If you set the RECALL to a site .... and you update / change the area and then move away and "RECALL" it will set the area before you updated, which means you have to go through the update of area again.
Just a bit frustrating, because as you change a Settlement or such ... Poof, if you did not save after you updated, ... well.
I dunno .. but I have repeated it now 3 times with 3 different settlements: - Sanctuary - Put two walls up in the middle of the street. - Red Rocket Sanctuary - Again, just some extra walls to see what would happen? - Starlight Drive in - Some store booths around various parts of the settlement.
I made some minor changes to see - see above - ... after I saved the Recall position ... and the changes were POOF - GONE! It was as if it some how saved the site area as it was ... and not is.
I would like to know, how does this mod deal with in-game time? I mean, normally, when you fast travel, very little time passes for the player. But for the Sole Survivor in the FO4 universe, roughly as many hours pass as when you had walked there yourself; fast traveling from one side of the map to the other usually costs the SS eight to twelve hours. How does that work with this mod?
Sure, I could find out by installing the mod and trying. But it would be nice to know BEFORE installing.
Hmm, that makes it worthy of testing, I'd say. Thanks for the quick response. Kudos given
Edit to add: OK then. Maybe I should consider installing v1.2 instead of v1.4. Because no matter what you do, in a sense we're already cheating. But the containers and the rather wealthy merchants really put it over the top.
Yeah, I think I should have anticipated that response to my somewhat redundant remark about being cheaty.
Just for the record, though; I didn't mean that as criticism. Because if I had a problem with cheating, I shouldn't have downloaded it in the first place
See me now... Five-and-a-half years later, and this is still the most used mod in my setup... Borjoyzie, you did great work. I've learned to live with not being able to see where my markers lead, but I now think it would be very helpful to be able to delete unneeded markers, making it immediately obvious which markers are available for re-use.
Anyway, thank you so much for this mod, Borjoyzee.
i'm glad you still got the old version, i only need mark and recall, no portable storage and commisary. i'd even like to have only 2 markers too.
i guess i'm going to have to have champollion unpack the scripts to take out the 8 markers, cause i don't think you have the unpacked old scripts anymore.
This does not seem to work completely with Mod Organizer 2. The option to set custom Mark and Recall do not seem to work. When I press Mark it dings and then I get a blinking square cursor at the bottom and it just stays there until I press B to go back. When I press recall I get the blinking cursor at the bottom again but I have no options listed. This probably has something to do with not being able to write directly to files.
I can teleport to predefined locations and this works fine. All the other options seem to work as well.
Thank you for your reply. The way MO2 works is like a VM. It never actually changes files in the game directory. It makes it so much easier than NMM because you can easily make changes and run almost unlimited mods at once. I was able to get it to work I believe I had to change some settings in the .ini files to allow it to write to make changes. One of these two settings may have fixed it or it. Great mod! Now I just need to find a VIS-G patch to give it an icon.
Great mod! Cuts down excessive loading times. That was the main reason I installed the mod. Endorsed.
I have one problem though. Let's assume, you're a casual gamer with a bad short term memory (like me). So after one week I fire up the game and decide to hop back to the railroad HQ. "Hmm, seems marker 1 wasn't the HQ, instead looks like that mutie camp where 1 mutie had a fat ma......."
Now I dunno if it's possible to name the markers, but an option to clear them would be really helpful.
To my knowledge it's not possible to name them where they get set and have it show in the pipboy, sorry. I alluded to this already in the comment section somewhere and was the reason I physically (physically? eh you know what I mean) put "Quest" and "Home" on the last two so you'd only use them for that, even though you don't have to.
But as for the rest I use a method of remembering where they get set. Though I can understand that if you're a casual it'll be harder to remember where you put them.
Wish I had something better for you, sorry. Thank you for the endorsement though.
Hi, @borjoyzee (pronounce like the French word "bourgeoisie", right?)
Perhaps the mod could read the Marker names from a file on disk? Then it would just be a matter of having the player define the Marker names themselves, outside the program, using a text editor for example. Quest and Home are two perfect choices to begin with, but the other eight names could then be defined by the player.
