FALLOUT 3
Map Traveler mod by Uaine
Fallout 3 » Gameplay Effects and Changes
Added: 30/08/2009 - 04:11AM
Updated: 05/09/2009 - 12:45AM

2 Endorsements

0.551B Latest version

361 Unique D/Ls

454 Total D/Ls

8,626 Total Views

Uploaded by Uaine

Description

Last updated at 0:45, 5 Sep 2009 Uploaded at 4:11, 30 Aug 2009

***** Map Traveler, V0.551B by Uaine *****

September 4, 2009

---------------------------------------------
0. New features
1. Description / features
2. Features
3. Installation and usage:
3. Known issues/bugs/FAQ
4. Plans for the future
5. Compatibility notes
6. Credits and contact info
7. Licensing / legal
---------------------------------------------
0. New features

* Fixed (I think) follow issues and crazy teleportation issues
* Added support for selecting destination on the Pip-Boy map.
---------------------------------------------
1. Description / features

Map Traveler aspires to create non-instantaneous world map travel, preserving the random encounters that were typical in the original Fallout games.

The player can pick a destination, stop conditions, and a game time multiplier. The player's character will begin traveling toward the destination until the destination is reached, a stop condition is met, or the player terminates map travel.

The player can select a destination from any of the discovered map markers in the pip boy. Additional hardcoded destination choices include Canterbury Commons, the Citadel, Megaton, Rivet City, and Tenpenny Tower.

The TESTER version has some debug messages which may help diagnose problems, which can be displayed using NUMPAD *. Also, in the tester version, the travel guide is visible.
---------------------------------------------
2. Installation and usage

Map Traveler requires FOSE to run.

Copy the .esp file to your data folder and activate it to install. Deactivate it to uninstall.

To initiate map travel, use the NUMPAD + key, and to exit map travel, use NUMPAD -. Map travel will also end any time you access the main menu (ESC). The mod will remember your selections, so after a fight interrupts map travel, simply click "Begin map travel" to resume with the same settings.

Your selections are not saved with your game, so when you load, you will need to re-enter them.

---------------------------------------------
3. Known issues/bugs/FAQ

This is BETA, and there are still several issues that will be addressed as soon as solutions are discovered.

Q. Hey, When I select a destination from the Pip-Boy, I see two load screens. What gives?
A. This is a result of the trick used by the script to utilize the Pip-Boy. Basically, the script allows the player to use the Pip-Boy to fast travel (first load screen), then teleports the player back to where they were (second load screen). I don't know any way to prevent this, so please tell me if you have any better ideas.

Q. Why does it keep saying that an enemy is detected, when I don't see any enemies on my compass?
A. In determining when an actor is detected, I did my best to reverse engineer the formulas used by Fallout 3 to put red blips on the compass. My formula is not perfect, so you may drop out of map travel (or be prevented from starting map travel) without seeing the enemy that caused it.

Q. During map travel, why do I keep getting hung up on the landscape?
A. This problem should be resolved, but in case you do get stuck, simply exit out of map travel (NUMPAD -), move away from the obstacle, and re-enter map travel.

Q. Why do I see all kinds of crazy things while I am map traveling?
A. At higher time multipliers (possibly depending on your hardware), game physics and rendering get a little wacky. Most of what you see will be innocuous graphical anomalies, but you may see crazy stuff like exploding cars flying through the air. The higher the multiplier, the crazier stuff you are likely to see. You have been warned! :)

Q: When I'm in map travel mode, I see an option to talk to "Map Traveler". Who is Map Traveler?
A: Because of limitations in the game, it is not possible to let AI directly move the player. So instead, I'm having the player follow an invisible actor. This actor matches your stats, equipped items, leg injuries, and carried weight, so that he will move at the same speed as you. Because he only appears during map travel, you cannot talk to him or attack him. If I can find a way to make that talk option go away, I will.

---------------------------------------------
4. Plans for the future

* Ideas submitted by YOU to make this mod better!
* Specify destinations based on the placeable player map marker.
* Sneaking and enemy avoidance AI.
* Ability to stop map travel if an undiscovered map marker is detected.
* Heading information for actors you detect ("You hear an enemy to the NW").

---------------------------------------------
5. Compatibility notes

When map travel is active, player controls for attack, rest, VATS, and quicksave are disabled. When map travel ends, they are enabled. If you are using a mod that disables any of these functions, there may be a conflict.

This mod may conflict with other mods that make use of its main control keys, NUMPAD + and -.

This mod makes no changes to any game settings or global. Game speed will obviously be increased during map travel, but will return to normal if combat starts.

Please tell me if you have any issues with other mods, and I'll see what I can do.

6. Credits and contact info
---------------------------------------------
- HUGE thanks to the FOSE team. I couldn't have done this without you guys.
- Thanks to the folks at Bethesda's GECK forum for being patient with my questions.
- Thanks to Yossarian of GTS, from which I borrowed the trick used to select destinations from the Pip-Boy.
- You can message me, Uaine at the Bethesda, Nexus, and NMA forums.
- You can email me at uainne@gmail.com

7. Licensing / legal:
---------------------------------------------
Do whatever you want with this code. If you use a lot of my code, I'd appreciate some credit, but if that's not your style, I don't care.