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thermador
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BigMT Transportalponder upgrade

UPDATE: Fully compatible with TTW 2.0a+.  No longer compatible with TTW v1.4 and earlier.  Also, I fixed the "can't teleport to Megaton" issue.

This is a very small mod, sort of a proof of concept.  It modifies the Big Mountain Transportalponder! so that instead of just automatically sending you back and forth between Big MT and the Mojave Drive-In, it also gives you some other transport options.  This makes it a much more valuable reward for completing Old World Blues.

But the additional options ONLY show up if you have discovered those places!  The full menu is shown above, but:

  • Goodsprings only shows up if you have been to the map marker
  • The Lucky 38 only shows up if you have completed The House Always Wins 1 and you have the suite (but once you have it, the transportalponder takes you straight up to the suite - sweet!)
  • Megaton only shows up if you have been to the map marker.  If you have blown up Megaton, you get sent to the map marker outside of town.
  • Tenpenny Tower only shows up if you have been to the map marker.  If you haven't got through the gate, you get teleported to the intercom.  If you have got through the gate, you get teleported near the door.  There are probably better spots inside to teleport to, but my GECK crashes when I load the tenpenny interior cell :-(

This mod is just a script and a message box.  There is also a change so that the new script is assigned to the Transportalponder.  That's it - three records in this mod. 

Also, unlike the original device, your companions can come with you when you use it.

This is one of the fancier scripts I've written... best viewed in Notepad++ with the GECK script plugin.

 


Downloads:


The basic version is very solid and fully tested, but only has six destinations, as shown in the picture above.

The advanced version has 32 destinations (16 in each game, including the expansions), but I've personally only tested about half of them (I have not been to all 32 locations with any character).  Everything SHOULD work fine but I can't guarantee it.  Maybe someone else can help test it?


 

HOTFIX:

If you're using TTW version 2.4.9b or newer, please use this version patched by RoyBatty:


 

File Attachments: 

TTW Version Compatibility: 

v2.0
v2.1
v2.2

Rating: 

0
Your rating: None
4.75
Average: 4.8 (4 votes)
Edited by: Risewild on 03/12/2016 - 02:34 Reason: Added the link to download RoyBatty's patched version compatible with the Long Load Times Fix forTTW.
Risewild
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Will get it now can't wait

Will get it now can't wait to start OWB so I can test this .

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I did something similar

I did something similar recently. Used a mod from the nexus as a starting point and went from there.

In conjunction with making the transportalponder follower friendly, it really made the Sink a great player home. If you really want to make this mod shine, I would say beef up the Sink itself... maybe add some more amenities like item sorting, maybe some items that display upon completing quests, a couple of mannequins and a proper armory to display weapons and ammo, and the Sink would be on par with any other player home out there.

thermador
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Yeah there are several

Yeah there are several Transportalponder mods on Nexus but they all do different things, and most don't add any additional destinations.  I built this one from scratch specifically for TTW - maybe it should be merged in to TTW, maybe not.  If we want to merge it in, I am fine with changing it however (different destinations, etc.).

This mod is just another way to help connect the two worlds, like my Vertibird mod or Chuck's train stations.  I think the other transport projects left on the list are your caravan mod and a Mothership Zeta transport mod (something that lets you teleport around if you have completed Mothership Zeta).

I though the same thing about expanding the Sink, but if I did that it would be a separate mod, since it wouldn't specifically require TTW. 

Edit: also, if you want armor stands for FNV, check out the Mannequins NV mod (or the FO3 version).

tizerist
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Good mod. If we're gonna be

Good mod. If we're gonna be stuck with this darn gun, it may as well be useful to the extended scope of TTW. There is even an argument for integrating this into TTW. No-ones forced to use the extra options, are they?

I would swap Mojave drive-in for Zion Valley perhaps. Then it kind of reaches everywhere.

