About this mod
Patch for TTW Custom Beginning. The Custom Beginning Option caused the train trip to be broken. This fixes it.
- Requirements
- Permissions and credits
I made this into a patch .esp for myself. Either you can add the edits that I did or use this .esp if using the Custom Beginning Option. This will NOT work on a current savegame because the script only runs on activation of the exit door of the starting shack. Starting a new game is mandatory for this fix to be applied. My patch cannot be removed after leaving the shack because the TTWStartQuest is stopped and the train will still check for VCG00 you will not be able to travel from DC to NV on the train. I could separate the patch for just the train checking for the VCG00 but I don't think it hurts to have this together since if you do the DC start, then TTWStart will function properly. If you do the NV Vanilla Start then VCG00 will progress naturally.
Link to Original Mod - TTW Custom Beginning
This patch must load AFTER TTW Custom Beginning Main Mod
What was changed:
CB00DoorScript is only used if the player selects the Custom Beginning Option - majority of my script additions went here, and are as follows:
NOTE 1: TTWTrainTripQuestScript iStageDone was changed from "(GetStage VCG00 > 0)" to "1" to stop checking for VCG00 - This fixed the train to always take you to Union A&P Freeside (no more "3 Years Later") the trip takes 2 weeks (and tested back to DC as well, all working fine).
NOTE 2: AwardXP 1000 was removed from VMQ01 (Index 100) to stop player leveling twice as soon as leaving start shack
SetStage VCG01 200
completeAllObjectives VCG01
completeAllObjectives VCG01Test
completeAllObjectives VCG02
completeAllObjectives VCG03
completeAllObjectives VCG04
completeAllObjectives VMQ01
SetStage VMQ01 100 ;skip They Went That-a-way
ResetQuest VMQ01 ;Stops quest from showing in log
The code is pretty much identical to what was already there for the "Father's Footsteps" bypass, however the quests were set up a bit differently than MQ01 so I adjusted by adding the setstage for VCG00 to 200 and then completing it. Then completing the tutorials with Trudy. I also did a resetquest on VMQ01 to stop the completed quest from showing up in the completed quests log (I have no idea why the MQ01 doesn't by default, but oh well).
The result of the edits to CB00DoorScript, and the 2 other quests that were edited, are that everything is working on the train now and you can go and talk to Doc Mitchell and nothing weird will happen (except the first meeting he will talk about you wanting to go outside - I'm not going to go that deep as to edit vanilla dialogue, but if you go outside then go back in again he will say "hoped I wouldn't have to see you so soon" (paraphrasing). I can live with that, and now I am free to roam both wastelands with no main quest active. Also tested the fix with the USS Hoodwink Playerhome Mod for 3.2 and it also is working fine now (the 1 value in the TTW Train script was the trick).
Cheers,
CuL8R