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willow
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Mobile Truck Base with Travel Between the Wastes

So, I really like tdx73's Mobile Truck Base mod, and I'm aware of the conversion here, but really wanted a single truck that can move between the two wastelands. So, here it is.

Update 18/8 - Fixed Hardcore Needs weirdness.

Update 14/8 - Added basic MCM support

Update 14/8 - Fixed travel guide appearing on existing saves, removed trash packs from masters, added time + hardcore needs advancing when travelling.

Update 13/8 - Fixed Grub n Gulp stop and added a travel guide to travel to NV (thanks david88m), also added recovery spots

Update 11/8 - Added a way to get the truck in DC, Also cleaned up some mistakes I'd made, so file is way smaller

Update 10/8 - From RoyBatty's suggestions, Added more locations and switched to the Load Time Fix version of TTW for future compatibility

Notes:

  • It uses the Crate Truck Sortomatic version of MTB. 
  • Both Wastelands are accessed in the same menu, just keep hitting "More", it defaults to showing you the current wasteland, locations in the other wasteland are on the later pages.
  • It costs 10 Fuel to move anywhere in the same wasteland, and 100 fuel to move from a location in DC to NV, and vice versa.
  • The radio changes from NVR to GNR when you change wastelands.
  • Time now moves forward when travelling, and hardcore needs will rise. 
  • It is found in Gibson scrapyard, or in the Scrapyard in DC. The key is in a container very close by.
  • If you find yourself in the opposite wasteland to where you left the truck, you can find it waiting for you at the respective scrapyard. eg if you take the train from DC to NV, the truck will be at Gibson Scrapyard waiting for you.
  • If you haven't been to NV yet, you can find a travel guide in the glove box. Holding this will unlock a special travel option on the GPS, that will trigger the "9 Years Later" transition, and you'll wake up with the truck waiting for you in Goodsprings (Thanks to david88m for the idea)
 

Installation:

  • Get the TTW Long Load Time Fix from here
  • Install Sortomatic
  • Get, endorse, and install the data file from the original mod (Nexus Link)
  • Get and install the ESP attached below

I'm open to suggestions on locations and features, and please let me know if you find any bugs.

And again, full credit to tdx73 for the original mod, please go endorse it on the Nexus if you like it.

File Attachments: 

TTW Version Compatibility: 

v2.9

Rating: 

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Average: 5 (5 votes)
Edited by: willow on 08/18/2015 - 06:12
RoyBatty
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There's functions in TTW

There's functions in TTW (load time fix) that you can call to enable disable wastelands/radio stations. If you are still using the old quest stage functions you should update it to the load time fix version.

I think we have a variable you can check for if you've been to Vegas or not yet, which would allow you to pick up the truck in the Scrap Yard or something, and Vegas locations disabled until you've actually been there. You can check if VCG01 (I think) has been completed too (Another kick in the head).

Very thin on locations, I have some suggestions.

  • Girdershade
  • Temple of the Union
  • Underworld
  • Little Lamplight
  • Andale
  • Agatha's House
  • Evergreen Mills
  • Paradise Falls
  • Old Olney
  • Fort Constantine
  • Mount Mable Campground
  • Oasis
  • Dukov's Place

willow
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Thanks for the location

Thanks for the location suggestions, Roy, I'll jump in soon and add them.

The in vehicle radio in the original mod was just the built in activator with the vintage radio model, I just disable it and enable a GNR one in the same location. The Pip-Boy radio also catches up and displays the right channels after a few seconds outside the van.

re: going to vegas, locations are only available if you've discovered the map marker for that location, so detecting if you've been to vegas or not isn't a problem, because you just wouldn't have any NV locations discovered if you got the truck in DC. 

What I'm worried about though, is if you get the truck in DC, to move it to NV, you'd need to travel to NV on the train, then catch the train back, and go find your truck, which seems sort of convoluted to me. I could make a special New Vegas destination that only appears if you haven't been to NV yet, and make it an alternative to the train, but that seems sort of lame to me.

Or something else I've just thought of, make the van appear in the scrapyard of the opposite wasteland it's supposed to be in, so its always accessible if you end up in the opposite wasteland via the train or another method. If you pick it up in DC, and take the train to DC, it'll be magically waiting for you in Gibson's Scrapyard? I actually don't mind that too much, that may be what I go with.

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Well you can just use the

Well you can just use the same functions I mentioned. They enable/disable NV/DC. The worldspace check is done automatically. You can look at the transportalponder patch I made in the load time thread to see how to do it, it's pretty simple. Jax and Grib made it really easy to move between the wastelands without having to bugger with the train. :)

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Good job! Thank you.

Good job!