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Nice mod. I've used one like

Nice mod. I've used one like this from the Nexus before, but it's nice to have one built specifically for TTW.

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Looks cool, will be picking

Looks cool, will be picking this up when I get a chance to play TTW again.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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Having a problem using this

Having a problem using this to go to Megaton, and I think I know why. In my game Lucas simms didn't survive the Burke encounter, so is it possible the reference to his patrol route might have been removed? Thus rendering it unavailable for your transportalponder script?

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Hmm, that could be the case

Hmm, that could be the case that the ref was disabled.  I am going to have to rebuild this mod for TTW 2.0 anyway, but good to know.

coldturkey49
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Having the same issue as

Having the same issue as Dasheal, it works for Tenpenny Tower, but Megaton seems to not work. Still, pretty nice mod :)

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Yeah, I just now bothered to

Yeah, I just now bothered to aquire the Tenpenny map marker to test it and it still works fine from there. Also, glad to hear you're redoing it for 2.0 it's a good mod. Maybe, to keep it lore friendly, can I suggest not adding the new locations (especially the non-mojave ones) until you take it too one of the alien workbenches on Zeta? Just a thought. Maybe with some throw-away line about linking it into zeta's transporter systems.

thermador
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UPDATE: Fully compatible with

UPDATE: Fully compatible with TTW 2.0a+.  No longer compatible with TTW v1.4 and earlier.  Also, I fixed the "can't teleport to Megaton" issue.

Risewild
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thermador wrote:

thermador wrote:

UPDATE: Fully compatible with TTW 2.0a+.  No longer compatible with TTW v1.4 and earlier.  Also, I fixed the "can't teleport to Megaton" issue.

:D you work fast, I was actually thinking if you were going to convert it soon, but you did right away :D

I still love this mod

dawe1313
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how about 4 or 5 user

how about 4 or 5 user selectable settings?

like the teleport device in Underground Hideout

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You should add some more

You should add some more teleport locations make it a lot easier for us guys who dislike fasttravle 

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bosky2102 wrote:

bosky2102 wrote:

You should add some more teleport locations make it a lot easier for us guys who dislike fasttravle

But isn't teleporting pretty much the same as fast travel with the added bonuses of being able to do it from more locations and without spending any in-game time?

Sorry I am just bored so I decided to post something just to show I am still around .

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thermador, love your

thermador, love your transport mods. I'll be requesting no major changes as I think they are great as is, but I do have one request: Can we get a version that doesn't require the crap packs? I'll even make em for you if you want.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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Thanks. I am pretty sure I
Thanks. I am pretty sure I removed the requirements for the CaravanPack.esm/ClassicPack.esm/MercenaryPack.esm/TribalPack.esm when I updated both transport mods for TTW 2.0. Let me know if I'm wrong though...
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Just checked, the downloads

Just checked, the downloads in the first posts of both still have them. Did I miss the new links?

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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Nah you were right, I fixed

Nah you were right, I fixed them.  New versions uploaded without the dependencies on the stash packs.

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Thank you!

Thank you!

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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Risewild wrote:

Risewild wrote:

bosky2102 wrote:

You should add some more teleport locations make it a lot easier for us guys who dislike fasttravle

But isn't teleporting pretty much the same as fast travel with the added bonuses of being able to do it from more locations and without spending any in-game time?

Sorry I am just bored so I decided to post something just to show I am still around .

 

Thats true but it adds more of a reward for finishing the dlc and so there are no other good mods that add fast travel in a more logical way. I plan to add some more places my self but I have never eddited fallout before I guess I need the NVSE geck to get to the script?

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I for some reason am having

I for some reason am having an issue with this, when I try to use it nothing happens

Cocaine is a hell of a drug.
- Rick James.

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Suggestion: Mark and Recall

Suggestion: Mark and Recall feature. 

ijon
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I got bummed out that this

I got bummed out that this mod didn't work in TTW 2.3. After some figuring out just how the hell the GECK works... well, it seems to work now. I take no credit; I just fixed a few references.

