Fallout 3

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Antistar

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antistar

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About this mod

Purchase a Household Teleporter for your house in Megaton or Tenpenny Tower that allows you to instantly teleport to your house from anywhere, and then teleport back to where you started.

Permissions and credits
Donations
Fallout 3:

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Household Teleporter

Version: 1.0
Date: 21-06-2009
Author: Antistar (Joseph Lollback)
E-mail: [email protected]
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1. Description
2. Requirements
3. Installation/Uninstallation
4. Playing the mod
5. Frequently Asked Questions (FAQ)
6. Save games
7. Conflicts/Known Issues
8. Credits
9. Modder's Resource Info
10. Contact and Information
11. Legal Stuff/Disclaimer
12. Version History

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1. DESCRIPTION
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Purchase a Household Teleporter for your house in Megaton or Tenpenny Tower that allows you to instantly teleport to your house from anywhere, and then teleport back to where you started. A small 'Personal Teleporter' device that comes with the base teleporter unit allows you to teleport from the field back to the base unit in your house. Activating the base unit will then teleport you back to the precise point you left from, out in the field.

There are costs and side-effects involved in teleportation, however. Teleporting home from the field requires Energy Cells to power the process (optional and configurable), and the Personal Teleporter device requires several seconds to power up once the teleportation sequence has been initiated. Users will experience a slight blurring of their vision while the device powers up.

Using the base teleporter unit to return to the field does not require Energy Cells - and the process is instantaneous - however many users experience temporary 'Teleportation Sickness' (optional and configurable) due to their arrival in the field not being stabilised by the presence of the base teleporter unit. Sufferers of Teleportation Sickness tend to feel weak and sluggish, but symptoms usually only last for around thirty seconds, fortunately.

See the 'Playing the mod' section below for more information.

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2. Requirements
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- Fallout 3

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3. INSTALLATION/UNINSTALLATION
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Installation:

- Extract the contents of the HouseholdTeleporter.7z archive file to your Fallout 3\Data\ directory.
- In the Data Files section of the Fallout 3 Launcher - or using a tool like Fallout 3 Mod Manager - place a tick in the box next to HouseholdTeleporter.esp.


Uninstallation:

- In the Data Files section of the Fallout 3 Launcher - or using a tool like Fallout 3 Mod Manager - clear the tick in the box next to HouseholdTeleporter.esp.
- If desired, delete all files copied to your Fallout 3\Data\ directory during installation (check the HouseholdTeleporter.7z archive file to identify these files).

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4. PLAYING THE MOD
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The first time the game is loaded with this mod activated, the configuration menu will automatically appear, allowing you to choose how many (if any) Energy Cells are required to use the Personal Teleporter device to return home, and whether you will experience Mild or Severe Teleportation Sickness (or no Teleportation Sickness at all) when teleporting from home back to the point you left. The menu will only appear automatically that one time. If you wish to access it again, enter one of the following commands into the in-game console:

startquest htconfig(if you have FOSE installed) - OR

startquest XX000EA7(if you don't have FOSE installed - where XX is the position of HouseholdTeleporter.esp in your load order - use Fallout 3 Mod Manager to find this number.)


Purchasing a Household Teleporter works in exactly the same way as purchasing any other player home addition: buy a 'House: Teleporter' receipt from the merchant who handles home additions for your Megaton or Tenpenny Tower home.

Once purchased, the Household Teleporter base unit will be delivered to your house straight away. You will also receive a portable 'Personal Teleporter' device (accessible in the Aid section of your Pip-Boy). DO NOT LOSE THIS DEVICE. You will only get one. Click on the device in your Pip-Boy to start the teleportation sequence (assuming you have enough Energy Cells). Don't be alarmed at the device 'disappearing' from the Aid section at this point: it will return once the teleportation sequence is complete. Exit the Pip-Boy.

Once the Personal Teleporter has had a few seconds to power up, you will be teleported home. To return back to the point you left, simply activate the Household Teleporter base unit in your house to instantly teleport away. Teleportation Sickness (if chosen) will affect you for the thirty seconds following your arrival back in the field. Mild Teleportation Sickness reduces your AGL, END, INT, PER and STR stats by 2 points, and Severe Teleportation Sickness reduces the same stats by 5 points.

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5. FREQUENTLY ASKED QUESTIONS (FAQ)
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Q) I don't think teleportation fits the lore of the Fallout world - and/or the game already has 'fast-travel'. Why did you make this mod?
A) Personally I think teleportation fits the spirit of the Fallout world, even if there isn't some kind of precedent in official lore. If you disagree (and this bothers you), then the simplest thing would be to ignore this mod. It is entirely optional, after all. ;-) More importantly though, this is a gameplay mod. Some people prefer not to use 'fast-travel' - and others may like using mods that add the need for the player character to eat, drink, sleep, etc. This mod is for those people: a convenient way to return home to dump loot, resupply or whatever - without wasting time and hopefully without breaking any feeling of immersion.

Q) Why include a cost in Energy Cells to teleport home?
A) This is simply to make the mod less of a cheat: so that (for example) constantly teleporting away during a battle would become very expensive. It is possible to configure the mod to have no cost for teleportation, though, if the player just wishes to have the pure convenience of instant teleportation home.

Q) Why include Teleportation Sickness?
A) Again this is to make the mod less of a cheat: particularly so that while teleporting out of a dangerous situation is a valid choice, it is probably not something the player would want to do except in the most dire cases, since he/she would be weakened when teleporting back to that same dangerous place. Basically it's to make it more difficult to use the mod as an exploit in combat situations. Though again, Teleportation Sickness is optional.

Q) I've broken something quest-related by teleporting out of an area I shouldn't have. What do I do?
A) You load an earlier save and you don't do that again. This is covered in the Conflicts/Known Issues section below, but to reinforce it: think very carefully before teleporting out of an area you (by default) can't 'fast-travel' from - especially if you're in the middle of a quest.

Q) Does this mod require FOSE?
A) No, it doesn't.

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6. SAVE GAMES
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- Activating or de-activating this mod should not have any negative effects on your existing save game/s - but as always, it is good practice to keep backups.

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7. CONFLICTS / KNOWN ISSUES
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- Be aware that teleporting out of a quest-sensitive area can break quest progression. If you are in a location or situation where you can't fast-travel (by default), think carefully before teleporting away.

- This mod adds one physical object (and one light) to the playable area in both the Megaton and Tenpenny Tower player homes respectively, so it may conflict with other mods that physically alter the contents of these cells.

- No existing scripts, objects or quests were altered, however, so this mod should be highly compatible with other mods.

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8. CREDITS
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- This one's pretty much all me - but it does use art assets from vanilla Fallout 3, so credit goes to Bethsoft for those, obviously. :-)

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9. MODDER'S RESOURCE INFO
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Feel free to use and adapt the scripts in this mod however you like. (This mod contains no new art assets.)

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10. CONTACT AND INFORMATION
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My e-mail address is [email protected]

I often hang out at CanadianIce & Howndog's Morrowind/Oblivion forum, under the alias 'Antistar': http://canadianice.ufrealms.net/forum2/index.php

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11. LEGAL STUFF/ DISCLAIMER
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By downloading and using this modification, you agree that the author of the modification cannot be held responsible for any damage to software or hardware directly or indirectly caused by the aforementioned modification. Use at your own risk, basically.

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12. VERSION HISTORY
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Version 1.0 (21-06-09)
- Initial implementation of features.