This page was last updated on 26 February 2024, 11:38PM
Changelogs
Version 2.4.1
Removed erroneous usage of a WSFW function, which probably caused empty lists for people...
Version 2.4.0
By default, unowned workshops (except vassals) can no longer be teleported to. TLUs should also be unable to connect to such settlements. This is mostly relevant for SS2, if the Gunners take away a settlement. This can be re-enabled via the in-game settings or MCM.
Added code which should (hopefully) auto-fix problems with the lists of teleporters and TLUs.
Refactored parts of the code, especially the part about sorting workshops by name. What was I even thinking?
Overhauled the collisions of some of the models.
Added some more glowy bits to the compact teleporters, when powered.
Fixed the preview transforms of the compact teleporters.
Version 2.3.0
NEW: Power Armor mod "Auto-Recall Module"
NEW: Patches for less rads, less power requirements, quickstart mode
Added wireless versions of all the teleporter models
Added compatibility for the SS2 addon
Added patches for FIS and LWIS
Version 2.2.2
Added support for Canary Save File Monitor
Version 2.2.1
Tweaked the pulowski teleporter mesh somewhat. Hopefully the lights will no longer turn pink.
Version 2.2.0
Overhauled the meshes, they now have powered animations. You might have to pick up and place down the Pulowski teleporters if collision is wonky. You might also have to grab and re-connect the power line for the new mesh animations to update.
Added support for Virtual Workshops: disabled by default, but can be enabled in Global Settings or MCM
Centralized script properties to reduce script property data usage
Version 2.0.5
Fixed a potential issue with the Horizon patches
Version 2.0.4
Added support for Horizon 1.7. The 1.6 patch is still in the FOMOD
Flagged the patches (Horizon and VIS) as ESL
Removed an unused script property from Pulowski and Snowflake teleporters
Version 2.0.3
Added a function to "Fix Arrays", in case you uninstalled a workshop without removing the teleporters from it, or similar.
Version 2.0.2
The list of remote teleporters should now be accurate, and no longer display the same location twice..
Version 2.0.1
Fixed the mesh of the Scrap Kits in the Horizon patch. If yo don't use Horizon, you don't need this update.
Version 2.0
Merged Teleporters and Telelogistics into one ESL file.
When selecting a remote teleporter and there is only one in the target settlement, it will be selected right away. The list of teleporters at that location will only be displayed if there is more than one.
The portable recall device will now wait until you exited the pip-boy before teleporting you.
Followers will now be teleported if they are simply too far away from you, too, not only if they are in the wrong worldspace.
Telelogistics should now work in any workshop location which has a WorkshopID, and fail to work if the WorkshopID is -1
Removed face meshes of Dr. Jensen. I never planned him to have any custom face, but only now I figured out how to make him use the face of his template NPC.
Any newly-built teleporter will start with the label "Main", instead of "Teleporter 1"