Zip files are hard.

 

Edit: I also made a version that can teleport you directly into the Sink, because uugghhhhh load times (you can still go to the balcony if you insist), as well as not counting the Lucky 38 suite or the Sink itself as 'indoors'. It can get you into those places, after all; why can't it get you out?

 

Edit2: i can't into version numbers herp derp, this is still for 2.2a

File Attachments: 

you can't see me because I'm crouching

thermador
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That's interesting, because 2

That's interesting, because 2.3 is an unstable dev version that wasn't released to the public...

ijon
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... huh. Well then.

... huh. Well then.

Well, it didn't work for me anyway, so I'm posting versions that do. Dunno why they didn't work; maybe including the stash packs broke the references or something.

you can't see me because I'm crouching

thermador
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Took a look at this tonight. 

Took a look at this tonight.  Actually it was REMOVING the stash packs that broke all the references.  Originally this mod was made when TTW still required the stash packs.

Uploaded a new version without the errors or dependency on the stash packs, hooray.

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@thermador,

@thermador,

Any chance of a continuation of the functions of this mod? It's really awesome. I'd be interested if you might be able to add "DLC" gateways similar to the http://newvegas.nexusmods.com/mods/44666 Cross DLC Transportalponder? Easy access to the places once you have finished the various DLCs? I'm enjoying this one.

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@AnvilOfWar

@AnvilOfWar

A particularly interesting feature I noticed with the Transportalponder upgrade on the Nexus was its claim to allow DM enemies/cloud residue/etc. to keep respawning.

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Hmmm, I didn't notice that

Hmmm, I didn't notice that Raider, I was using that mod under it's NVEC inclusion a bit ago, however since NVEC/MMUE seemingly don't play nice with TTW, I dropped using them. (Although I did stop using NVEC more due to some of the extras it included that I felt where out of place.) Cloud residue respawn would be nice for poison making for sure. :)

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AnvilOfWar wrote:

AnvilOfWar wrote:

 

@thermador,

Any chance of a continuation of the functions of this mod? It's really awesome. I'd be interested if you might be able to add "DLC" gateways similar to the http://newvegas.nexusmods.com/mods/44666 Cross DLC Transportalponder? Easy access to the places once you have finished the various DLCs? I'm enjoying this one.

Bump on this request? I'm tempted to play around with the script myself and do it, but I really don't know much about scripting besides the small bit of it I understand because I've coded before (syntax and functions are obviously completely different, but it makes some sense.). Plus, I couldn't upload it without your permission anyway.

...

...

...

I'm glad we understand one another.

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I will look into adding some

I will look into adding some more destinations.  It's a lot easier to add them for this mod than for the Vertibird one; just copying blocks of script and stuff.  Need to figure out menus too I guess.  Shouldn't be too hard.

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Gribbles has a tutorial for

Gribbles has a tutorial for creating dynamic menus of any size via NVSE.

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I (tried) editted the script

I (tried) editted the script/message box. I'm not sure if it works, but I've been able to confirm that it doesn't wreck the original abilities of the mod, so hey, that's something. Should I bother uploading it? The problem is I can't tell if the tmm command discovers all the locations in DLC, and whether that even triggers the conditions for the message. If it does, then I failed, because it's not working :P

...

...

...

I'm glad we understand one another.

thermador
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New version uploaded with 32

New version uploaded with 32 destinations. 

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I hope I'm not out of line

With regard to AnvilofWar's request above, I kinda did what he asked for? But not quite.

I hope I'm not out of line putting this here (and I realize it's a bit of a bump,) but I've made an alternative version of this for my own playthrough that has a much more limited, mostly DLC-based destination list, designed to be used with Wasteland Travel Caravans in DC, Puce Moose's excellent Speed-E Wheels alternative travel in New Vegas, and fast travel disabled. This plugin is not dependent on these mods but I really recommend them. It may be useful even if you do like having fast travel turned on. Whatever floats your boat. :p

edit: Wasn't expecting that kind of response for a tiny mod of a mod! Wow. I did at least make sure to leave thermador credit for the original because I'd have no idea how to set this up from scratch.