Thank you.

MY EXPERIMENTAL POWER ARMOR MK1: ENHANCED FOR MELEE COMBAT

willow
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I've just updated it with

I've just updated it with more locations and compatibility for the Load Time Fix. The only location from Roy's list that didn't making it in is Oasis because that landscape is rugged as hell. I had trouble finding a reasonable place to put the truck.

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Well at least you want have

Well at least you want have to walk half way around the map to get some places. :)

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This looks very nice. Thank

This looks very nice. Thank you very much for the conversion!

I will wait to use this until you implemented the option to get the truck in DC as you mentioned. The Scrapyard were you meat Dogmeat or even better the Car Dealership near Fairfax would be good options and not too far away from the start.

Keep up the great work Willow.

willow
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Just updated, you can now

Just updated, you can now find the truck in the scrapyard in DC, the key is in a toolbox nearby. I checked out the car dealership, but decided on the scrapyard mainly because the dealership is an unmarked location, and also the junky converted truck makes more sense in the scrapyard imo. : P

 

You still have to catch the train back to DC to pick the truck back up again after the first visit to NV to get the NV GPS markers, but I'll be adding a way to recover the truck in NV as soon as I have a bit of time, hopefully tomorrow. 

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Thanks for the update.

Thanks for the update. Only one thing, in Grub n 'Gulp is impossible to get out of the van, I looked in the GECK, the invisible door is located under the floor. 

willow wrote:

You still have to catch the train back to DC to pick the truck back up again after the first visit to NV to get the NV GPS markers, but I'll be adding a way to recover the truck in NV as soon as I have a bit of time, hopefully tomorrow.

It would be nice a map in the glove box that unlocks one destination in New Vegas. 

Thank you again for this mod.  

MY EXPERIMENTAL POWER ARMOR MK1: ENHANCED FOR MELEE COMBAT

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Just amazing willow! Thank

Just amazing willow! Thank you so much!

willow
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Thanks for the catch on the

Thanks for the catch on the Grub n Gulp problem, and the glovebox suggestion david, I like that idea!

I've uploaded a version that fixes grub n gulp and adds a travel guide to the glove box if you get the van in DC. If you have the travel guide and haven't been to NV yet, it gives you an option on the GPS "Travel West" that starts off the "9 Years Later" NV transition. 

It also adds 'recovery spots' for the truck. It will be waiting in the original spot in the scrapyard / Gibson scrapyard location of the opposite wasteland it last traveled in. So if you switch wastelands by other means, you can get the truck back easily by heading to the scrapyard. I think this breaks immersion a little bit, but is really convenient imo. 

Hopefully the Travel West option is all wired up properly and doesn't cause problems, if anyone spots any bugs or issues let me know.

Cheers, guys!

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This thing gets even better

This thing gets even better and better!

Question: Is there a particular reason for having the Curier Stash Packs as masters?

Best regards,
Alex

EDIT: I have just upgraded to version R7 and there is no travel guide in the glove box for me. Just a 9 mm Pistol and some ammo. Is it elsewhere or does it appear later?

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Thanks for this update, I'm

Thanks for this update, I'm glad you liked the suggestion of the map in the glovebox.  

Really nice job.

MY EXPERIMENTAL POWER ARMOR MK1: ENHANCED FOR MELEE COMBAT

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uhm yeah, remove the stash

uhm yeah, remove the stash packs as masters, not sure why people still add those.

"clean masters" in FNVEdit, then save/quit, and reload the plugin and re-add the TTW masters, sort masters, save/quit.

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I have just upgraded to

I have just upgraded to version R7 and there is no travel guide in the glove box for me. Just a 9 mm Pistol and some ammo. Is it elsewhere or does it appear later?

Yeah, I originally had the guide only appear when you picked up the key in DC, I've changed it to appear when you open the glovebox, it just doesn't do anything if you've already been to Doc Mitchells now. Hopefully the new way should work on your existing save, just update and check the glovebox, let me know.

Also cheers for pointing out the masters, not intentional, thanks for the howto Roy, new version should have them gone.

I've also made it so time advances when you travel, and hardcore needs go up, two things I wanted to get in there for my own play.

Let me know if you guys spot anything else amiss, I'll try and get it sorted asap.

 

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Using R9 the guide was in the

Using R9 the guide was in the glove box now for my existing save. Great work!
And thanks for the hardcore needs feature. This makes the truck even more vital for me.

EDIT: The trip to the west and the whole intro sequence with Doc Mitchell works flawlessly. However when I leave his house and try to enter the Truck which is standing just in front of the saloon, I get a black screen with the game freezing. Any idea what might be wrong?

willow
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AlexFroe wrote:

AlexFroe wrote:

EDIT: The trip to the west and the whole intro sequence with Doc Mitchell works flawlessly. However when I leave his house and try to enter the Truck which is standing just in front of the saloon, I get a black screen with the game freezing. Any idea what might be wrong?

