The original Fallout 3 version of Alton IL can be found here!﻿



Original description from the Fallout 3 version of Alton IL, by EMH:

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Welcome back to Alton, newcomer.

I want to give a HUGE thanks to Elijah Houck for allowing me to not only do this conversion, but post it here on the New Vegas Nexus!

Fallout New Vegas

Tale of Two Wastelands 3.2

This mod does NOT require any external plugins.

You are NOT required to use the included optional plugin, however, I HIGHLY recommend it just for the presentation changes alone! I cannot recommend merging the two plugins. Doing so is unsupported and I will not provide support for merged patches as I cannot accurately replicate any issues that merging may cause. Read the caveat below.

I cannot recommend merging the two plugins. Doing so is and I will not provide support for merged patches as I cannot accurately replicate any issues that merging may cause. Read the caveat below. Once you enable AltonSilentEdit.esm AND ENTER THE TUNNEL TO START ALTON, YOU CANNOT DISABLE THE ESM UNLESS YOU ALSO DISABLE/REMOVE ALTON AND RESTART THE MOD'S QUEST. The Silent Edit changes how some quests work fundamentally and attempting to disable the plugin will break several quests, leaving you stuck. I recommend creating two separate saves if you want to compare the differences. If you only want to play with one version, you are locked into that version unless you restart the Alton main quest from the Capital Wasteland prior to leaving for Alton the first time. Attempting to add The Silent Edit after starting Alton is not recommended and is also unsupported.

The Silent Edit changes how some quests work fundamentally and attempting to disable the plugin will break several quests, leaving you stuck. I recommend creating two separate saves if you want to compare the differences. If you only want to play with one version, you are locked into that version unless you restart the Alton main quest from the Capital Wasteland prior to leaving for Alton the first time. Attempting to add The Silent Edit after starting Alton is not recommended and is also unsupported. Do not contact EMH for support with this version. While he is the original mod author for the Fallout 3 version, Team Silent Pizza is the sole entity responsible for support for Alton IL in TTW 3.2 as there are changes that are specific to this version and I don't want him to be bothered over bugs for this version. This note is also in the Permissions section.

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﻿FILES USED

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KNOWN ISSUES

Some of the voice acting is missing from the re-voiced files. The re-voicing project was missing some dialogue files, and as a result, this cannot be fixed. I intentionally avoided using the dialogue files from the Fallout 3 version for the re-voiced characters to avoid auditory whiplash.

The map in New Godfrey is broken. I haven't been able to track down what is causing the error.







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INSTALLATION

Extract the contents of the file to your Data folder of your TTW installation.

Alternately, just use Mod Organizer 2!

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VERSION HISTORY (post TTW conversion)