This mod looks really interesting. I don't know if I would use all the features, but the main thing I'm looking for and so far have been unable to find on Nexus is a portable merchant. Before I download and install this mod, would it be too much trouble to explain exactly how the portable merchant system works in-game? I primarily just need someone I can sell my miscellaneous legendaries to so that I don't have to haul all the way back to a settlement...
There's nothing to it. Bring pipboy up, click on Mark & Recall holotape, in the menus click on Commissaries, from there, there are 5 categories to choose from. Pick any, wait a second or two and exit pipboy. Then the barter menu will appear with 4000 caps to deal with. If you're expecting a merchant to actually appear, they don't. The barter menu just comes up after exiting pipboy.
The caps amount reset fairly regularly as well, it's usually around 2 days.
This pleases me. Next time I back up my files and install a new set of mods, this one will be going in for sure. Thank you for the mod and also for your very quick reply.
I wasn't planning on adding more markers, it only had six at first then I added a few more and figured ten would be more than enough. If I come back to it to add more features then I may do so.
If I may though, how many were you thinking of and why do you need that many?
62 comments
Okay, I tested this out with 3 different areas.
If you set the RECALL to a site .... and you update / change the area and then move away and "RECALL" it will set the area before you updated, which means you have to go through the update of area again.
Just a bit frustrating, because as you change a Settlement or such ... Poof, if you did not save after you updated, ... well.
- Sanctuary - Put two walls up in the middle of the street.
- Red Rocket Sanctuary - Again, just some extra walls to see what would happen?
- Starlight Drive in - Some store booths around various parts of the settlement.
I made some minor changes to see - see above - ... after I saved the Recall position ... and the changes were POOF - GONE! It was as if it some how saved the site area as it was ... and not is.
I dunno ... just letting you know.
No-one has ever mentioned anything similar either, if it was this mod someone surely would've mentioned it by now. It's been up for years.
Strange indeed.
Thanks for the quick response! :-)
Sure, I could find out by installing the mod and trying. But it would be nice to know BEFORE installing.
Edit to add: OK then. Maybe I should consider installing v1.2 instead of v1.4. Because no matter what you do, in a sense we're already cheating. But the containers and the rather wealthy merchants really put it over the top.
Anyway, it works quite nicely! Endorsed!
Just for the record, though; I didn't mean that as criticism. Because if I had a problem with cheating, I shouldn't have downloaded it in the first place
I've learned to live with not being able to see where my markers lead, but I now think it would be very helpful to be able to delete unneeded markers, making it immediately obvious which markers are available for re-use.
Anyway, thank you so much for this mod, Borjoyzee.
Rename anything may or may not help, and if you're willing to use it.
i'd even like to have only 2 markers too.
i guess i'm going to have to have champollion unpack the scripts to take out the 8 markers, cause i don't think you have the unpacked old scripts anymore.
but thanks for the mod !!
I can teleport to predefined locations and this works fine. All the other options seem to work as well.
~Aaron
Although I don't quite know what you mean by not being able to write directly to files.
Fallout4Prefs.ini
[Launcher]
bEnableFileSelection=1
Fallout4Custom.ini
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
Have a great day!
~Aaron
I have one problem though. Let's assume, you're a casual gamer with a bad short term memory (like me). So after one week I fire up the game and decide to hop back to the railroad HQ. "Hmm, seems marker 1 wasn't the HQ, instead looks like that mutie camp where 1 mutie had a fat ma......."
Now I dunno if it's possible to name the markers, but an option to clear them would be really helpful.
But as for the rest I use a method of remembering where they get set. Though I can understand that if you're a casual it'll be harder to remember where you put them.
Wish I had something better for you, sorry. Thank you for the endorsement though.
Perhaps the mod could read the Marker names from a file on disk? Then it would just be a matter of having the player define the Marker names themselves, outside the program, using a text editor for example. Quest and Home are two perfect choices to begin with, but the other eight names could then be defined by the player.
I'm just throwing balls around, here...
The caps amount reset fairly regularly as well, it's usually around 2 days.
I wasn't planning on adding more markers, it only had six at first then I added a few more and figured ten would be more than enough. If I come back to it to add more features then I may do so.
If I may though, how many were you thinking of and why do you need that many?