TTW.esm can do one of these things:
1) Hard-coded start in NV (this is what TTW.esm does currently)
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a) An additional ESP file is required to start in DC (Vault 101) that over-rides the ESM -
b) Disabling DC chargen (if you start in NV) or disabling NV chargen (if you start in DC) is currently handled by transport mods when you travel, like Chuck's train transport mod or my Vertibird transport mod prototype - these fixes are NOT hardcoded into the ESM, but they could be (but if they were, they would have to be overridden by the alternate start ESP file as well) -
c) The problem: You would need an optional ESP files to override the ESM, and debugging would be harder. Is the bug in the ESM or is it in the ESP file? How do we fix it? If we change something in the ESM, does it have to be changed in the optional ESP file too? Would any transportation mods (train, vertibird, etc.) need to be updated? etc.
2) Hard-coded start in DC (the opposite of what TTW.esm does currently)
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a) Same as above: An additional ESP file would be required to start in New Vegas that would over-ride the ESM -
b) Same as above: Disabling DC chargen (if you start in NV) or disabling NV chargen (if you start in DC) is currently handled by transport mods when you travel, like in Chuck's train transport mod does now - these fixes are NOT hardcoded into the ESM, but they could be (but if they were, they would have to be overridden by the alternate start ESP file as well). -
c) The problem: same as above: it's just the opposite of the current situation.
3) Ask you where you want to start (what RickerHK's startup menu mod would do if merged with TTW.esm)
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a) No additional ESP files would be required (both start options are built in) -
b) Transport mods would not have to modify the unused start location. All fixes to the unused chargen system (for example, the NV chargen if you started in DC) would be applied by a script depending on what option you select for your start location. So if you start in NV, the script would automatically add a "Letter from Dad" to your inventory (or some such), complete the Vault 101 quests (CG01, CG02, CG03, and CG04) disable the CGsunblind dummy ref, enable the enclave radio, etc. -
c) This solves the problems mentioned above, but it creates problems for anyone using any OTHER alternate start mods for NV.
So...
How many people actually use an alternate start mod for NV - one that significantly changes chargen in NV?
How many people are planning to use such a mod and TTW at the same time?