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Alternative Start Mod

General mod discussion and requests.
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rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

Alternative Start Mod

Post by rbroab » Sat Feb 09, 2013 9:58 pm

There's a mod for New Vegas that gives the player an alternative start.


I'm just going to assume it won't work for TTW. Will there ever be anything like it for TTW though?


 


I'm not sure how it would work considering the intro of TTW is Fallout 3 and the whole find your dad. Unless all of Vault 101 was transferred to the Mojave and you had to make your way to Capital Wasteland via the train and find him at project purity.


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

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

I will say that I doubt the

Post by Risewild » Sat Feb 09, 2013 11:42 pm

I will say that I doubt the NV mod would work with TTW.


I will also say that I don't have the knowledge to help with your questions, so I'm sorry .


I do think that this post should go to the mod request though .


Edit: Darn forgot to leave a shadow of this post when I changed it crying oh well.


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

Yeah alternative starts are

Post by JaxFirehart » Sun Feb 10, 2013 1:21 am

Yeah alternative starts are solely in the realm of the mod author. It is their responsibility to make it work with TTW. That said, rickerhk created, and allowed us to use, a start menu long ago that allows you to chose FNV or FO3 as your start. Once we implement that again, custom starts should work fine.



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

Sorry, didn't mean to post in

Post by rbroab » Sun Feb 10, 2013 2:48 am

Sorry, didn't mean to post in the wrong area. I just wasn't sure if the idea of an alternative start was possible. Thanks for the answers though!


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

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

It's not in the wrong section

Post by JaxFirehart » Sun Feb 10, 2013 4:17 am

It's not in the wrong section, no worries, just letting you know that that is something that we can't handle very well.



gnubee
Posts: 81
Joined: Sat Sep 22, 2012 1:07 am

I'd like to see the option of

Post by gnubee » Sun Feb 10, 2013 7:05 am

I'd like to see the option of starting in NV as well.  Actually, I'd like to see a menu when you first select "New Game" that asks where you want to start, combined with the "inception" mod that got some discussion on the old forums.  The idea is that if you start in NV, you travel back to DC when you sleep.  You would not keep weapons and such between wastelands (at first), but you would keep XP.  The idea is that a bullet to the brain requires some time to heal, and the Courier might "remember" his past in dreams.  Once the train is taken from DC to NV, the mod would stop doing its thing, and the player can travel back and forth freely. The big difference from how things are now is that instead of waking up in Doc Mitchell's place, the player would wake up wherever they went to sleep, (after seeing the "9 years later" screen / whiteout effect) and be awarded some kind of challenge reward or accomplishment. Maybe a bonus SPECIAL point or something.


If you choose to start in DC, then I'd like to see a mod that reduces your level when you first get to NV from DC. The idea is that a bullet to the head is likely to cause some hefty brain damage, which is likely to make the player less skilled than they used to be.  The mod would keep the whole character generation bit in Doc Mitchell's place intact.  If some one were to get fancy with it you could have the option of how much to lower your level.  So if the PC is level 20 when the train to NV is first taken, the mod might give the choice of doing the character generation (at the Vigor-Tester) with stats/skill points equivalent to level 20, 15, 10, 5, or 1.  Something like that.


My problem is that aside from adjusting stats on weapons in FNVEdit and really minor tweaks like that, I am pretty useless as a modder.  Any takers?



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

Those all sound like great

Post by JaxFirehart » Sun Feb 10, 2013 8:32 am

Those all sound like great thoughts, maybe once I'm not so engrossed in TTW I'll branch out and make some of them.



Aconagent1
Posts: 157
Joined: Sun Dec 02, 2012 5:38 pm

For the record, "The Author"

Post by Aconagent1 » Thu Feb 14, 2013 11:01 pm

For the record, "The Author" of that mod is Gribbleshnibit8, and he said that he is planning to make a TTW version, he was active here before my laptop broke, I haven't seen him since I got back


-Conso

TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

He's still around every once

Post by TJ » Thu Feb 14, 2013 11:09 pm

He's still around every once in awhile. He's also said he's planning on making a pretty good chunk of his mods TTW compatible. Alt Start worked great with the wasteland selector on the demo version, and with some minor tweaks should work fine when NV start is supported again.


My project Dash is on Kickstarter!



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

Hola. Roleplayer's

Post by Gribbleshnibit8 » Sat Mar 02, 2013 3:59 am

Hola. Roleplayer's Alternative Start has been reported on the comments as working. I have not tested it to verify, but it will conflict with anything that modifies VGC00 and VCG01. Once TTW hits a full release version it has been my plan to update for a full TTW version with support for either wasteland starts (within the framework of what TTW allows).


Locations will be given around both wastelands, and selection will be the same, as far as setup of the character. More histories will be added, relating to the FO3 world, like Regulator and other such things. Existing histories will have two versions where applicable to support one start or the other, and some might not be available from DC or NV (think NCR and the like).


Due to the rather large amount of work involved in modifying the mod, I do not plan on updating it until TTW is stable. However, feel free to hit up the mod page and create a new discussion topic for locations, histories, and other things you'd like to see. Discussions now, not just mod comments.



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