Out of the blue, April 11th, 2017: I've been hard at work on the primary Stargate mod. It's been progressing quickly recently. That said, I've abandoned work on this fork of the Ring Platforms as they're not compatible with the newer ones in the primary mod. The newer rings utilize a Control Panel similar to those in the show. Due to the lack of a terminal, multiple platforms will be able to be placed in a single settlement. The control panel will affect the platform nearest to it, and require to be placed within a certain radius of the platform. When you first place a platform, the first time you use the control panel will be to set that platform's access code. Each access code is 5 digits or less. That's almost 4000 different combinations. However, only 640 codes can be saved using my current 'network' system - 128 for each first 'digit' (128 being the size limit for arrays.)
No ETA though. Simply giving an ETA ensures something will happen to make you miss it.
November 18th: Got a bit caught up in the Special Edition Skyrim TARDIS port. The update for this is still coming... eventually. Working on too many active mods at once.
November 9th: Unless anyone can think of another place that could use a preset platform other then Goodneighbor, Railroad HQ, Institute, Boston Airport, or Diamond City, I'll be releasing the update in the next few days. (Have to fix one last bug with the presets, then comes the testing! ) Possible delay due to Dishonored 2.
November 7th: Trying to work on four (main) mods concurrently. Keep losing track of things. Platforms have been placed at; Goodneighbor, Railroad HQ, Institute, Boston Airport, and Diamond City Stargate; -More effect fiddling. Lights On,Lights Off. -Event Horizon will now 'eat' objects that try to go through an incoming wormhole. Including actors marked as essential. -DHD progressing. Similar to the robot hacking perk, you can plug the Pipboy directly into the DHD to access the Manual address entry terminal (and a single 'saved' address, Earth. Since Text Replacement is impossible on the pipboy, can't have a proper list anywhere but SGC / other places with a terminal hooked up to the Stargate.) -Improved Scripts, Stargate's ring spins much more smoothly now. And won't freak out if fed an invalid glyph number. And if you're wondering what the fourth (the other three obviously being this, Stargates, and the TARDIS) main mod is... well, it's a settlement mod. It lets you set down a foundation, then automatically builds a furnished building on top of that.
October 27th: Finally got the preset platforms working. Of course, it was something stupid that I should've caught right away. Now to come up with a system to re-lock them if they're 'destroyed' (ex. you blow up the institute/prydwen)
August 14th: So... I've been working on a few things recently. -Ceiling Mounted Platforms. This is considerably difficult to add, since the ceiling isn't likely to be the same distance from the floor in every situation. -Preset non-settlement platforms. These platforms, located in places of interest (Goodneighbor, Institute, Prydwen, Railroad HQ, etc) require being unlocked via their Terminal before they are usable. As they always exist, a proper list selection system can be used for them, keeping them separate from settlement based rings. -Playing with alternate ways of selecting the destination, including a unique 4-digit numerical designation for each platform.
July 27th: Been a while. -Vault-Tec Platform that takes advantage of power being transmitted through the floors. -PICTURE Snap a platform onto any kind of floor! Warning: may cause oddities with snapping to that floor after placing the ring platform. -Reduced power usage to 24 so you don't need a fourth generator just to power the terminal when using vanilla generators. eta: friday.
the carter addon pack comes from garrys mod, it was created in garrys mod back in the day and he's using the textures and models to port to this game, but he might have had to figure out how to make them work using this games mechanics.
but idk if this modder will come back any time soon to work on this idea, it seems abandoned.
this mod however i could see it being used in survival mode because by default while in survival mode it restricts fast travel, so having something like this set in place would help fast travel issues, obviously you would have to establish a transporter per location prior to having the ability to use them.
updated !! interior settlement usage IF there is not a high enough ceiling for the rings to animate ... the animations will be buggy
works "Right Out Of the Box!" it's fun and USEFUL.. especially for LARGER settlements... it's really BORING always fast traveling to the same spot in a settlement... maybe you want to work on something at the FARTHER end today... THIS is Perfect! These Stargate Rings... Spooky though... I always remember the movie when i hear them...
I even Transported a Military Helmet... then i took an alternate route to check and THERE IT WAS sitting on the big white PAD! It is nice to be able to Teleport to a "3rd" location in my settlements now.. thanks alot! Now I can choose between:
A) the ordinary PipBoy location using pipboy... B) a DIFFERENT spot using 'Settlement Teleporters' .. (connects all yer settlements supply lines bonus) C) and now this Stargate RINGS teleporter gives me a THIRD location (ie. will fit on a medium sized balcony of a Penthouse sometimes)
I have one of these Ring Teleporters on my prydwen 'Airship Player Home' I'm using a larger WHITE colored hexagonal platform there, and I have ANOTHER one of these ring teleporters in an Interior Bunker Settlement... they ALL show up on the selector and work Properly :)
NOTE!! You can use BOTH of these Teleporter Mods in the same Settlements at the same time... but if you DO they require totally seperate power lines/connections otherwise the Settlement Teleporter will lose function, BUT this Rings Teleporter terminal will start to piggyback also the OTHER systems MENU... so it is required if you use both of these mods together that they use seperate power 'grids'
i always found it funny in this game that the only generators that are used are the ones that require no power themselves, it's a very simple system, but with how complex this game already is, i would like and appreciate more variety and complexity in how power generation works, like instead of gas powered, they have some tech that works similar to how your power armor works when you put in the fusion cell in a chamber of the unit to keep it running.
