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TTW Transportalponder! Extended (Updated 2019-03-26)

Posted: Sun Nov 18, 2018 3:29 am
by Enkay
This is a re-recreation of the older TTW Transportalponder mod.

TTW Transportalponder! Extended adds 28 destinations on top of The Sink and Mojave Drive-In, disables the companion check, and allows you to teleport back to the place where you used it, or set a recall point manually.
DestinationsShow
Unless otherwise specified, a destination is unlocked when its map marker is unlocked.

Main Menu
  • The Sink
  • Mojave Drive-In
Capital Wasteland menu
  • Megaton
  • Rivet City
  • The Citadel
  • Canterbury Commons
  • Tenpenny Tower
  • Paradise Falls
  • Museum of History
  • Little Lamplight
  • Big Town
  • Outcast Outpost
  • Pitt Train Tunnel
  • Adams Air Force Base
  • Riverboat Landing
  • Alien Homing Beacon (unlocked upon completion of Mothership Zeta)
Mojave Wasteland menu
  • Goodsprings
  • Novac
  • Gun Runners
  • The Strip North Gate
  • Cottonwood Cove
  • The Fort (recall points set within The Fort will be relocated to the main gate)
  • Camp McCarran
  • Hoover Dam
  • Hidden Valley
  • Red Rock Canyon
  • 188 Trading Post
  • Abandoned BoS Bunker
  • Northern Passage
  • Canyon Wreckage
How recall points workShow
By default, any time you use the Transportalponder! to teleport to a destination, you'll leave a recall point where you were. Selecting "Recall Point" from the menu will then teleport you back to that recall point. However, if you choose multiple destinations in a row (e.g. teleporting from some arbitrary position in the wasteland --> The Sink --> somewhere else) your recall point will be overwritten. If you turn Auto-Recall off, then your recall point won't be automatically updated, and you'll need to set it manually in the Config menu.
How automatic mode worksShow
In automatic mode, no menu will be displayed when using the Transportalponder!. It will function similar to the vanilla Transportalponder!, but instead of returning to the Mojave Drive-In, you will return to where you teleported from last. You can still bring up the menu if you fire the Transportalponder! in sneak mode.
ChangelogShow
2.1:
  • Resolved an issue where selecting "Back" from the DC or NV locations list would break the menu
  • ED-E can no longer be "smuggled" out of Lonesome Road, and will wait for you to return via the Transportalponder! or the Canyon Wreckage door
  • Removed the extraneous confirmation displayed after toggling Auto-Recall
  • Implemented Automatic Mode
2.0:
  • Rebuilt the plugin from scratch, the old version still had some corruption left over
  • DC Locations and NV Locations are a single menu each now
  • Added The Fort to the NV Locations list, and allowed use of the Transportalponder! inside The Fort. Recall points cannot be set inside The Fort; you will always land at the front gate.
  • Removed the Sierra Madre Villa and prevented use of the Transportalponder! inside Dead Money entirely, until I get a chance to disable the Ghost People invincibility script
1.1:
  • Cleaned masters, removed excessive null data, fixed up some other big no-nos
  • Prevents teleportation out of the pipe during The Waters of Life
If your Transportalponder! stops working:
If you fire the Transportalponder! and nothing happens, then you'll need to use the following console commands:

Code: Select all

player.removeitem 300E1B0 1
player.additem 300E1B0 1
Now fire the Transportalponder! and it will work. You will only need to do this the one time.

Download (2.1): https://drive.google.com/open?id=140ouH ... D0_XCNGHka

Report any issues you discover in this thread and I'll address them as soon as I can.

Re: TTW Transportalponder! Extended

Posted: Tue Nov 20, 2018 2:08 pm
by EyeDeck
Neat, I used this religiously on my last TTW/NV playthough (from about 4 years ago, heh).

Anyway, for some reason the .esp in the linked 7zip archive is padded with >15MB of empty space at the end of the file, and while I haven't tried loading it in-game, it causes xEdit to hang when trying to load the plugin. The download does not appear to be corrupted, or at least it passes 7z's hash check. I can load the plugin up in the GECK and resave without changes, which brings the file size down to 68KB; if I load this up in xEdit and resave it with that, the file size is further reduced to 54KB, which is weird, so I'm not confident it isn't still damaged in some way. Any ideas?

Re: TTW Transportalponder! Extended

Posted: Tue Nov 20, 2018 8:55 pm
by Enkay
That's really weird, I've been using that same version without problems.

I did have to make some changes in xEdit though, for some reason any time I edit it in the GECK, it adds a bunch of redundant ITM records, so I used xEdit to remove then, and then then re-ordered the form ID's, maybe that was the cause.

I'll work on it later tonight and see if I can't figure out what's going on there.

Re: TTW Transportalponder! Extended

Posted: Tue Nov 20, 2018 9:05 pm
by pintocat
Every time you save a TTW mod in GECK you're going to need to clean it in FNVedit -- TTW 3.2 has a bunch of references set as "persistent" (so that their scripts don't stop working), which means that the cells they're in get saved even if nothing about the cell was changed. Hopefully at some point Roy might be able to do something about that in GECK Extender.

Re: TTW Transportalponder! Extended

Posted: Wed Nov 21, 2018 1:28 am
by Enkay
Updated to 1.1:
  • Cleaned masters, removed null data, and fixed some other no-no's
  • Fixed an issue in The Waters of Life where you could warp out of the pipe

Re: TTW Transportalponder! Extended

Posted: Wed Nov 21, 2018 3:35 am
by Enkay
Important

I've pulled the current download, the ESP itself is causing problems in the GECK and xEdit and could potentially cause issues in-game.

If you haven't started a game with this yet, do not do so.

If you already have, then consider rolling back to a previous save without it. I'm releasing a replacement in the coming days, and you may need to start a new game or roll back anyway.

You have my utmost apologies for the inconvenience.

Re: TTW Transportalponder! Extended

Posted: Wed Nov 21, 2018 7:33 pm
by EyeDeck
Ah, bummer. I appreciate the effort, anyway.

Re: TTW Transportalponder! Extended

Posted: Thu Nov 22, 2018 12:33 am
by gnarlyfingers
There used to be a simpler user-submitted version in the old site, with only the destinations that you can't access by simply teleporting, which made more sense to me. Does anyone know if it can be found?

Re: TTW Transportalponder! Extended

Posted: Thu Nov 22, 2018 8:15 pm
by Enkay
Version 2.0 is now available. Changelog:
  • Rebuilt the plugin from scratch, the old version still had some corruption left over
  • DC Locations and NV Locations are a single menu each now
  • Added The Fort to the NV Locations list, and allowed use of the Transportalponder! inside The Fort. Recall points cannot be set inside The Fort; you will always land at the front gate.
  • Removed the Sierra Madre Villa and prevented use of the Transportalponder! inside Dead Money entirely, until I get a chance to disable the Ghost People invincibility script
Features I'm planning for later versions:
  • Lite version with fewer destinations
  • Extreme version with even more destinations, including DLC destinations
  • Multiple recall points with configurable labels, obsoleting the auto-recall toggle
  • Proper support for returning to Dead Money after completion
  • Support for various vanilla and modded player homes (taking suggestions on what to include)

Re: TTW Transportalponder! Extended

Posted: Sun Jan 27, 2019 11:30 am
by Farlarzia
Hi,

Minor bug report.
If you go to either the NV or DC locations menu, go back, and then try either menu again, it instead closes the menu, and you have to fire it again.