I've tested all the destinations to make sure they work. I have no idea if the Dead Money invincible ghost people bug occurs in TTW or not, though (it happens sometimes if you return to the Sierra Madre after having left.) It seemed to be okay to me.

File Attachments: 

http://744music.bandcamp.com - Check out my music

thermador
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Wow, your new file has 166

Wow, your new file has 166 downloads in one day, wtf.  More than either of my two other versions.  I guess that's what the people really wanted.  Thanks.

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+post 5+ :) :)
+post 5+ :) :)
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CourierSix wrote:

CourierSix wrote:

 

 

AnvilOfWar wrote:

 

@thermador,

Any chance of a continuation of the functions of this mod? ... add "DLC" gateways similar to the http://newvegas.nexusmods.com/mods/44666 Cross DLC Transportalponder? Easy access to ... various DLCs? I'm enjoying this one.

 

Bump on this request? I'm tempted to play around with the script myself and do it, but I really don't know much about scripting besides the small bit of it I understand because I've coded before (syntax and functions are obviously completely different, but it makes some sense.). Plus, I couldn't upload it without your permission anyway.

 

I'd like to add my support to this idea.  It would be great to be able to go to the Sierra Madre instead of waiting for the beaker to make residue.

"We have made and kept covenants with our Lord, God, to honor his laws. In exchange, we are promised eternal salvation after this life." ~ Joshua Graham

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Read the third post counting

Read the third post counting up from your last one .

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this is almost perfect i like

this is almost perfect i like it, but can you make a version that only takes me to megaton just inside the city, and big mt just outside the house like normal, and the lucky 38 just outside the casino? that would be perfect for my playstyle, it would go great with both games and i hate using mods that seem to unnofficial. that would be great if you could.

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Thermador's a busy guy, and

Thermador's a busy guy, and that's an awful specific request. If he decides to do it, it would suit you, but if not you have two options: create your own version (we're all for more cross game mods) or ignore the options you don't like. All things considered that's probably the best option.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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 realized that and i did make

 realized that and i did make my own, simply by deleting the options in the script i did not like, if anyone wants it let me know, but first let me ask is his version really stable? i used mine and my game crashed twice upon fast traveling, so i disabled it and it seemed to work better. did i screw up? i dont even have it yet, or is that the reason it crashed? does his crash a lot? or did i do something wrong? i am not a very experienced scriptor but when i was testing it it seemed to work amazing, exactly as i expected it to. so i dont know if it was a coincidence, or if it was because i did not have it or what.

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Yes his is stable.

Yes his is stable.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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crash on fast travel is
crash on fast travel is common with fnv, skyrim, even back to the morrowind days. it can be caused by a lot of things.
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I just downloaded this. I

EDIT***

Works great. Sometimes a companion may or may not teleport with you. In those rare cases, just activate the transportalponder and teleport again and all companions should be with you.

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This has worked with the last

This has worked with the last several versions with no issue. I can't think of anything added for quite some time that would introduce an issue.

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I have a feedback concerning

I have a feedback concerning the advanced version - having just gotten the transportalponder, all the destinations that are currently available are valid (I've been there at least once) except one - the Alien Homing Beacon. It shows up as a transportalponder destination, but I have not completed the Mothership Zeta DLC, nor have I even gone near where the beacon lands.

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If this is still in the works

If this is still in the works I'd like to re-submit my suggestion for a Mark and Recall feature. Or rather, a "custom destination" feature.

The premise is incredibly easy: You put a mark somewhere, and you can return to it later.


 

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I'm pretty sure JIP's fast

@Ryl I'm pretty sure JIP's fast travel anywhere does that.

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