or perhaps they had solar capture tech that is much more advanced than what we have today because their battery tech is using something that revolutionizes how much capture of solar gain you get, so the game actually feels like you need to provide resources to the power you are drawing off of, maybe even set up radioactive power source that can be taped into the soil, but i understand that would require using a robot or you would have to have insane rad resistance in order to get that job done, i just want a little more realism when it comes to the power source you are using.
I'd love to see a low tech version of this where you walk up to a caravan trader guy with his brahmin and ask to travel with him and he asks you where you want to go with a pop up of different settlements you already own. The caveat is it would have to work in normal mode where fast travel is limited to vertibirds, institute teleport, or this style of fast travel.
im about to download install and test this mod. fingers crossed for awesome results. i use the airship player home and settlement mod. so i have a mobile settlement. this could be really useful.
I also Use the prydwen Airship Player Home it is awesome, ... but I hate always fasttravelling onto the vanilla PLATFORMS ooutside on the deck I installed THIS 'Settlement Teleporter' on the INTERIOR deck of the Airship Player Home and now I can travel to INSIDE OF the Airship when I want to... as a BONUS the Settlement Teleporter also gives your Airship SUPPLY LINES with every other settlement that has a Teleporter...
Eventually, Yes. Unlikely to be in the first release though, or rather not completed - I'll probably add them, but they'll be using vanilla animations instead of custom ones.
I messaged him about it, I think that might be why he added a goodle drive link to the "This mod has been set to hidden" page. https://www.nexusmods.com/fallout4/mods/26263/
"Models sucked, textures sucked and the CK work isn't up to snuff."
"I guess with my skills at texturing and modelling improving as time goes on it feels bad by my higher standards. It's not the only mod of mine that's hidden (only 1 other, even older and much much worse than the Travellers)"
Been binge-watching SG-1 during quarantine from this fecking pandemic, decided to search 'stargate' in FO4 mods, honestly didn't expect to get any results. These rings looks great, and I bet it'd be an absolute godsend for survival play-throughs, but gotta be honest I'm jonesing for some good quality SG-1 weaponry!
Ma'toks, Zat'ni'katels, heck I wouldn't mind a Kara kesh if someone could pull that off! A P90 will do for now, but I hope to Gosh that you're still working on your mods! Keep kicking ass either way, my dude :D :D :D
You sir are a god! This is the only teleport I've seen that teleports EVERTHING. Teleports you? check.(duh) Teleports npcs? check. Teleports dead bodies? Check. Teleports unconscious npcs from knockout frame work? check. Teleports objects? check. Teleports all of those things AT THE SAME TIME? CHECK. You have solved all of my niche problems and I love you. COME HERE AND GIVE ME A HUG YOU BEAUTIFUL BASTARD!
119 comments
I've been hard at work on the primary Stargate mod. It's been progressing quickly recently. That said, I've abandoned work on this fork of the Ring Platforms as they're not compatible with the newer ones in the primary mod. The newer rings utilize a Control Panel similar to those in the show. Due to the lack of a terminal, multiple platforms will be able to be placed in a single settlement. The control panel will affect the platform nearest to it, and require to be placed within a certain radius of the platform.
When you first place a platform, the first time you use the control panel will be to set that platform's access code. Each access code is 5 digits or less. That's almost 4000 different combinations. However, only 640 codes can be saved using my current 'network' system - 128 for each first 'digit' (128 being the size limit for arrays.)
No ETA though. Simply giving an ETA ensures something will happen to make you miss it.
November 18th:
Got a bit caught up in the Special Edition Skyrim TARDIS port. The update for this is still coming... eventually. Working on too many active mods at once.
November 9th:
Unless anyone can think of another place that could use a preset platform other then Goodneighbor, Railroad HQ, Institute, Boston Airport, or Diamond City, I'll be releasing the update in the next few days. (Have to fix one last bug with the presets, then comes the testing! ) Possible delay due to Dishonored 2.
November 7th:
Trying to work on four (main) mods concurrently. Keep losing track of things. Platforms have been placed at; Goodneighbor, Railroad HQ, Institute, Boston Airport, and Diamond City
Stargate;
-More effect fiddling. Lights On, Lights Off.
-Event Horizon will now 'eat' objects that try to go through an incoming wormhole. Including actors marked as essential.
-DHD progressing. Similar to the robot hacking perk, you can plug the Pipboy directly into the DHD to access the Manual address entry terminal (and a single 'saved' address, Earth. Since Text Replacement is impossible on the pipboy, can't have a proper list anywhere but SGC / other places with a terminal hooked up to the Stargate.)
