Fallout 3

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FlatMop

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FlatMop

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16 comments

  1. mrhousesbodydouble
    mrhousesbodydouble
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    Do you mind if I convert this for TTW?
    1. FlatMop
      FlatMop
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      I don't mind at all! By all means you can make a TTW conversion if you like.
    2. Valaquen88
      Valaquen88
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      Was this ever made? Would love to use it.
  2. TrickyTrack00
    TrickyTrack00
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    Good optional replacement for vanilla fast travel and another way to finally spend caps (not much, but still) . No bugs encountered, every position, script dialogue options worked as intended.
    So, the mod on its own is flawless, but I must warn potential players that it has conflict with Commonwealth of Modders
    -The High Sea Caravansery-
    . The boat landing area near Rivet City was changed by both projects and you can still interact with NPCs, but one boat's position will be way too weird, right on the "hand-made" pier. 
    Anyway, endorsement from me.
  3. Sulfurine
    Sulfurine
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    Looks neat ! Are the prices for travelling more or less consistent with those of Caravan Fast Travel ?
  4. Asesinamen
    Asesinamen
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    The Cell block 8 sub-block 9 records are unnecessary, right? They're for the Underworld door or such; I know that my own G.E.C.K. always tries to sneak them in into whatever plugin I build too.

    Also, the masters for the file are Anchorage and Broken steel, and not Point Lookout and THe Pitt, which the description lists as requirements.

    EDIT: Oh, and I've seen some slight record conflicts with Below the Depths - Sea Overhaul. I would usually load Boat Travel after Sea Overhaul to make sure there's no geometry clipping with the boats, but that's not possible since your plugin is master-flagged (also, you should name it .esm instead of .esp when you masterflag it). Could you also make a compatibility patch between the two?
    1. Druuler
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      It has been a while for me, but if I remember correctly, the proper way to convert an esp file into an actual esm file, is with a tool called TESsnip.  It was originally created for Oblivion, and there is now a version for Skyrim, but the Obilvion version will work with Fallout 3.  It has some other useful functions as well.
    2. Asesinamen
      Asesinamen
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      This one is already an .esm file in all but name; it already has the Master File flag.
    3. streetyson
      streetyson
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      @Druuler - thanks for those "snips" of information.
      @Asesinamen - Point Lookout is explained in the long description - it's a soft requirement to do with using its jetty (the DC one I'd guess). And forgive me for my modding expertise is 20yrs out of date, but I've read that master-flagging an esp is a workaround for facegen, and thus needed for plugins that can't be an esm (eg, later-loaders). And finally, please be aware Sea Overhaul doesn't carry any of Broken Steel's edits (thus for example it re-irradiates the tidal basin after Purity cleans it - not sure about any other impacts).
    4. FlatMop
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      "The Cell block 8 sub-block 9 records are unnecessary, right? "
      Yes. I did clean WBT manually with FO3 edit but I must've missed that one. Oops

      "your plugin is master-flagged"
      As streetyson says, that is unfortunately the only work-around that would solve the "dark face bug" affecting dark-skinned NPCs where their bodies end up with incongruous pale white skin.

      I've seen some slight record conflicts with Below the Depths - Sea Overhaul.
      Never heard of "Below the Depths" until now but it seems to be fairly popular so I might try to make a compatibility patch.
  5. Asesinamen
    Asesinamen
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    On another note: If you plan on adding one more spot, the pier just next to the spot upriver where the river ends/begins would be great to facilitate travel to and from Arefu, as well as a better disembarquement to explore the north half of the map from. Just make sure to make the NPC there be friendly to mirelurks, as there's a bunch across the river.
    1. streetyson
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      Eh, what are you talking about? - the navigable river ends just past Farragut! You can't even reach Bigtown without crossing land a few times and dragging your boat over rubble, past rad barrels & radiers. And it's not just lurks up-stream, late-game it's lurk kings, Enclaves and radscorps too - and all that is just between Farragut and Bigtown! And beyond there it's just more of the same, sorry.
  6. hitman123789456
    hitman123789456
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    Honestly looks amazing <3
  7. RabbitHeart8912
    RabbitHeart8912
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    Now the only one thing that is missing for making fast travel more interesting is a requirement for fast travel on your own, like needing food and water. Very cool mod, it really makes the game more fun in my opinion, and I like that is not just a copy paste boat and guy waiting for you, each boat and NPC have their own personality that is demonstrate by their boat, I know that is not incredible but I like things like that.
  8. streetyson
    streetyson
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    Looks fun - Aleksey's pimped-up passion wagon, er I mean ferry, made me giggle. This must go in the loadout I'm building. Cheers. How'd you handle destination arrival? I'm guessing all boats & crews stay put and you just fast-travel-like materialise on the dockside at the destination?
    1. FlatMop
      FlatMop
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      Hehe, I imagined Aleksey as an associate of Dukov. Yes, the boats and crews stay put when you fast-travel. There is just a script that just teleports the player and up to three of their active companions to markers at the destination and advances time by 1 hour.