I'm using the PipApps mod, that makes you use a PipBoy app to access Istitute teleportation, so no longer simple fast travel by opening the map and selecting the Institute icon. But is it possible to make the two mods work together? As the PipApps ports you to the original fast travel spot, if I remember it correctly. + for some reason in my old gameplay the app gives me error when trying to reach the Institute again. I've started a new game since and haven''t reached Institute yet, so no idea, if the error persists, or not. Some mods seem to not work properly after the NextGen update.
For reference: https://www.nexusmods.com/fallout4/mods/13295?tab=description&BH=0 this is the mod.
Thank you so much for this mod! I can see why Bethesda put the fast travel marker where they did, since I imagine loads of people would complain about having to take the elevator, but it's great to see this for us imuhsion sticklers!
So much nicer to abuse the teleporter on a "no fast travel" playthrough, although you could technically call teleporting fast traveling. Thanks for the mod.
"There's a delay as the script re-activates all the fast travel destinations, but just imagine it as the relay taking some time to recharge. Only takes like 5 seconds, depends on the destination."
Is the delay with this mod + the mod you were talking about? Or does the delay happen when using only this mod?
If I were to use a fast travel in survival mod that simply allows fast travel then would this script still be firing?
The delay is from the other mod, nothing to do with this one. Just mentioned it as a "immersion tip".
If you have fast travel enabled then you don't need the other mod. That mod is just to let you go from the institute to anywhere else while fast-travel is otherwise disabled.
This mod just changes where you arrive when you fast travel to the institute, so whether you are playing the game normally or in survival mode shouldn't matter.
I changed that part of my mod description now. Hopefully makes it more clear that I'm talking about the other mod.
Much more clear now, thank you. It's still just a tad hard to follow, I cleaned it up for you feel free to use it or not.
This mod combines well with Institute Teleportation for Survival Mode?, for immersive survival mode fast-travel. However using that mod causes a delay when you arrive in the Institute. They delay is caused by a script in Institute Teleportation for Survival Mode as it re-activates all the fast travel destinations, but just imagine it as the relay taking some time to recharge. Only takes 5 seconds, depends on the destination.
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For reference: https://www.nexusmods.com/fallout4/mods/13295?tab=description&BH=0 this is the mod.
There really is a mod for everything!
Is the delay with this mod + the mod you were talking about?
Or does the delay happen when using only this mod?
If I were to use a fast travel in survival mod that simply allows fast travel then would this script still be firing?
If you have fast travel enabled then you don't need the other mod. That mod is just to let you go from the institute to anywhere else while fast-travel is otherwise disabled.
This mod just changes where you arrive when you fast travel to the institute, so whether you are playing the game normally or in survival mode shouldn't matter.
I changed that part of my mod description now. Hopefully makes it more clear that I'm talking about the other mod.
It's still just a tad hard to follow, I cleaned it up for you feel free to use it or not.
This mod combines well with Institute Teleportation for Survival Mode?, for immersive survival mode fast-travel. However using that mod causes a delay when you arrive in the Institute. They delay is caused by a script in Institute Teleportation for Survival Mode as it re-activates all the fast travel destinations, but just imagine it as the relay taking some time to recharge. Only takes 5 seconds, depends on the destination.