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New Game...

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
Axelofthekey
Posts: 8
Joined: Fri Dec 21, 2012 1:54 am

New Game...

Post by Axelofthekey » Fri Dec 21, 2012 1:56 am

I was under the impression that when starting a new game, you could choose to start in DC or the Mojave. However, when I pick new game, I simply watch both opening videos (First the New Vegas FMV, then the F3 FMV) and then go to Doc Mitchell's. Is there something I have to do to get the option to start in DC?



Axelofthekey
Posts: 8
Joined: Fri Dec 21, 2012 1:54 am

Current Load order is:

Post by Axelofthekey » Fri Dec 21, 2012 2:08 am

Load Order:



FalloutNV.esm


Fallout3.esm


DeadMoney.esm


HonestHearts.esm


OldWorldBlues.esm


LonesomeRoad.esm


GunRunnersArsenal.esm


CaravanPack.esm


ClassicPack.esm


MercenaryPack.esm


TribalPack.esm


Anchorage.esm


ThePitt.esm


BrokenSteel.esm


PointLookout.esm


Zeta.esm


TaleOfTwoWastelands.esm


Project Nevada - Core.esm


Project Nevada - Equipment.esm


Weapon Mod Expansion.esm


WME - GRA Light.esm


WME - DLCs.esm


Project Nevada - Rebalance.esp


Project Nevada - Cyberware.esp


Project Nevada - Dead Money.esp


Project Nevada - Honest Hearts.esp


Project Nevada - Lonesome Road.esp


Project Nevada - Gun Runners' Arsenal.esp


Project Nevada - Extra Options.esp


courierpowerarmor.esp


Courier Power Armor - Project Nevada.esp


Companion Sandbox Mode.esp


WeaponModsExpanded.esp


WMX-DeadMoney.esp


WMX-HonestHearts.esp


WMX-OldWorldBlues.esp


WMX-LonesomeRoad.esp


WMX-GunRunnersArsenal.esp


WMX-PreOrderPackClassic.esp


WMX-PreOrderPackMercenary.esp


WMX-PreOrderPackTribal.esp


Weapon Mod Expansion.esp


WME - GRA Light.esp


WME - DLCs.esp


WME - DLCs Arenovalis.esp


WME - GRA Light Arenovalis.esp


EVE FNV.esp


Project Nevada - EVE.esp


WMEVE.esp


WMX-EVE.esp


Dynamic and Rebalanced Karma v1.0.esp


Project Nevada Items.esp


LothPAperks.esp


Legion Safehouse Upgrade.esp


Stealth suit Mk II helmet.esp


Project Nevada - Stealth Suit Mk II Helmet Patch.esp


TTW_DLCMessageSuppression.esp


TTW_Bobbleheads.esp


TTW_TQLSkip.esp


RX-TTW_EquipmentLootedNV.esp


RangerPA.esp


 


Total active plugins: 61


Total plugins: 73

 



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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

If I recall correctly you

Post by Risewild » Fri Dec 21, 2012 2:23 am

If I recall correctly you should start in DC and not NV when you start a new game indecision


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

Disable all your mods, you

Post by JaxFirehart » Fri Dec 21, 2012 2:24 am

Disable all your mods, you start in DC by default but any mod that alters the start quest (VCG00) will break that and make you start in NV.


If I had to guess, I would say project nevada is causing it BUT I cant be certain, dont take my word for it.



Axelofthekey
Posts: 8
Joined: Fri Dec 21, 2012 1:54 am

M'kay. So when I want to

Post by Axelofthekey » Fri Dec 21, 2012 2:27 am

M'kay. So when I want to start a new game, I should disable all mods besides TTW, start the game, save, and then re-enable mods?



plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

IIRC the tranquility lane

Post by plumjuice » Fri Dec 21, 2012 2:38 am

IIRC the tranquility lane plugin was for a glitch involving custom races. With a quick skim over your load order, I can't see any mods that have them, but I highly doubt it would cause a problem.


Speaking for myself I have absolutely no issues with project nevada, or the vast majority of the mods you have. I notice WME plugins (which i dont use) is that Weapon Mods Expansion? And does it conflict in any way with wmx?


My money is on either Dynamic Karma or Companion Sandbox, but I dont know enough about either of them to be sure. And as to messing with the startquest, is it possible to check for conflicts woth fnvedit?


Other than that, I will echo Jax and suggest disabling all mods, then re-enabling them after you start the escape vault 101 quest.


If you have the patience, enabling each mod one by one and restarting your game each time to find the conflict would help others who may experience the same issue in the future.


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



Axelofthekey
Posts: 8
Joined: Fri Dec 21, 2012 1:54 am

The Tranquility Lane skip was

Post by Axelofthekey » Fri Dec 21, 2012 6:06 pm

The Tranquility Lane skip was because when exiting Tranquility Lane, it was keeping me as a child and not returning me to normal, hence making me stuck inside the pod. So I did the skip to avoid playing as a kid ever altogether.


I will start with what you recommended and work my way backwards.



Axelofthekey
Posts: 8
Joined: Fri Dec 21, 2012 1:54 am

Well, disabling all mods did

Post by Axelofthekey » Fri Dec 21, 2012 6:12 pm

Well, disabling all mods did the trick (It wasn't the two you suggested, or WME or WMX (they caused another odd glitch). Disabling everything did let me start with Fallout 3, but I was greeted with Dr. Li simply standing there after the white flash, no game opening or anything. I'm assuming that's not normal.



Axelofthekey
Posts: 8
Joined: Fri Dec 21, 2012 1:54 am

Based on research I've now

Post by Axelofthekey » Sun Dec 23, 2012 3:00 am

Based on research I've now done, I figure it has to do with MMUE changing files, so that even with it not being used, the files are still altered. Reinstalling New Vegas in the hopes that it fixes it. After that, will try redoing TTW installation.



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

Yeah MMUE has known problems

Post by JaxFirehart » Sun Dec 23, 2012 5:09 pm

Yeah MMUE has known problems that I am working on fixing in a way that doesn't require a compatibility patch. MMUE reused some FO3 formids that FNV wasn't using. So with TTW activated, TTW and MMUE fight over how to use those formids.



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