Is there a way to reenable disabled markers due to hostility? I angered the Brotherhood by doing Mass Fusion but got back in their good graces using Project Valkyrie but the markers remain disabled. So yeah is there just a simple command or something to get em back?
To forcibly enable a destination, you would use the command "CallQuestFunction [Quest] EnableFastTravel" using the following quest names:
zFTFQH_AcadiaManager
zFTFQH_CambridgeManager
zFTFQH_FizztopManager
zFTFQH_NucleusManager
zFTFQH_ParlorManager
zFTFQH_PrydwenManager
So in your case you would likely need to run the commands "CallQuestFunction zFTFQH_PrydwenManager EnableFastTravel" and "CallQuestFunction zFTFQH_CambridgeManager EnableFastTravel" in order to reenable the Prydwen and police department.
It's possible to just reenable the map marker instead, but using the mod's internal functions will also reenable fast travel from the location interiors.
This mod looks like a godsend. I always hated how I have to go trough three load screens to access the Prydwen's upper decks. Definitely going to use this is my future playtroughs.
Isn't that a base game feature? The ability to fast travel to and from Railroad HQ is what I modeled this mod off of. Heck, I even copied the message Bethesda used to let you know you've unlocked fast travel. If you're going to and from the old north church instead of the nearby lantern icon on your map, that would leave you with two load screens plus travel time.
I just notice because of other mod that you take away precombine info on the Pryden. You have unknown 14 in place. This for main deck. This ok? My other mod is putting info back. Should I load your mod after, or I dunno.
Order doesn't matter in that respect, since unknown 14 is the partial form flag. It tells the game to discard my mod's copy of the cell record and move straight on to the objects I put into the cell instead.
Sorry, my native language is not English, I rely on google translate, sometimes it's obscure. Thanks for the explanation, I already understand what this mod does.
I have a request but understand if you don't want to make the change. I could probably figure it out if needed but figured I'd ask first. Would it be possible to add fast travel to the interior of Vault 81? Just annoying to go through 2 load screens (the cave and then down the elevator) when visiting Vault 81.
I could probably work it into my plans for next week, honestly. Interior<->Exterior fast travel is pretty easy. In the case of vault 81, I'd add a new map marker named "Vault 81 Atrium", have it drop you in front of the elevator in the atrium, and then mark both peaceful vault 81 cells to allow fast travel back outside.
The only potential wrinkle I see is if Vault81Secret uses the same Location as the other two cells. If it does, would need to pull some additional shenanigans in order to prevent fast traveling out of a dungeon.
Edit: After looking at Vault 81's setup last night, that isn't a "probably" for next week, it's a "definitely." It would be simple enough to make that I would likely spend more time setting up the mod page here on nexus than I would spend making the mod itself.
I have a couple of conflicts with this mod. Both involve the UOF4P. The first is the Cambridge Police Dept. location. The main conflict here is the dungeon music is being put back in by your mod. The patch removes it. Not a huge deal there. I can edit that. However, the rest of the info is sorted differently.
Next, is the Commonwealth worldspace edit. You have an Unknown 14 tag in place. It conflicts with the patch and about 10 other mods I'm running. I can't really let your mod have final say, as it will screw up other mods I'm using that rely on that data. What should I do in this case? I'm tempted to just remove your edit and get rid of that conflict.
The first one is simple, as you noted, and is also resolved by a patch in Vish's Patch Hub if you prefer not to make your own.
The second conflicts with nothing at all, because Unknown 14 is the "Partial Form" flag and tells the game to discard any changes my mod makes to the worldspace and just move on to cells instead.
Either way works, the point of that flag is to make the load order for those cells irrelevant in a case like this. Since I don't do anything PRP specific, I would load PRP after this mod since the preferred load order location for it is at the bottom of the list.
I actually just updated the mod to remove the flag from the DLC cells. It appears to be misbehaving with those, and more research is needed. Just load this mod before anything else that edits those locations and you'll be good to go.
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I'll list mods that edit the same cells here here, along with their compatibility and resolution status.
Compatible Mods:
- Previsibines Repair Pack (PRP): Load PRP after frast travel from quest hubs.
Inompatible Mods:
- Efficient Fast Travel: Needs a patch to be built after further investigating how EFT works.
Redundant Mods:
- FO4 Fixes And Technical Enhancements (FATE Patch): FATE includes this mod in its entirety, so there is no need to install it separately.
This mod is compatible with (but should be loaded before) any mod that changes the following cells:
- DLC03Acadia (Acadia)
- DLC03Nucleus (The Nucleus)
- DLC04HubFizztopMountainInterior01 (Fizztop Mountain)
- DLC04HubOperatorLair01 (The Parlor)
So in your case you would likely need to run the commands "CallQuestFunction zFTFQH_PrydwenManager EnableFastTravel" and "CallQuestFunction zFTFQH_CambridgeManager EnableFastTravel" in order to reenable the Prydwen and police department.
It's possible to just reenable the map marker instead, but using the mod's internal functions will also reenable fast travel from the location interiors.
I have a request but understand if you don't want to make the change. I could probably figure it out if needed but figured I'd ask first. Would it be possible to add fast travel to the interior of Vault 81? Just annoying to go through 2 load screens (the cave and then down the elevator) when visiting Vault 81.
The only potential wrinkle I see is if Vault81Secret uses the same Location as the other two cells. If it does, would need to pull some additional shenanigans in order to prevent fast traveling out of a dungeon.
Edit: After looking at Vault 81's setup last night, that isn't a "probably" for next week, it's a "definitely." It would be simple enough to make that I would likely spend more time setting up the mod page here on nexus than I would spend making the mod itself.
Next, is the Commonwealth worldspace edit. You have an Unknown 14 tag in place. It conflicts with the patch and about 10 other mods I'm running. I can't really let your mod have final say, as it will screw up other mods I'm using that rely on that data. What should I do in this case? I'm tempted to just remove your edit and get rid of that conflict.
The second conflicts with nothing at all, because Unknown 14 is the "Partial Form" flag and tells the game to discard any changes my mod makes to the worldspace and just move on to cells instead.
Edit: since you're using the unknown 14 flag I assume we load this after PRP....?