bit better.
- Talon Co. at the Super Duper Mart: a few people have mentioned this and I saw them there too, BUT I have the explanation: it's not a TC random encounter, they we're hired to take me out by Tenpenny for disarming the bomb (there was a note). They were hard (hit me with an assault rifle and ~12DT armor, at level 3) but I overcame them (maybe because I play on normal difficulty).
- I have an assault rifle now! In fact, at level 5, I already have a ton of weapons, including a Chinese assault rifle, a .357 revolver, a .44 revolver, a service rifle, a laser pistol, a plasma rifle, a 10mm sub machine gun, and a bunch of 10mm pistols. Taking down raiders feels like Christmas, as they are weak and seem to have unusually good loot. Also, outside the junkyard near Minefield, I saw an Outcast patrol. 'Great' I sez, 'I can scavenge what they kill.' But, they ran into a deathclaw (!) which one-shotted all three of them and came after me. Luckily they had weakened it a LOT, so my 10mm panic-fire killed it. It was a scary encounter, which is great... but it also gave me crazy loot like power armor and plasma weapons. A bit more Christmas than I deserve, to be honest. Thankfully for balance, I don't have much ammo other than 9mm & 10mm.
- Fire ants are big! But, weak. I could take out all but the nest guardians with a 9mm pistol. Maybe their carapaces are brittle... frankly I think it's okay given this quest usually happens at low level. Just an FYI that they are different than in vanilla FO3.
- Overall, the experience so far is surprisingly not very different from how I remember FO3. I'm not sure what I expected... but this is basically what it says on the tin: Fallout 3 with DT, better weapon variation, and other NV goodness. Awesome.
- There are lots of mod conflicts. I think my game is pretty stable now, but there is still some hinky stuff. My 'skill perks' mod has Lonesome Road as a master, and when I enabled it I got the message from Ulysses to Courier 6. The 'weathered 10mm fixes' mod evidently uses the classic pack as a master, and when I enable it, it gives me the classic pack items. (Fine with me, it makes sense I would take a canteen with me out of Vault 101.) So it seems that mods at the bottom of my load order are invoking the NV DLC content that TTW usually suppresses. I don't know the technical issues that cause this, but maybe a TTW end-of-load-order .esp would be able to override the NV mods and control this.
- Great job... I'm loving this so far!