That's a weird one, can't reproduce on my end. I've tried a bunch of times doing the trip and I've not had a crash afterwards, and I can't think of anything that might cause it. Does it happen every time? If you save / quit / load and try and enter again do you still get a crash?

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hrm can you make the hardcore

hrm can you make the hardcore stuff adjustable via MCM. Some of use higher settings than stock and we can die. ;)

 

 

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Okay, this is strange. I can

Okay, this is strange. I can reproduce it (freezing everytime I tried to enter the truck in Goodsprings after leaving Doc Mitchells house) but as soon as I enter and leave the general store once, the truck is working fine again. I guess it is not because of your mod but the strangeness of the engine itself.

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Sounds like another mod that

Sounds like another mod that is in an esp is editing the navmesh or something.

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Glad you got it working

Glad you got it working eventually Alex, hopefully it doesn't crop up again, I'm not really sure if theres anything I can do on my end unfortunately. 

Roy, I've take a run at MCM support, the options are pretty self explanatory except for the hardcore cap, which is just the limit the mod will allow hardcore need to go to. If increasing a particular need would put it over this cap, the mod will just leave that need alone. 

Again, let me know if you run into any more problems guys.

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There seems to be an issue

There seems to be an issue with the needs increase added recently. They increase correctly when traveling with the truck but they somehow also seem to increase the minimum needs value. It does not matter how much water I drink, the thirst does not go below 12 units for me anymore. The same happens with the hunger.

How can I get the primary needs minimum values back to 0?

EDIT: After playing around with previous save games it seems that MTB is not the root of the issue. Sorry for accusing you.

I wonder if the Tranquility Lane simulation might have cause this, as the issue came up shortly after I finished it.

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You had me worried there for

You had me worried there for a second. Yeah, I'm not sure what might be causing that, and I haven't seen anything like that happening in my play so far. Can you get back to 0 with player.setav? 

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In case it might be helpful

In case it might be helpful for other people with the same issue: Toggling the hardcore mode off and back on again fixes the wrong minimum needs values.

The crashes I reported earlier were because I had no VSync active in my configuration.
The Creation engine does not like too much FPS without the frames being capped for me (applies for Skyrim too).

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Did you change your timescale

AlexFroe, did you change your timescale? There is a post talking about needs getting messed up if we change our timescale and use an alternate form of fast travel. I don't see my players needs get messed up immediately so it's a little hard to verify, but probably true. 

Edited: I ment to reply to AlexFroe.

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Timescale doesn't get changed

Timescale doesn't get changed at all, for changing the time I'm using the same function TTW uses to move the time forward (Although I have a wrapper function that changes hour as well, but it's written in the same way), it shouldn't do anything TTW doesn't do itself...

I believe the problem was I was using modav to set the hardcore needs rather than damageav. I was also not checking to see if the player was in hardcore mode. I've fixed these two things and uploaded again.

It seems to be functioning fine with the bit of testing I was able to do, but I'm worried because nothing in the game actually uses damageav to mess with needs so it might be an unintended use, needs are modified in the base game with magic effects. I think the safest thing to do is switch to a spell that uses the games damagex magic effects, but doing so would make it impossible to have user configured need costs....I'll be able to put some more hours into playing the game soon, and will see if it's necessary to change or not...

In the meantime if you want to stop this mod from touching hardcore needs, setting the Hardcore cap in MCM to 0 will do the job.

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ingestibles do, damageav and

ingestibles do, damageav and restoreav

willow
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Are the mgef's totally

Are the mgef's totally equivilent to damageav? ie is 'DamageStavationLevel' effect just 'damageav hunger' under the hood? I'm hoping it is but I'm not sure.

Ingestibles use the mgef's, I wasn't totally sure they're totally the same, but if it's true they are, than this version should be safe, at least.

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Pretty sure they are.

Pretty sure they are.

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I'm not sure if I'm just

I'm not sure if I'm just missing something, but I cannot get the truck to actually leave the DC Scrapyard. I have the key and the flamer fuel, but when I click on Megaton in the GPS it doesn't do anything. I know it mentioned needing repair and my repair is low (29), but I cannot for the life of me figure out what I'm doing wrong. Any help would be appreciated.

Edit: I plunked the flamer fuel into the converter but it just seems to sit there. Is that intentional?

