Thank you. It works perfectly. At first, I thought there might be a conflict with a mod because I couldn't fast travel from 'The Institute' to other locations in the Commonwealth. However, as stated in the description, after traveling in the order of 'The Institute' -> 'CIT Ruins' -> 'The Institute,' I was able to fast travel to other locations without any issues. Thank you so much.
Cannot get these mods to work. Tried the original and also the settlements-only mod. I edited all .ini files as shown in the video. Verified mod shows up in DLCList.txt and also shows up on the mod list in-game. Teleported into and out of the Institute several times. However, when I teleport inside I get the message that I can only teleport out to the CIT ruins. Running a pure vanilla survival game. Bummed out as I want to side with the Institute but have come to rely on vertibirds and would need a replacement for them.
I'm not sure what .ini tweaks you are referring to as this mod shouldn't require any specific .ini tweaks.
However, have you tried moving this mod further down (or last) in your load order? If you have any other mods that modify the HC_Manager script. It WILL conflict and prevent you from teleporting.
Edit: You say you are running a vanilla survival game so I'm assuming you have no other mods then. In that case, I'm not sure what's happening but it doesn't appear as if the mod is loading at all in your game. Try using Vortex or some other mod manager if you aren't already and see if it loads then.
I'm using this outside of survival mode with the Project Valkyrie Patch so I can use the teleporter with the Reformed Institute, and while it does provide the visual effect, time passes during fast travel, unlike when the typical teleportation occurs from the original Institute.
Couldn't you add at least one new construction or device that allows us to continue using the teleporter even after the fall of the institute? It could be obtained only when entering the institute for the first time and then it is ours forever, or leave the option to unlock the fast travel but adding the teleportation animation
That's kinda like asking for access to the Prydwen after it's destroyed, logically impossible. The point is, your actions have consequences, if you want fast travel, you're gonna have to side with the morally good faction (The Institute)
Old comment, but I'll just say that anyone is free to create a sub mod that does that or anything else for people to use.
I'm an Institute player though and my interest in making this mod was to allow Institute mains like myself to have access to our chosen faction's full resources in survival. If you want access to the teleporter: side with The Institute. Its a nice perk and provides extra incentive to join in lieu of Vertibirds which everyone else gets access to.
It also wouldn't make sense lore-wise for someone to be able to use the molecular relay after The Institute is destroyed.
Does this mode use that "Teleportation animation"? Because if yes, then this mode doesnt co-work with unlimited survival mode :/ which is pretty bad, i wanted this bcs unlimited surv. mode is simply annoying with reducing my hungry and thirsty stats every time i fast travel and im not mentioning need for sleep.... i finished game sided with institute, so its pretty strange by lore that i cant use teleportation :d
I'm not familiar with the mod you are referring to, but it sounds like it most likely it modifies survival mode heavily which I assume probably overrides some values on the HC_Manager script. In which case its probably not compatible unless a patch is created for it.
This mod doesn't do anything other than basically add to an array that Bethesda uses to determine which locations can be fast-traveled to from The Institute. So it doesn't add any animations or change fast travel in any way.
This mod says it only requires the base game as a dependancy, yet upon trying to load it, I am told that I am missing files and the mod cannot load. It seems that this page is giving me the "all DLC" version. Is there not a vanilla version available?
this is such a good mod but is a shame that is conflicts with anything that edits the HC_manager. is there anyone who knows a work around bc i dont even know which of my mods are doing this but im sure theres more than a few. which mods are known to conflict? is journey on of them? if anyone has the time to help or explain id appreciate it greatly
Does anyone know how to come back from Far Harbor once you teleported there? :D :D :D the boat is in the middle of the water, you cant jump into it and also once you tcl into it it doesnt offer the travel menu...
How do you leave Far Harbor after teleporting there? You can't teleport back to commonwealth and the boat is in the middle of the water with no way to jump into it.
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However, have you tried moving this mod further down (or last) in your load order? If you have any other mods that modify the HC_Manager script. It WILL conflict and prevent you from teleporting.
Edit: You say you are running a vanilla survival game so I'm assuming you have no other mods then. In that case, I'm not sure what's happening but it doesn't appear as if the mod is loading at all in your game. Try using Vortex or some other mod manager if you aren't already and see if it loads then.
I'm an Institute player though and my interest in making this mod was to allow Institute mains like myself to have access to our chosen faction's full resources in survival. If you want access to the teleporter: side with The Institute. Its a nice perk and provides extra incentive to join in lieu of Vertibirds which everyone else gets access to.
It also wouldn't make sense lore-wise for someone to be able to use the molecular relay after The Institute is destroyed.
This mod doesn't do anything other than basically add to an array that Bethesda uses to determine which locations can be fast-traveled to from The Institute. So it doesn't add any animations or change fast travel in any way.
Edit: nevermind, I found it in manual download