I think there may be a bug in "Take Me Back" that ends up incrementing the time required to travel back to the origin when using the token. Without a fix, the travel time starts getting large.
To record the time required to travel to the studio, "Take Me Back" places an item in a container, one for each hour traveled. This can be anywhere from 1 to 6 hours. When the "Take Me Back" token is used to return to the origin, the script counts the number of items in the container and uses that as the return time in hours. But instead of emptying the container to reset the count for the next trip, it removes only a single item. So each time you travel back, the travel time increases by the travel time of the last trip minus one.
I'm guessing this could be fixed with a simple change in bqvTakeMeBackTriggerScript to use RemoveAllItems rather than RemoveItem.
Oh, also, if you use Take Me Back without first exiting the photo studio, you'll trigger a small visual glitch:
The prompts for the photo session (the jail cell for military women, thje lab and terminal on a table for nerdy women, the Nuka Cola banner for SIerra, etc.) will persist and still be there for your next photoshoots, looking glitchy when multiple remain enabled. I think the Quo Vaguis script that cleans them doesn't trigger when you use Take Me Back from there.
To solve this, just exit the studio before using Take me Back. Going to the entrance is enough, no need to exit into Canterbury. Doing this will also get rid of any props that have been around for a while.
Is there any way to remove the time it takes to travel? I love this mod (especially since I'm allowing it as an exception to an otherwise fast travel free playthrough) but I hate how I recruit someone for the magazine /forcing/ me to travel to the photo shoot, and then suddenly it's 2 AM and everything is closed and the world is pitch black. I would like an optional file removing it (so those that enjoy that feature aren't in any pain), but barring that, would it be easy for a total GECK newbie to perform this edit on their own? With the latter, how would it be done?
Question, Is this compatible with 2.21. It's not doing anything, not even the menus appear. I'm using the nvse instead of fose. (with TTW) I don't know if that matters or not and the location of it is at the bottom of the list.
I hate to do this to you, but it looks like Take Me Back 1.0 isn't entirely compatible with the refactored scripts in Quo Vagis 2.1 - users have reported that with both installed, nothing happens after the photo shoot dialog for some models. After a quick look in FO3Edit, it seems like bqvPhotoShootStudioEffectSCRIPT is probably the culprit. The biggest change in the 2.1 photo shoot scripts (and the persuasion dialog conditions) is that they now use faction membership instead of dynamically updating form lists for attributes that change on the fly (e.g. posed / published lists).
After installing this, any character that agrees to pose for a shoot walks away and just goes about their business. There's no fade to the studio or anything. Uninstalling it remedies this. Is there an issue with the file, or am I having a bizarre compatibility issue?
16 comments
To record the time required to travel to the studio, "Take Me Back" places an item in a container, one for each hour traveled. This can be anywhere from 1 to 6 hours. When the "Take Me Back" token is used to return to the origin, the script counts the number of items in the container and uses that as the return time in hours. But instead of emptying the container to reset the count for the next trip, it removes only a single item. So each time you travel back, the travel time increases by the travel time of the last trip minus one.
I'm guessing this could be fixed with a simple change in bqvTakeMeBackTriggerScript to use RemoveAllItems rather than RemoveItem.
Ugh screw y'all
Open the .esp in GECK, and edit its bqvTakeMeBackTriggerScript script, add a semicolon before the line that says:
set GameHour to GameHour + TravelTime
so instead it says:
;set GameHour to GameHour + TravelTime
Then recompile it. There, done.
The prompts for the photo session (the jail cell for military women, thje lab and terminal on a table for nerdy women, the Nuka Cola banner for SIerra, etc.) will persist and still be there for your next photoshoots, looking glitchy when multiple remain enabled. I think the Quo Vaguis script that cleans them doesn't trigger when you use Take Me Back from there.
To solve this, just exit the studio before using Take me Back. Going to the entrance is enough, no need to exit into Canterbury. Doing this will also get rid of any props that have been around for a while.
I am sure you could update Quo Vagis and not have the issue.
It should work fine for Quo Vagis ver 2.2 now.
If not, feel free to send me a PM and I'll look into it.
I would have to assume it IS some sort of bizarre compatibility issue.
Is the esp low in your load order?
I would recommend running FO3Edit to see where the conflict is (if that's the cause).