Fallout 4

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Ovagi

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Ovagi

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43 comments

  1. ColdVVolf
    ColdVVolf
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    Hello there!

    I've been trying to add in some custom locations, primarily Vault 98 at Fairhill Estates, and it doesn't seem to be working for me.
    I've added the locations just as the DLC locations were in the esp, but it isn't functioning as expected. Do I need to edit the script too?
    Any help would be appreciated, I'd love to be able to fast travel to my new settlements via IFT rather than by re-enabling fast travel!

    Cheers!
    WJ
    1. Chuckstarr
      Chuckstarr
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      Any luck? Facing the same problem at the moment, would love to hook up Vault 98 to this fast travel system :/
    2. Ovagi
      Ovagi
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      You will need to edit the script in order to add more locations.
    3. Rightfuldeathray
      Rightfuldeathray
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      how might one do that? I don't see anything about specific locations. There are references to the list on lines 108-128, and I guess the list size.... do i just add 1 to 40 (line 118) for each location I add? am I recompiling this thing so I can add 1??? If so that's mildly infuriating. Either way the source wont compile in CC, lots of "location is not a variable errors" that are also "cannot pass a location to a object reference" I feel like this is one of those I need a papyrus extender things, or do I need a different compiler?
    4. HautdenLukas
      HautdenLukas
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      Adding locations is not as easy as one may think. The easy part is adding the workshop reference to the "WorkshopList" form list and add entries to the "FastTravel_x" message lists. The entries need to be in exactly the same place in all these lists or IFT would send you to the wrong destination.

      On top of that the "ImmersiveFastTravel" script needs to be updated. Here comes the difficult part. I learned that message boxes in FO4 can only return a signed char value, that means a value from -127 to 127, which is usually sufficient for a message box. The way IFT was designed requires 3 entries for each location plus one for "Cancel". So you can only have access to 42 locations (42 * 3 + 1 = 127). If you add more, the result will be negative (rolls over to e.g. -127)

      This line in the script limits the number of settlements that you have in the list and anything above is "Cancel". The default of this mod is 40 settlements.
      ElseIf (ButtonPressed < 40)
      In my game I wanted to add five mod settlements. Therefore, I changed the concept to only require two entries per location, which allows me to have up to 63 settlements in the list. That's plenty enough room.
      It required to remove the excess third entry of each location from the message lists, change the conditions on the remaining entries, so they cover all the distances and change the script to divide "ButtonPressed" by 2 instead of 3.

      ButtonPressed /= 3was modified to:
      ButtonPressed /= 2because I only have two entries per settlement in the message lists.

      ElseIf (ButtonPressed < 40)was modified to:
      ElseIf (ButtonPressed < 45)because I now have 45 settlements in my lists.

      Btw. don't forget to add this bug fix to your mod list, if you are using IFT and/or the vanilla fast travel mat.
  2. sproggel
    sproggel
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    For those still missing the Mechanist's Lair on the Teleport list:

    1) Open "immersivefasttraveldlcpatch.esp" in FO4Edit
    2) Collapse Message
    3) Select FastTravel_Teleporter
    4) Scroll down to Mechanist's Lair
    5) Open the Condition
    6) Replace Reference: NULL - Null Reference [00000000]
    with Reference: DLC01LairWorkshop_Workbench [REFR:01000E4C] (places DLC01WorkshopWorkbench "Workshop" [CONT:01010222] in GRUP Cell Persistent Children of DLC01Lair01 "The Mechanist's Lair" [CELL:010008A3])

    Repeat steps 5 and 6 seven times for every Null Reference relating to the Mechanist's Lair

    Save plugin and close down FO4Edit.
    1. Schlorpzork
      Schlorpzork
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      Hi there!
      I know you posted this quite a while ago, but maybe you'll reply nonetheless. How did you do that? When I'm trying to edit that section it only lets me open a new window where I cannot edit anything, only compare stuff.
    2. NoobYorkCity
      NoobYorkCity
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      I don't see NULL anywhere in there.
      Is it under [-] ImmersiveFastTravel.esp, [-] Activator, [-] 0111004e | InstTeleporter | Teleporter ?
      Is it under [-] FormID List, 01110045 | WorkshopList | WorkshopList ?
      I don't see it there or anywhere else.

