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Start in New Vegas?

General mod discussion and requests.
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Vault-Boy
Posts: 26
Joined: Sun Nov 04, 2012 3:40 pm

Start in New Vegas?

Post by Vault-Boy » Fri May 31, 2013 11:32 am

Hello,


Is there a mod where u can start in New Vegas instead of FO3


I have played the beginning of FO3 too much and now i want to start in New Vegas.


Thanks in advance.


 


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rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

Yes and no.

Post by rbroab » Fri May 31, 2013 6:32 pm

Yes and no.


The team is working on something to make New Vegas starts possible. That said, don't wait around for it. The team has much more important things to work on than a New Vegas start.


I'm not alright, I'm an equal amount of left.

Drathian
Posts: 5
Joined: Tue Jul 16, 2013 7:51 am

I second at least a temp

Post by Drathian » Tue Jul 16, 2013 8:40 pm

I second at least a temp (unofficial) mod for this.



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

Yes, an option (even an

Post by rylasasin » Fri Sep 20, 2013 10:24 pm

Yes, an option (even an unofficial one) to start in New Vegas would be nice. (Perhaps something similiar to what FWE does? You see the baby scene, then you're presented with a dialog which says "do you live the dream, or wake up?" if you choose to live the dream the FO3 start continues. If you choose to wake up, you instead wake up in Doc Mitchel's office. 



That being said, you could try this if you want a New Vegas "Start":




  1. Play through the game until you reach the end of vault 101 and you're outside and everything's loaded.


  2. Type coc GSDocMitchellHouse​ (Hmmm guess it's not that simple.) Type coc ttwtrainengine01b


  3. Type player.Additem xx001e15 1 (this will give you the ticket to NV. XX equals the load number your TaleofTwowastelands.esm, in hex. It should be 0C if you're sorting with boss.) Alternatively if you don't know the number your Taleoftwowastelands.esm is in, you could just type Player.additem f 500 and then go outside to the station terminal and purchase a ticket. 


  4. (go back into the train if you went out, and) hit the electrical switch.


  5. Enjoy the NV intro and pretend the Vault 101 stuff didn't happen.



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

that will not work with TTW

Post by chucksteel » Fri Sep 20, 2013 10:45 pm

that will not work with TTW and will cause you a lot of issues if you try it. TTW changes the NV starting Tutorial and you need to take the train to get to NV, if you don't play the game the way TTW intends for now your going to break many quests and have a shit tone if odd issues. (Which will be your fault by the way!) 


We fully intend on opening up the choice of which wasteland you want to start in but we are still in alpha! if you choose to try to out smart TTW and the TTW team do so at your own risk and don't come bitching to us when quests don't fire or work properly! 



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

hmmm so much for that idea

Post by rylasasin » Fri Sep 20, 2013 11:23 pm

hmmm so much for that idea then.


Question: Do the necessary scripts start firing up when you enter the train station, or when you hit the switch on the train?



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

when you hit the switch it

Post by chucksteel » Fri Sep 20, 2013 11:24 pm

when you hit the switch it changes how NV tutorial starts.  



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

okay, thanks.

Post by rylasasin » Fri Sep 20, 2013 11:29 pm

okay, thanks.



In that case my original advice should work with a minor modification.... a simple change of coc destination and an additem code (for the ticket)



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