[quote=JaxFirehart]
Yes we are supposed to be able to fight Butch (I think...) I always spit on the sweetroll though, so I need to test that.
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It would be great to be able to fight him rather than be a punching bag! Certainly not something that's worth a lot of effort but it seems confusing otherwise, IMO.
[quote=JaxFirehart]
The 10mm -> 9mm was a balance choice, but you are right about it being uncharacteristic in the vault, I hadn't thought of that when I made that change. Do you have any suggestions?
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As I said, I get the thought behind this and somewhat agree... but yeah, 10mm Pistol IS the "Vault weapon" to me. 9mm and other old guns are "wasteland weapons", IMO. As to suggestions... one thing I thought playing with my mod (turning 9mm back to 10mm) was that I had a ridiculous amount of ammo. Being given a 10mm Pistol by Amata but only a handful of rounds means you'd have to use it sparingly, rather than run through the Vault blasting everyone and everything. Basebat bat those Radroaches, and save the bullets for saving Butch's mom or the Overseer!
[quote=WOLFkraut]
The 9mm I figured was a balance change, but I agree, I prefer the 10mm pistol. I also didn't like all of the guards losing their 10mm pistols. I'm just not a fan, it didn't feel as much like Fallout 3. And while a realize that if I was going to get anal about playing lore-friendly Fallout 3, I should be playing Fallout 3 on its own without mods... but I don't want to do that, I just want it to feel as close to the original as possible while still having the benefits of the New Vegas engine and New Vegas mods.
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See, that's how I approached TTW initially, somewhat wrongly; I was *really* psyched to play FO3 with FNV's improved features (Survival skill, cooking, thrist and hunger, weapon modification, harvestable plants), but was actually expecting it to be almost entirely "vanilla", needing mods to do things like make FNV guns or items appear in DC loot lists, rebalance weapon damages or rechamber guns like the .32 Pistol, for example. Now I see that's not really the intention of the mod (more of a "combine both games into one long game" goal), which is cool, but it took me a moment to adapt my thinking from "wait, why is my Combat Shotgun firing 20ga shells?!" :)
I do agree that finding the closest balance to vanilla FO3 with a minimum of change would be my personal preference, leaving more drastic changes to optional mods. But that's just my two cents.
[quote=WOLFkraut]
If possible, maybe Amata could give you the Weathered 10mm Pistol from the Classic Pack? Obviously only if you have it installed, but that would actually be pretty cool if you got the Vault 13 stuff while leaving Vault 101 (I'm really not sure how to tie that in, but being given classic Vault items at the beginning makes sense to me). Just a thought.
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Funnily enough, I was actually making a mod to do that today, thinking how neat it would be the Vault 101 10mm Pistols "pristine" (Weathered) versions of the gun since it's the only place they'd be in such condition (and would contrast with the regular "wasteland" ones rather nicely, IMO).
I never liked the mechanics of the "cheat item" Vault Canteen but love it's appearance/nostalgia. If it was part of a "fillable canteens" mod, I'd love to see a Vault 101 version as a starting item someday.
[quote=WOLFkraut]
The ball definitely says Brahmin Skull. It's really funny, actually. :-P But some people might get really pissed if they install TTW and are greeted with an obvious bug at the very beginning. I don't mind, of course, but it just reminds you that TTW is still very much in Alpha.
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This. For me, it was less caring about a very minor bug and more the feeling of "well THAT'S wrong for a start!" since sadly we often focus on the one wrong thing despite everything else being right (in this case, the awesomeness of seeing FO3's V101 running on FNV's engine!).
Which leads me to say again how AMAZING this entire project is, folks! :) Like I said elsewhere, a dream come true!