      I literally have no idea what the hell I'm doing.
  3. lbrpiano
    lbrpiano
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    hello!  I am new to the mod, i have a problem, i cant travel from any Settlement from Commonwealth to Far Harbor for Example Longfellow cabbin, there is no link,  but i can trravel from Far harbor to Commonweallth, i downloaded everything , i am not sure what i did Wrong
    1. Schlorpzork
      Schlorpzork
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      Hey piano,
      If I understand you correctly (because I ran into the same issue), you can travel to anywhere in the commonwealth from anywhere, but cannot travel to far harbor? My problem was that I installed the automatron dlc patch with the base mod (immersive fast travel), and that took precedence in the plugin load order, overwriting the locations added by this dlc patch.
      I'm using nexus mod manager, so I opened the plugins and dragged immersivefasttraveldlc.patch to IFT_Automatron.esp, setting a new rule that the former is loaded after the latter (set it up and click 'add'). Which inexplicably didn't change the plugin load order.
      After uninstalling and reinstalling immersive fast travel (with automatron dlc patch ticked!), the plugin load order did change, loading immersivefasttraveldlc.patch AFTER IFT_Automatron.esp. So far, so good? Kinda - now I'm able to fast travel from the commonwealth to my settlements in far harbor, but the machanists lair is not listed anymore. I'm hoping sproggel (post above) can help to resolve the issue.
      I hope this helps somewhat.
  4. Krutilator
    Krutilator
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    Thanks for excellent patch! I was waiting for it for a long time.

    Some issues:
    1) There is no link to the Mechanist's lair (neither with dlc automatron support or without that support option in the original ift mod). Please add link to the mechanist's lair.
    2) Link to the Prydwen is active after destruction of the Prydwen and if you teleport after Prydwen destruction to that place you will fall from heigh and die.

    P.S. dlc patch 1.4.
    1. HautdenLukas
      HautdenLukas
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      • 31 kudos
      1) The Mechanist's Lair is only missing for the teleporter. It can be accessed by car or vertibird. The message form for the teleporter unfortunately has Null references.
      I fixed that in my personal copy of the mod. In case anybody else is interested - here is the fixed 1.4 esp:

      http://www.mediafire.com/file/o3aj12attjcfvtr/immersivefasttraveldlcpatch.zip

      2) I think that this issue could be solved if someone figures out a good condition that can be checked. Unfortunately I'm not that far in the game so I can't even try anything yet.
    2. CamboLegit
      CamboLegit
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      For anybody skeptical of downloading an .esp off mediafire, I checked this with a virus scan and in FO4Edit.

      It simply changes the "null" keyword links to match the keywords for the Mechanist lair workshop. A very simple fix, likely just an oversight by Ovagi.
    3. bardbear
      bardbear
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      Added you patch and overwrote the prior patch - now i can't teleport to Vault 88, it acts like i didn't click on anything.
  5. greenarcangel
    greenarcangel
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    I just buy Fallout 4 on sale, just the base game and i like it so far, but to be honest, the more i read about the DLCs the less exited im on buying them... at least far harbor sounds interesting.
    But my question is, im interested in use Immersive Fast Travel mod and you patch of course, but i find as requirement for your patch all the DLCs to use it.
    Its that correct? they are required? do you plan to make a vanilla version for your patch?
    Thank you for your attention.
  6. SirMxCrossbrand
    SirMxCrossbrand
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    Is there some way to edit this in F4 edit to not require the workshop dlcs? I only have automatron, far harbor, and nuka world, and loading it into f4 edit produces an error.

    Really, all I want is to have the fast travel work for nuka world.
  7. HautdenLukas
    HautdenLukas
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    One thing that surprised me a little is that we are not able to use the teleporter while over-encumbered if we do not have the strong back perk.
    The mod restriction doesn't even make much sense for the cars but there is a technical restriction in the game that forces us to have the perk because the mod uses the fast travel method for cars. The teleporter however uses the moveto method and that doesn't require any perk so there isn't even a technical reason to not be able to use a teleporter while over-encumbered.

    Therefore I modified the script to not deny teleporting while over-encumbered. For anyone interested here is the modified script file:

    http://www.mediafire.com/file/tc4io4wmwmoqae8/teleportoverencumbered.zip

    @Ovagi
    Feel free to add this to your mod as well next time you update it.
    1. Ovagi
      Ovagi
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      Thanks, I've included your change in the latest update.
  8. ArvronChronozon
    ArvronChronozon
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    Well... I just love you, was getting mad that i couldn't figure out how to edit it myself then poof your Patch showed up when i googled the Original mod. Guess that means i can go to bed an not puttz with FO4Edit or CK XD Thanks
  9. Throstle
    Throstle
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    I cannot teleport/drive/Vertibird to Echo Lake Lumber. In each case the sound of transport is heard but nothing happens. All other locations are fine. Thanks for the help.
  10. Meatloafmountain
    Meatloafmountain
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    The mod will not load the transporter anymore (the motorcycle and vertibird are still buildable). This issue exists after deletion and re-install.