Great mod, nice balance between no fast travel at all and unlimited fast travel. I was wondering if there was a way to add mod-added settlements to the fast travel list?
Yes and no. You could add modded settlements to the formlists but the script only checks up to 36 entries in the formlists. I can fix that easily so it's not a problem. Then all you'd have to do is go into the mod however you like and add both the workshop for the settlement and the map marker for said settlement to the "SFTWorkshopList" and "SFTFastTravelAllowedList" formlists respectively.
Keep in mind that any added settlements must have matching index ids in the formlist, i.e. if settlement X's workshop id is 30 in the SFTWorkshopList, it must also be id 30 in the SFTFastTravelAllowedList. The script uses these specifically indexed ids to look up the proper map marker to add to the HC_FastTravelAllowedList from the base game. If they aren't correctly indexed then the wrong map marker for that settlement will get added to the list. 0-35 are already taken by all the base-game settlements minus Home Plate so they should end at index 36.
I'll upload a new version to add support for the aforementioned.
Nice lightweight travel mod, just wondering if it was possible to enable fast traveling to Far Harbor from the Commonwealth? As it stands (unless I screwed something up) you have to walk all the way to the Nakano Residence and take the boat like vanilla (I assume Nuka World is the same w/ the Red Rocket there).
Also, big thanks for the xEdit guide on patching in modded settlements! I just wanted to add a few things, cause it took me a while to work everything out even following your directions 100% (this is coming from the perspective of someone who absolutely hasn't used xEdit before):
1) (Assuming you followed the directions 100% to this point) if you get an error like 'Load Order FileID [xx] can not be mapped to the FileID for the file "[patchname].esp"'' when you enter formIDs into your patch's formlist, then try adding the settlement mod as a master to your patch .esp (rightclick the patch and click 'add master').
2) In-game, use the Settlement Fast Travel Survival Mod's holotape, then the update option.
just wondering if it was possible to enable fast traveling to Far Harbor from the Commonwealth?
I'll think about it.
As for the rest, the error you encountered seems to stem from the order in which the files are loaded. I've encountered it before and other times it's fine. But you're right. Make sure to add SFT as a master if you get the error.
Thank you so much for adding auto-detect for custom settlements! Can't wait to start a new save. I don't have too many custom settlements but I do have some so it makes all the difference. :)
You're welcome. Before, I didn't quite know how to automate the necessary data and add it to the lists, but after having updated my Skyrim class mod recently, I discovered a method of allowing me to do so using quests. I also enjoy scripting and the idea just popped into my head, so it was a fun little exercise to figure out.
Hello, I wanted to add Railroad HQ to the fast travel list. Would using the patch method for modded settlements you provided work for that if I just add it to SFTFastTravelAllowedList? Thanks.
This mod doesn't work that way I'm afraid. Even if you added that to the allowed list, it won't actually add it because it must receive a custom event (WorkshopPlayerOwnershipChanged) from the workshop script in order to add and remove the map markers to the HC_FastTravelAllowedList by first finding its location, then checking ownership status. At least that's how it would work with a vanilla Railroad HQ. If there was a modded Railroad HQ that had a workshop and everything set up properly then it could detect it, but otherwise, you're out of luck.
Emiral's - The Waterfront Not sure you will find a closer custom settlement to the Railroad HQ. I haven't used that mod yet, but since I do so much stuff with the Railroad it's on my short list.
work as intended and no complicate things. should add at least 1 fast travel point to nuka world like fiztop grille or station because theres no settlement untill the power back on but thats just my preference. endorsed.
Oh my mistake. I mis-read that. I thought you said "why does this work". It should work with any base game and DLC settlements you own. The script will detect when ownership of any settlement changes hands.
Certainly not. The CreationKit likes to throw in scripts that it considers dependencies and I usually remove them but I guess those slipped past me last time.
So this mod makes it so I can fast travel to settlements only that I have claimed correct? Would this be suitable for survival mode where fast travel is still restricted other then what your mod does?
I know this is asking a lot so I totally understand if it's a no, but would you ever consider a version that restricts your ability to fast travel outside of settlements? That way you can only fast travel from settlement to settlement. I know Journey is a thing but it's also riddled with bugs.
I looked into that one. It doesn't register Starlight as a settlement, breaks teleportation from the Institute, and might have a bizarre conflict with NPCs Use Items and/or Chemfluence by Zzyxzz (both of which I use) sadly... :(
Not trying to throw shade on other mod authors but I was asking you because the quality of your scripting looks really clean and tight.
Indeed. The Meatwadness is what won me over. By the way, I recommend updating to v1.08 as I discovered a minor issue. It was late/early morning when I worked on it so...
177 comments
Keep in mind that any added settlements must have matching index ids in the formlist, i.e. if settlement X's workshop id is 30 in the SFTWorkshopList, it must also be id 30 in the SFTFastTravelAllowedList. The script uses these specifically indexed ids to look up the proper map marker to add to the HC_FastTravelAllowedList from the base game. If they aren't correctly indexed then the wrong map marker for that settlement will get added to the list. 0-35 are already taken by all the base-game settlements minus Home Plate so they should end at index 36.
I'll upload a new version to add support for the aforementioned.
edit: Just tried it out and it works like a charm, thank you :)
Also, big thanks for the xEdit guide on patching in modded settlements! I just wanted to add a few things, cause it took me a while to work everything out even following your directions 100% (this is coming from the perspective of someone who absolutely hasn't used xEdit before):
1) (Assuming you followed the directions 100% to this point) if you get an error like 'Load Order FileID [xx] can not be mapped to the FileID for the file "[patchname].esp"'' when you enter formIDs into your patch's formlist, then try adding the settlement mod as a master to your patch .esp (rightclick the patch and click 'add master').
2) In-game, use the Settlement Fast Travel Survival Mod's holotape, then the update option.
I'll think about it.
As for the rest, the error you encountered seems to stem from the order in which the files are loaded. I've encountered it before and other times it's fine. But you're right. Make sure to add SFT as a master if you get the error.
Not sure you will find a closer custom settlement to the Railroad HQ.
I haven't used that mod yet, but since I do so much stuff with the Railroad it's on my short list.
Cheers
Your BA2 contains 2 scripts that overwrites F4SE original ones (Form & ScriptObject.pex). Was this intented?
Certainly not. The CreationKit likes to throw in scripts that it considers dependencies and I usually remove them but I guess those slipped past me last time.
I'll upload a version without them.
Edit:
Removed in v1.08b.
Not trying to throw shade on other mod authors but I was asking you because the quality of your scripting looks really clean and tight.
v1.07 has what you're looking for.
Nah, he's from some comic I can't remember the name of. But his Meatwadness and state of perpetual distress resonated with me.
Let me know if you have any problems.