I have received reports (on this site, thanks in particular to SoNotASynth) that the latest update which added the "bash to switch colors" mechanic, more portalable objects, VATS mod, etc. ended up breaking at the last minute the quickkey shortcut to equipping/unequipping in the inventory menu that many people were used to using. It's my ultimate intention to let you use as many methods as are possible (menumode switch, quickkey trick, bash) given the (current effective) lack of a script extender or official key capture support to switch colors for maximum convenience, so I will look into getting this functionality back for you all, and maybe bringing to the table a few new control methods if that ends up being possible. If the two methods (quickkey trick and bash) end up being incompatible due to the extreme workaround nature of all this, it seems likely that you will be able to make your choice of controls via a workbench weapon modification in the near future.
Thank you very much to those of you who called this to my attention; detailed bug reports and feature feedback are what makes the (software) world go round! For the moment, the menu equip-unequip method is still there and the bash key method has proven itself a very fast and reliable one-key/button solution in my testing (if a bit silly at the moment because of the player's pained melee growl). Please let me know how that's working out.
Finally, those of you who really, really like gravity guns should be able to find a small little see-cret treat I've placed for you in the existing version which is a bit fun. If you Grab an object and hold it up in the air through the game's usual method for doing that (on PC, E double-bound for some silly reason), and then bash, and subsequently release the item you are holding, instead of dropping, it should shoot out where you are aiming and make a JunkJet like sound. Though there are many other challenges in engine to having something which works acceptably cleanly, this is a small step towards a gravity gun mod.
i had no idea the bash feature was added, my mistake lol, the updated mod description may have lagged behind the update. thats a wonderous addition, thank you
The vanilla game already had a similar feature, although with no sound. If you press R (Reload) while holding an item you picked up, it would shoot out with force depending on how long you hold down R.
It's likely the cell needs to reset with the mod active. Default takes 10 in-game days if not flagged as cleared in your game. if it is flagged as cleared it takes 30 in-game days instead. the timer for both reset if you visit (have the area loaded) before the timer is up.
Are the portals linked to the individual portal guns you have? I.E. If I have 2 portal guns and both are named differently, Portal Gun Renamed A will establish a 2 portal link, without affecting or replacing portals from Portal Gun Renamed B.
Or will duplicate portal guns just overwrite each other with a max of 2, despite modifications or renames?
For historical and technical but mostly user experience reasons (e.g. watch the surprisingly many videos where people don't realize that both colors of portal can be relocated and keep getting back into the freezer!), the Portal Gun is rigged to work with the one instance, and the portals are the global portals (not themselves instanced, so you should just get the two). A similar limitation to cheating appears with the NukaMon ball -- many people don't realize that going into God mode is generally the cause of the Nukamon stacking and getting lost while still within a session. So while this is less fun and I generally took pains to make sensible things global less as time went on with the mods to enable more possibilities for funny things behind the scenes and potentially in some limited cases NPCs using weapons against you, there are a few weapons that enable fast travel to places of memory. The most obvious mod that does this is Saltatory Conduction, which creates fast travel pairs of jumping nerve balls in a special cell in the Surgery basement when you use them in the real world. Obviously, it's a little slower and more dangerous to avoid and find the correct jumping ball, but it's part of the conceit. If you're on PC, it isn't of too much use, but the Xbox players who know object refs in the world they want to travel to can also use Form F From Address Space with the appropriate crouch state to summon a warp door to pretty much anywhere in the game. Of course the robe also jumps around (the base, didn't make patches) game but that isn't controllable.
I tried it, it works so long as you're in short range of both portals, with the exception of a cell load. Being over 4000 units away from the previous location can cause partial cell load, which it seems to interfere with at the end of the transport, causing a whole minute of nothing moving, unresponsiveness. Can play the entire Commonwealth without seeing much to any load issues, never seen a 1 minute (and longer) area load with a partial terrain display.
Portal distance with high quality textures and such, would recommend not using long distances, since the engine can only keep so much in memory and the garbage collection was never designed to handle so much data (dumping dead objects, removing unused textures), reloading new objects and textures, to be ideally stable. I did try short distances, within the 4000 unit range and it is fine, but going from say Red Rocket to Sanctuary is too far when you have a large amount of large textures in play.
Bash option only works if you don't have a bash weapon equipped, also saw the gun fire the wrong color of portal more than once, plus sometimes it missed the unequip/equip, possibly I did it too fast.
I had to disable it, shame, it looked like it would have been useful and fun.
May I use this mod in my Portal mod for Fallout 4? It would be a great reward for science! I will credit you in the mod and desc of course. It won't be in the mod itself, it will require people to download this mod or one of your collections with this mod in that collection.
Are the blue and orange portals supposed to put you in a minature pocket dimension platform that have glitched visuals and runnning into the walls of the area makes you exit the portals and delete portals created?
it installs and you can get the gun. but not of the methods seem to switch colors. so far i can only shoot blue that always dump to an orange portal in the meat locker in diamond city. broke my brotherhood of steel story line by accidentally sending Dansce to diamond city.
92 comments
Thank you very much to those of you who called this to my attention; detailed bug reports and feature feedback are what makes the (software) world go round! For the moment, the menu equip-unequip method is still there and the bash key method has proven itself a very fast and reliable one-key/button solution in my testing (if a bit silly at the moment because of the player's pained melee growl). Please let me know how that's working out.
Finally, those of you who really, really like gravity guns should be able to find a small little see-cret treat I've placed for you in the existing version which is a bit fun. If you Grab an object and hold it up in the air through the game's usual method for doing that (on PC, E double-bound for some silly reason), and then bash, and subsequently release the item you are holding, instead of dropping, it should shoot out where you are aiming and make a JunkJet like sound. Though there are many other challenges in engine to having something which works acceptably cleanly, this is a small step towards a gravity gun mod.
thats a wonderous addition, thank you
Are the portals linked to the individual portal guns you have? I.E. If I have 2 portal guns and both are named differently, Portal Gun Renamed A will establish a 2 portal link, without affecting or replacing portals from Portal Gun Renamed B.
Or will duplicate portal guns just overwrite each other with a max of 2, despite modifications or renames?
I've accidentally placed the Digitized Matter Uplink Interface inside of the Digitized Matter Uplink Interface.
I know of no possible way to get it back and open the external cloud storage again.
Please advise.
I had remembered something about Bethesda games: every storage has a physical opening somewhere.
I re-entered the cold storage, disabled collision with console commands, and there it is, a terminal with access, floating in the void.
I'm leaving this comment here in case anyone else made the same mistake.
Edit: there's a small container next to the freezer as well, I didn't see that earlier.
Portal distance with high quality textures and such, would recommend not using long distances, since the engine can only keep so much in memory and the garbage collection was never designed to handle so much data (dumping dead objects, removing unused textures), reloading new objects and textures, to be ideally stable. I did try short distances, within the 4000 unit range and it is fine, but going from say Red Rocket to Sanctuary is too far when you have a large amount of large textures in play.
Bash option only works if you don't have a bash weapon equipped, also saw the gun fire the wrong color of portal more than once, plus sometimes it missed the unequip/equip, possibly I did it too fast.
I had to disable it, shame, it looked like it would have been useful and fun.
GuruSR.
(Sorry it's a little late, I've been busy with real life).
In all seriousness, great mod. One of my favorites.