Here's my load order in case that's a problem: http://pastebin.com/cmuWNBAb

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Hi, from your load order, it

Hi, from your load order, it looks like you've got the long load time fix still named "taleoftwowastelands_2.esm", it should actually be renamed to replace the original taleoftwowastelands.esm, as mentioned here.

Let me know if doing so fixes the issue, as a few people on the nexus have reported the same problem, and I suspect this is what causes it, cheers.

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Well, that would probably

Well, that would probably account for the plethura of duplicate objects. I was wondering about that.

Edit: That turned out to be precisely the problem. Thanks a lot!

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thanks for sharing!! but your

thanks for sharing!! but your mod must be trying to makes me cheater

do you have any plan to add random encounters in your work?

like Fallout2 or Jip Fast-travel's

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Hi willow,

Hi willow,

I am still actively using your mod and it works great and stable now for me. Thanks again for creating this conversion which will never leave my load order again! 

I have a question regarding the compatibility: Is your mod's journey to the west (= New Vegas start) compatible with Difficult Journey (https://taleoftwowastelands.com/content/difficult-journey-more-challengi...) and the recently released The Lone Courier's Cache (https://taleoftwowastelands.com/content/lone-couriers-cache-ttw-couriers...)?

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Would there be anything that

Would there be anything that causes the Junknado bug in the MTB? I just came back from completing the Helios One quest, and the truck was parked in Novac where I left it. I tried going in with and without companions (JIP CC&C), but every time it loads with a loud crash and originally was loading with an actual CTD as well. I had this happen twice before in the shack near the Yangzte Memorial with CAM (Chems Alcohol and Meds) and with the TTW AWOP addon in Greyditch, but they were fixed easily by making sure of certain things (links below of references to the junknado bug). First time it's happened in MTB though.

https://www.reddit.com/r/FalloutMods/comments/3ghgl3/fnv_any_way_to_fix_...

http://www.nexusmods.com/newvegas/mods/50817/?tab=4&&navtag=http%3A%2F%2...

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Are you using Nevada Skies by

Are you using Nevada Skies by any chance?

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Well look at that, yes I am.

Well look at that, yes I am. Did it recently become incompatible again? I am using the TTW version cooked up here.

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Nevada Skies has an issue

Nevada Skies has an issue with causing junknado in several mods. Try disabling it.

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Looks like that might've been

Looks like that might've been it. Disabled NSkies master and the TTW esp, hid them and rebuilt the bashed patch without them. Loaded up a save in the truck that happened while in the junknado, and it still occurred, but then loaded a save right outside the truck and went inside. The junknado didn't occur.

 

Roy, I've seen you recommend a weather/lighting mod before (RWL?), but don't wish to mess with my mods too much more. I have it rather stable outside of this issue and such, but any recommendation would still be appreciated. 

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RWLE is fine and doesn't need

RWLE is fine and doesn't need to be part of any patch. Just place it last in your load order.

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Thanks Roy. I'll have to

Thanks Roy. I'll have to check that out soon. I'm gonna do a few more tests to see if I can replicate it, but it might be using RWLE soon enough :D

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So, I just got out of doc

So, I just got out of doc mitchell's house and tried to enter the truck but every time I do the screen goes black and I hear a bunch of metal banging. Eventually the HUD will com on and I am able to bring up the pip-boy and press pause but the screen is still black. I have no choice but the quit the game.

I looked threw the thread and saw that AlexFroe had a similar problem and it stopped when he enterd the general store and it never came up again. I tried that and it still didn't work, can anyone help?

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Hello Mr. Flux 

Hello Mr. Flux 

Try to enable V-Sync or limit your FPS either in your ENB preset (if in use) or in your graphics driver. That has helped me with the issue.

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Tried all those methods, none

Tried all those methods, none of them worked... :(

Here's my load order. If anyone could help, I'd appreciate it

 

 

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Is there no van model for

Is there no van model for this conversion? Awesome job by the way! 

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Is there no van model for

Is there no van model for this conversion? Awesome job by the way! 

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Yes, good question, The

Yes, good question, The Mobile Truck was fun to see in Gopher's play through, he was using a blue van color model of the mod. JMO but the Crate Truck is very long compared to the other one. I'll check it out.

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Hey guys i have a HUGE

Hey guys i have a HUGE annoyingly bug in Point Lookout, for some reason i get teleported in to the van at random moments, like in the bog or when sleeping. it's quite immersion breaking and verry annoying

File Attachments: 

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I've made some edits to the

I've made some edits to the onactivate scripts to only function if the action ref is the player.

https://dl.dropboxusercontent.com/u/1016838/MTB.esp

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Just a note, RWLE has the

Just a note, RWLE has the same junknado bug as other weather mods... I didn't know xCamo used those same meshes.

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