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Let's see, are you a boy or a girl?

General mod discussion and requests.
joeyjoejoe
Posts: 7
Joined: Sun Dec 23, 2012 11:26 am

Let's see, are you a boy or a girl?

Post by joeyjoejoe » Tue Aug 05, 2014 5:40 am

I am absolutely sick of the vault 101 opening I've heard it so many times I can recite revelation 21:6 word for word. Has anyone made a TTW mod that lets you start at the vault door? I know I can make a save file after the tutorial but that just opens the door to dirty it since I'm constantly testing out different mods to see the results.


Completely unrelated but I didn't want to make two threads, anyone know any mods which adjust your starting special so instead of having 5 in every stat with 5 more to play with you just have 5 in every stat and have to reduce some of those if you want to have your ten strength? In every other rpg you start off average and build yourself up while in F3 and F:NV everyone starts above average in every way or average except for being the most intelligent being on the planet.


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

play through the vault

Post by JaxFirehart » Tue Aug 05, 2014 5:59 am

play through the vault tutorial one last time WITHOUT mods. Make a named save at the door (open the console and type 'save VaultDoor').


This is now a perfectly clean save, never overwrite it. Now pick whatever mods you want and when you load it, they will all kick in perfectly.


Aside from this, I don't know of any TTW compatible quick start mod.


A mod to reduce starting SPECIAL could easily be made, but I don't know where to find an existing one.



joeyjoejoe
Posts: 7
Joined: Sun Dec 23, 2012 11:26 am

If I save at the door and

Post by joeyjoejoe » Tue Aug 05, 2014 1:13 pm

If I save at the door and keep going back to it I can't try out any of the mods like that new Ties that bind conversion so it's not a perfect fix.


As for the reduced special there is this mod for NV: http://www.nexusmods.com/newvegas/mods/37340/ but that runs a script on the vigor tester while these two mods for Fallout 3 http://www.nexusmods.com/fallout3/mods/5602/ , http://www.nexusmods.com/fallout3/mods/15835/ run scripts on the special book to change the starting amount. 


I don't know how to write a script at all so I'll try running the conversion script on either of these two mods and see if they work for TTW.



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

joeyjoejoe wrote:

Post by TJ » Tue Aug 05, 2014 1:24 pm

[quote=joeyjoejoe]


If I save at the door and keep going back to it I can't try out any of the mods like that new Ties that bind conversion so it's not a perfect fix.


[/quote]


How is that not exactly what a quick start mod would do? Your best solution is to do exactly what Jax said.


My project Dash is on Kickstarter!



Fruckert
Posts: 56
Joined: Sun Feb 24, 2013 2:23 am

There's this, but I don't

Post by Fruckert » Tue Aug 05, 2014 8:10 pm

There's this, but I don't know if it works properly. It does not reduce your SPECIAL, though.


Your best bet is to do the save thing, because a clean save can be used with basically any mods. I don't understand your reasoning that a mod that skips the start quest is any worse than making a save at the end of the start quest.


And like, other stuff, I guess.


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charwo
Posts: 241
Joined: Sat Jan 19, 2013 1:14 pm

https://taleoftwowastelands

Post by charwo » Tue Aug 05, 2014 11:54 pm

https://taleoftwowastelands.com/content/start-nv-or-dc


If you have 2.6 it doesn't work at the moment, but Vegas's startup and tutorial are MUCH faster and easier on the brain.



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KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

Faster way to start in the

Post by KeltecRFB » Wed Aug 06, 2014 12:57 am

Deleted post since it could cause problems later. 


"Si vis pacem, para bellum!"

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

Don't do that. TTW needs to

Post by TJ » Wed Aug 06, 2014 1:04 am

Don't do that. TTW needs to start properly or things will break later.


EDIT: Confirmed with several other members of the team. Doing what's stated above will break the TTW start script in ways that we can't and wont attempt to fix.


My project Dash is on Kickstarter!



joeyjoejoe
Posts: 7
Joined: Sun Dec 23, 2012 11:26 am

Fruckert wrote:

Post by joeyjoejoe » Wed Aug 06, 2014 1:48 am

[quote=Fruckert]


 


There's this, but I don't know if it works properly. It does not reduce your SPECIAL, though.


Your best bet is to do the save thing, because a clean save can be used with basically any mods. I don't understand your reasoning that a mod that skips the start quest is any worse than making a save at the end of the start quest.


[/quote]


With the save method I have to copy it back in to my save folder every time I want to start a new game. In the same way I can just reduce my special stats by 5 with the console after allocation every time I start a new game. It's a matter of convenience really.



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

joeyjoejoe wrote:

Post by Risewild » Wed Aug 06, 2014 8:05 am

[quote=joeyjoejoe]


With the save method I have to copy it back in to my save folder every time I want to start a new game. In the same way I can just reduce my special stats by 5 with the console after allocation every time I start a new game. It's a matter of convenience really.


[/quote]


Why would you need to get the save out of the save folder to begin with?  I have a clean save before getting out of the Vault 101 cave for the first time that I use everytime I need to test a mod for someone (which happens a lot) and I never had to copy it to the save folder or remove it from there either. smiley


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