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Quick Start Mod

General mod discussion and requests.
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AMARDA
Posts: 3
Joined: Fri Apr 17, 2015 7:01 am

Quick Start Mod

Post by AMARDA » Fri Apr 17, 2015 7:03 am

Can we get a a quick start mod to skip the birth scene? There was an old Fallout 3 one, but it does not work sadly.



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

Do you mean you want a mod

Post by plumjuice » Fri Apr 17, 2015 7:34 am

Do you mean you want a mod thats skips the ~1 minute of cutscene where you get born or a mod that skips vault 101?


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



AMARDA
Posts: 3
Joined: Fri Apr 17, 2015 7:01 am

A mod that ski[s to the part

Post by AMARDA » Fri Apr 17, 2015 8:05 am

A mod that ski[s to the part where Amata wakes you up to escape. There was a FO3 mod that did this, but that does not work.



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

It may be relatively easy to

Post by plumjuice » Fri Apr 17, 2015 8:17 am

It may be relatively easy to convert if its inner workings are just setting quest stages. link please.


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



AMARDA
Posts: 3
Joined: Fri Apr 17, 2015 7:01 am

http://www.nexusmods.com

Post by AMARDA » Fri Apr 17, 2015 8:56 am


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

After converting it:

Post by plumjuice » Fri Apr 17, 2015 10:22 am

After converting it:


-The game can be started. This is a nice first step.


-There is a ~1 second bit where you're in jefferson memorial and you can see dad, li and your mom. Creepy.


-You get teleported to the room and amata wakes you up. Animation was a bit funky but that might have been due to Enhanced camera that i didnt deactivate.


-You then choose your name, appearance and tags. SPECIAL book appears on the table and functions correctly.


So it /works/.


Problems


-Script that gives you weapons based on skills doesnt work as its reverted to FO3 by the mod. Needs to be redone in GECK.


-Script that has something to do with the GOAT that TTW commented out an achievement has the comment removed. Probably incredibly trivial.


-Quest stages are almost certainly not set correctly for NV stuff that TTW does in the intro sequence. Needs to be redone in GECK.


-Script that makes the Trait menu appear is overwritten. Needs to be redone in GECK.


Its not really that much work, the bits of the scripts that need to be redone can be worked out by comparing the TTW version to the mod version in FNVEdit but its more than I want to put in for something that Ill never use that only saves a small amount of time on a sequence I dont do vero often and dont seem to mind it as much as some others.


If you want to encourage someone else to work on it, contact the original author and get permision for a conversion to be released, as doing it from scratch is probably more work and no-one really has much free time.


You could do it yourself if you follow the instructions in the conversion guide linked in the FAQ (its in the section about FO3 mods), and then tinkered a bit with the GECK.


Good luck.


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



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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

it'd be far easier to just

Post by Puppettron » Fri Apr 17, 2015 12:14 pm

it'd be far easier to just set a clean save at the vault door and use that to start your games


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

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