-Improved Scripts, Stargate's ring spins much more smoothly now. And won't freak out if fed an invalid glyph number.
And if you're wondering what the fourth (the other three obviously being this, Stargates, and the TARDIS) main mod is... well, it's a settlement mod. It lets you set down a foundation, then automatically builds a furnished building on top of that.
October 27th:
Finally got the preset platforms working. Of course, it was something stupid that I should've caught right away. Now to come up with a system to re-lock them if they're 'destroyed' (ex. you blow up the institute/prydwen)
August 14th:
So... I've been working on a few things recently.
-Ceiling Mounted Platforms. This is considerably difficult to add, since the ceiling isn't likely to be the same distance from the floor in every situation.
-Preset non-settlement platforms. These platforms, located in places of interest (Goodneighbor, Institute, Prydwen, Railroad HQ, etc) require being unlocked via their Terminal before they are usable.
As they always exist, a proper list selection system can be used for them, keeping them separate from settlement based rings.
-Playing with alternate ways of selecting the destination, including a unique 4-digit numerical designation for each platform.
July 27th:
Been a while.
-Vault-Tec Platform that takes advantage of power being transmitted through the floors.
-PICTURE Snap a platform onto any kind of floor! Warning: may cause oddities with snapping to that floor after placing the ring platform.
-Reduced power usage to 24 so you don't need a fourth generator just to power the terminal when using vanilla generators.
eta: friday.
July 7th:
Odd. This post reset itself back to the original version?
-"Kind of a ring thing, comes with a dialer, you hit the symbols, it spins around and lights come on, it kind of flushes sideways..."
-SGC level 28 layout complete, cluttering commencing.
suddenly, my interest has been peaked.
For real though... huge SG-1 fan, and does anyone have a copy of that Carter Pack? The link is dead and Google is being completely unhelpful...
but idk if this modder will come back any time soon to work on this idea, it seems abandoned.
this mod however i could see it being used in survival mode because by default while in survival mode it restricts fast travel, so having something like this set in place would help fast travel issues, obviously you would have to establish a transporter per location prior to having the ability to use them.
interior settlement usage IF there is not a high enough ceiling for the rings to animate ... the animations will be buggy
works "Right Out Of the Box!" it's fun and USEFUL.. especially for LARGER settlements...
it's really BORING always fast traveling to the same spot in a settlement... maybe you want to work on something at the FARTHER end today...
THIS is Perfect! These Stargate Rings... Spooky though... I always remember the movie when i hear them...
I even Transported a Military Helmet... then i took an alternate route to check and THERE IT WAS sitting on the big white PAD!
It is nice to be able to Teleport to a "3rd" location in my settlements now.. thanks alot! Now I can choose between:
A) the ordinary PipBoy location using pipboy...
B) a DIFFERENT spot using 'Settlement Teleporters' .. (connects all yer settlements supply lines bonus)
C) and now this Stargate RINGS teleporter gives me a THIRD location (ie. will fit on a medium sized balcony of a Penthouse sometimes)
I have one of these Ring Teleporters on my prydwen 'Airship Player Home' I'm using a larger WHITE colored hexagonal platform there, and I have ANOTHER one of these ring teleporters in an Interior Bunker Settlement... they ALL show up on the selector and work Properly :)
NOTE!! You can use BOTH of these Teleporter Mods in the same Settlements at the same time... but if you DO they require totally seperate power lines/connections otherwise the Settlement Teleporter will lose function, BUT this Rings Teleporter terminal will start to piggyback also the OTHER systems MENU... so it is required if you use both of these mods together that they use seperate power 'grids'
or perhaps they had solar capture tech that is much more advanced than what we have today because their battery tech is using something that revolutionizes how much capture of solar gain you get, so the game actually feels like you need to provide resources to the power you are drawing off of, maybe even set up radioactive power source that can be taped into the soil, but i understand that would require using a robot or you would have to have insane rad resistance in order to get that job done, i just want a little more realism when it comes to the power source you are using.
but I hate always fasttravelling onto the vanilla PLATFORMS ooutside on the deck
I installed THIS 'Settlement Teleporter' on the INTERIOR deck of the Airship Player Home and now I can travel to INSIDE OF the Airship when I want to... as a BONUS the Settlement Teleporter also gives your Airship SUPPLY LINES with every other settlement that has a Teleporter...
Unlikely to be in the first release though, or rather not completed - I'll probably add them, but they'll be using vanilla animations instead of custom ones.
"Models sucked, textures sucked and the CK work isn't up to snuff."
"I guess with my skills at texturing and modelling improving as time goes on it feels bad by my higher standards. It's not the only mod of mine that's hidden (only 1 other, even older and much much worse than the Travellers)"
Ma'toks, Zat'ni'katels, heck I wouldn't mind a Kara kesh if someone could pull that off! A P90 will do for now, but I hope to Gosh that you're still working on your mods! Keep kicking ass either way, my dude :D :D :D
You have solved all of my niche problems and I love you. COME HERE AND GIVE ME A HUG YOU BEAUTIFUL BASTARD!