Alton, IL- a two and a half year project started in March of 2009, and most likely the largest Fallout 3 mod to date. Alton was created by Elijah Houck, alongside a team of numerous and indispensable voice actors (including DarkSpace (Nathan Mubasher) among others), resource creators, beta testers, and even our own composer, the talented Justin Hardin (aka jhardingame).Alton, IL features an expansive and highly immersive quest in which you not only try to find your way home after ending up in my imagining of post-apocalyptic Alton, Illinois, but also choose sides at the brink of all out war between two factions. During your stay in Alton, prepare to be sucked into the lore as you play through the branched main quest, an adventure that will have you choose which faction you will side with for the rest of your stay. Will you side with the Plague, a group of damned vault dwellers seeking revenge, or will you fight with the Underground Railroad, the largest city in Alton?Alton, IL also includes numerous side quests, dozens of new locations to visit, and a fully explorable world twice the size of Point Lookout, completely separate from the Capital Wasteland. Alton is also easily replayable, thanks to the split halfway through the main quest. Alton is NOT a total conversion, it is seperate from the Wasteland. Think of Point Lookout, where you travel there whenever you want.For you fellow modders out there, see this as a new world for you to expand upon. Running out of space in DC for house mods? Feel free to renovate a ruined ranch house and release it as your own mod. Got a cool idea for a farming mod? There's a cornfield in Alton with 2,880 hand-placed dead corn stalk models (I'm not kidding). I only ask that you link to this page and credit me as the author of Alton. Feel free to send me links of what you've created, I'd love to try it out!Alton is something I have been extremely passionate about and has been a huge part of my life for the past two years. I'm overjoyed to finally release it to the public, and am always open to suggestions. Please report any bugs found, but make sure to check for any known incompatibilities or bugs here before commenting.924 Creative Works is proud to bring you Alton, IL, freshly converted to Tale of Two Wastelands 3.2! There is currently a version that exists for 2.9, however, as far as I'm aware, no such thing exists for 3.2, so here it is!The decision to do my own conversion of Alton was born from a post on /r/FalloutMods on Reddit. I have a bit of a personal connection to this mod, you see; it's the whole reason my own project, Washington's Malevolence, even exists! I was inspired to create my own project after playing through this, so I felt like I kinda owed it to this project to give it a place in TTW 3.2!This is the English version of the mod only; I am unable to translate the mod to any other language at this time. The community is more than welcome to do so!This is basically a straight up barebones conversion of the Fallout 3 version currently available, with New Vegas-specific bug fixes. However, included with the download is an optional ESM, hereby dubbed "The Janitor's Cleanup", that includes several minor changes to the presentation, as well as a few bits of content that I've hidden in different places. The reason for keeping it separate was to make sure the mod could be experienced as it was in Fallout 3.As with the Fallout 3 version,I will be more than happy to post the links to any mods y'all create!All screenshots (except the Happy Holidays photograph) were taken by Janitor Dave inside the TTW version of Alton IL. The screenshots are almost exact replicas of the original screenshots of the Fallout 3 version taken by EMH. The Happy Holidays photograph was made by Elijah Houck for the original Fallout 3 version of Alton IL.﻿2.2 Update (Basically, the version that should have been released first)﻿- Fixed captive script﻿- Cleaned up weapon forms﻿- Fixed bounty board script﻿- Fixed script that controls music in Vault 59﻿- Fixed erroneous sound call in 'AltonPlagueGuardKillScript'﻿- Added audio markers to every interior cell possible﻿- Fixed New Godfrey map that I brokeVersion 2.1:﻿ - Successfully converted ESM to TTW 3.2.2﻿ - Explosions in plane cockpit no longer harm the player﻿ - Corrected several navmesh errors, added missing navmeshes﻿ - Fixed turret not anchoring at correct height in conductor tunnel near Underground Railroad, as well as turret in adjacent UR hallway (New Vegas-specific bug, not present in Fallout 3 version)﻿ - Optimized UR tunnel (pre-ending) by use of room markers﻿ - Vault 59 gear door alarm light now activates properly (lights were static objects rather than activators)﻿﻿The purpose of the Janitor's Cleanup is to make changes to the presentation of the story of Alton. Only technical changes are included in the main ESM. The Janitor's Cleanup is limited to presentation changes.﻿ - Numerous dialogue errors corrected in all quests to help blend the quests into the game better﻿- All quest objective presentation orders redone to better blend into the presentation of the base game﻿ - Made intro bink skippable﻿ - Shortened empty time in plane from 18 to 10 seconds﻿ - Removed plane manufacturer references﻿ - Added New Vegas-specific challenges﻿ - Opening message changed slightly﻿ - Vault 59: Removed booby trapped terminal in entrance﻿ - Vault 59: Not wearing gas mask inside GECK lab now damages player properly﻿ - Vault 59: Hallway to lower level of living quarters out of GECK lab extended﻿ - Vault 59: Disabled The Lost Lovers auto-failing upon leaving vault since Linda Roberts is no longer accessible during escape﻿ - Underground Railroad: Changed activators for the sabotage options﻿ - Dulles Utility Tunnel changed to Utility Tunnel, switch activation changed slightly, message changed as well﻿ - AltonMQ01: Fixed fading conductors﻿ - Finding Godfrey: Super Mutant objective markers changed, message displaying dead count eliminated﻿ - Finding Godfrey, Escape (UR): Made escape method more obvious to prevent players possibly getting stuck... like me﻿ - Added references to Washington's Malevolence in raider trailer, Hopp farm house