Fallout 4

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Visit the institute when YOU want with a placed quest aware teleporter. Part of the SKK quest free OpenWorld series.

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Visit the institute when YOU want with a placed quest aware teleporter. Part of the SKK quest free OpenWorld series.


This is for folks who want to:
enjoy an OpenWorld experience without depending on tedious quest lines.
access the institute without using map fast travel.
access the institute after being kicked out. 

This is totally not for folks who are desperate to explain:
"bruh just console coc | moveto | watever"
 

Install this mod anytime before the institute is destroyed to place a teleporter in the CIT courtyard which transports you to the Institute concourse relay room and enables the emergency relay button to transport you back out. Whenever you want as many times as you like so you don't need to use quests or map marker fast travel.
 



USING THE TELEPORTER 

MQ206 Molecular Level: if not complete using the teleporter for the first time, a warning pops that completing faction main quests may be affected to allow bailout. If you want to access the Institute asap and do any of the faction main quests, best use Fast Start Institute which is 100% quest compatible.

Fast Travel: using the teleporter for the first time disables fast travel to and from the Institute in both survival and normal games for muh immersion. That persistent setting can be switched with a configuration button in the relay control room (see pics).

Relay Out: the emergency relay out button will work at any time to exit.

Helix Elevator: the slow institute helix elevator is bypassed so the top and mid level buttons just transport the player between them. If the player has already joined the institute and the elevator is enabled you can switch between the slow elevator ride and fast move with the configuration button in the relay control room.

Old Robotics: access is enabled and an up/down door set is added in Old Robotics (see pics) to bypass the one way ceiling diaphragm. The back door acess to Bioscience is unblocked for full sneak ingress and egress missions.

Unlocks: the Directors room doors are unlocked (use Open Anything to open any other locked or animated door).

Network Scanner holotape: the player is given the MQ206 Network Scanner holotape if they dont have one to help progress faction main quests, but no guarantees due to the vast number of possible game states. Don't use this mod if main faction quests are still a must do thing until you have completed MQ206 molecular level, there is even a built-in warning to remind you. 

MQ207 Institutionalized is started if not done and Shaun is still breathing. You can totally ignore it, use the fast teleport elevator, old robotics path or use the configuration menu to enable the slow helix elevator to switch back to base game. Choice !  It may take a couple of hellos to clear the dialog stack and Shaun will always path to the kids room as its a fixed conversation scene.


NOT USING THE TELEPORTER

If you travel to the Institute Concourse without using the access anytime teleporter (e.g. Molecular Relay, map fast travel, COC, MoveTo) the access anytime configurations are disabled and reverted to normal base game states to avoid interfering with whatever you are doing: fast travel, emergency relay button, helix elevator. Old Robotics doors are left enabled as they dont seem to interfere with anything.


CONFLICTS

This detects if SKK Fast Stop Institute or SKK 476 OpenWorld / Commonwealth of Decay are installed and disables itself with a warning as they duplicate the relay button and helix elevator override functions.

Whilst this does not modify/hack any base game assets or scripts, its functions will be affected by anything that does mess with the base game InstituteRelayButton [ 0016d060 ] InstituteEmergencyRelayButtonScript or DN136ElevatorMaster  [ 001a8d07 ] DN136_ElevatorNewScript.


CONSOLE CONFIGURATION


Spoiler:  
Show

To prevent any warning messages spoiling your flow [ set SKK_IAShowMessages to 0 ]

To switch fast travel without using the menu [ cqf SKK_IAQuest "SKK_IAQuestScript.SwitchInstituteFastTravel"  EnableValue ] ;; 0:Disable 1:Enable 

To switch Helix elevator override without using the menu [ cqf SKK_IAQuest "SKK_IAQuestScript.SwitchElevatorOverride"OverrideValue ] ;; 0:Use slow elevator 1:Use fast teleport buttons



PC manual installation

Install this mod anytime before the institute is destroyed, it is 100% new content and makes no changes to any existing content. As it does not touch any other stuff in your save-game, it has no load order needs.

Copy SKKInstituteAccess.esp and SKKInstituteAccess – Main.BA2 to your ...\Fallout 4\Data directory and add to Plugins.txt, or enable in the Bethesda mod menu, use a mod manger or however you organise. Even though some may get lucky, SKK does not support the removal of any CreationEngine mod from an active savegame. Those who know, know.

Yes you can ESL flag the ESP.


Known Issues

None


Tech Notes

This contains a bunch of script logic to detect the state of your game and switch the appropriate functions to enable happy coexistence with most conditions:

  • Did you use the teleporter to access the Institute, or another method  ?
  • Have you completed MQ206 for base game acess to the Institute  ?
  • Do you have a Network Scanner holotape to progress faction quests ?
  • Have you completed MQ207 to unlock the helix elevator ?
  • Have you been kicked out of the institute to lock base game access, helix elevator and activate the emergency relay button ?
  • Have you destroyed the institute to remove the teleporter from the CIT crater ?


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If you have read the comprehensive solution description and articles but still need support,
best to use the SKK Mods Discord channel discord://discord.gg/tgKNT77DC8
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