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.
I know this hasn't been touched in 2 years, but would u consider making a version that enables fast travel period, but only while aligned with institute? I've been using cheat terminal to enable fast travel while i'm allies, but it's... slightly less fun to do it this way?
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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