I use the Red Wave Redux/Reloaded (?). Companions often take too long to come aboard when I want to 'sail' (fast travel) elsewhere, but they always end up with me at the destination.
From my experience, the game mechanics make companions always fast travel with the player, regardless of proximity; except for rare cases where 'custom' companions, like Heather Casdin for example, which are programmed to properly 'stay' if told do do so. (It's annoying how regular companions, when you don't want to 'dismiss' them, will still follow through cells or fast travel when you tell them to 'stay' somewhere.)
I'm curious about this mod because it seems to have more destinations.
I've only tested it with Deacon by going to Greygarden and the Castle. Both times, he doesn't immediately show up with you when you arrive. You have to explore before he spawns.
As a fan of the Red Wave fast travel (the most immersive in FO4 in my opinion) I have to say that I would prefer the less overpowered ship design of this mod compared to the original or The Red Wave Reloaded (what's I'm using) if there were not two problems, first that you don't need fuel (ok ...) and second, more important, that you cannot travel to Somerville Place which could be a compensation for the missing workbenches etc. compared to the other Red Wave mods.
Edit: I installed the mod for my new playthrough, and my biggest gripe now is the behavior of companions. In the other Red Wave mods they climb the boat normally but not in the Red Wave 2 mod where they only swim beneath the side. Seemingly the boat is not made accessible for companions? That's a bummer indeed.
Just wondering if this mod messes with precombines/previs or anything like that? Idk much about them but trying to avoid disabling them like the plague.
I don't think so but I can't completely guarantee that. It's almost entirely just adding objects (which should be safe), but there's a single "placed hazard" in far harbor that's been set to disabled. Don't know if that affects precombines/previs.
The line in the description that says you can travel to places that are on your map, but not yet discovered . . . does that mean like when you read a terminal entry and it gives you a map marker?
Unrelated to that, I hit up Far Harbor without having been there before just to test something, but the place where the boat is located is right in the middle of a vanilla shack on the water. Intended or something weird because I hadn't gone through the normal way of getting to FH?
Yup, it just checks IsMapMarkerVisible(). Honestly I forget if that was the easiest way or if I did it because it makes sense you could travel to anything you know the location of.
For the shack thing, I've never seen that happen before. Just checked in the creation kit and it looks normal, could be a conflicting mod.
Not sure, are you receiving a message when you try? Just double checked the script:
if(!LocationMarkers[to].IsMapMarkerVisible() && LocationMarkers[to] != LocationMarker05) ; Ignore requirement for Shamrock UndiscoveredMessage.Show() elseif(!Game.IsFastTravelEnabled()) FastTravelDisabledMessage.Show() else <does fast travel here>
So it stops you if you haven't discovered it yet (except for Shamrock Taphouse), checks the normal fast travel restrictions in the game (not things like whether you're in Survival but things like enemies nearby) and then sends you.
Turns out that there were some ghouls hiding in a house with no windows or doors. Had to tfc the cam to find them lol. Once I disabled them it worked fine.
Absolutely LOVE this Mod on the Xbox1; it's amazing!! I was just wondering if there was ANY possibility of steps being added to the inner side of the Boat (like Mr Nakano's), and when heading to the Bow/Prow? Just rather than having to jump when disembarking or moving to the upper deck? 😊😁
Glad you like it! Unfortunately I haven't played in a long time so updates will probably only come out if bugs are found. Adding a part also involves changing it in every location since it's literally just a bunch of boats that hide and show themselves, so even less likely to make changes like that if it's not to fix something haha. Thanks for the comment though, shows me that putting the mod on consoles was worth it.
I can't find the Red Wave at the Far Harbor port.... I have used the older versions of this in the past, but can't find it with this version. Do I need to do something first for it to appear?
Whenever you use a vertibird for fast travel, it'll land right on top of the fast travel point of any area. you can test this out using the settlement fast travel marker to make the vertibird land at a place of your choice (as long as it's an open area). maybe this is why the veribird is landing on the boat? as you moved the first travel point for those areas in your mod?
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I use the Red Wave Redux/Reloaded (?). Companions often take too long to come aboard when I want to 'sail' (fast travel) elsewhere, but they always end up with me at the destination.
From my experience, the game mechanics make companions always fast travel with the player, regardless of proximity; except for rare cases where 'custom' companions, like Heather Casdin for example, which are programmed to properly 'stay' if told do do so. (It's annoying how regular companions, when you don't want to 'dismiss' them, will still follow through cells or fast travel when you tell them to 'stay' somewhere.)
I'm curious about this mod because it seems to have more destinations.
Edit: I installed the mod for my new playthrough, and my biggest gripe now is the behavior of companions. In the other Red Wave mods they climb the boat normally but not in the Red Wave 2 mod where they only swim beneath the side. Seemingly the boat is not made accessible for companions? That's a bummer indeed.
Unrelated to that, I hit up Far Harbor without having been there before just to test something, but the place where the boat is located is right in the middle of a vanilla shack on the water. Intended or something weird because I hadn't gone through the normal way of getting to FH?
For the shack thing, I've never seen that happen before. Just checked in the creation kit and it looks normal, could be a conflicting mod.
if(!LocationMarkers[to].IsMapMarkerVisible() && LocationMarkers[to] != LocationMarker05) ; Ignore requirement for Shamrock
UndiscoveredMessage.Show()
elseif(!Game.IsFastTravelEnabled())
FastTravelDisabledMessage.Show()
else
<does fast travel here>
So it stops you if you haven't discovered it yet (except for Shamrock Taphouse), checks the normal fast travel restrictions in the game (not things like whether you're in Survival but things like enemies nearby) and then sends you.
Awesome work either way!! 👍