Fallout New Vegas
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DuskWulf

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DuskWulf

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About this mod

It's like the Transportalponder—except more functional and you don't have to go to Old World Blues for it.

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Description

Old World blues never sat right with me tonally so I always preferred to avoid it—and yet I loved the Transportalponder, it was a handy little thing, especially modded.

Now, I could just pop a copy of it into the worl and be done with it but a) It still goes to The Sink, and b) What fun would that be? I completely overhauled its functionality to be a point-to-point teleporter, similar to site-to-site teleportation in Star Trek.

Instructions


I'll first try and explain the point to point system a little more. It basically moves you between two points which are stored in the Pip-Porter. When you first find it and pick it up, it creates a point for you. If you were to walk a little ways away and pull the trigger, it would teleport you back to where you picked it up; pull it once more and it would teleport you back to where you first pulled the trigger. This isn't the only functionality, however...

Left Arrow Key/Aim + D-Pad Left — Selects the first point.
Right Arrow Key/Aim + D-Pad Right — Selects the second point.
Down Arrow Key/Aim + D-Pad Down — Sets your current location to the selected point.
Up Arrow Key/Aim + D-Pad Up — Toggles betwen four set modes.

To avoid accidental presses, the Pip-Porter must be equipped and drawn for these keys to work.

The set modes:

#1 — 1 and 2 both set automatically while teleporting.
#2 — Point 1 can only be set manually, whereas point 2 will be set whenever you leave for point 1.
#3 — Point 2 can only be set manually, whereas point 1 will be set whenever you leave for point 2.
#4 — Both points can only be set manually.

Where you find the Pip-Porter, you'll also find a Signal Booster. Dropping this in an interior will mark that interior as your current home interior, meaning you can teleport to it. This is the only interior you'll be able to teleport to. Due to triggers, teleporting to all interiors is blocked. This is the middle-ground between having no interiors teleportable or all of them, I think.

So let's look at an example...

You drop the Signal Booster in your cozy home and you set 1 to only be manually settable. Let's consider 1 as your home. You stand in a useful place (perhaps near containers for unloading) and set that location as point 1. Now, when you leave you can teleport back to exactly that position, you can then move around in your house before teleporting back to where you were (point 2). When you teleport back to your hosue again, you won't appear wherever you were when you left, you'll appear at the spot you set as point 1.

Finally, if you dislike the keys, they can be changed via the Pip-Porter.ini file found in the Config folder.

I'm looking into adding an MCM entry for this but I'm a little baffled as to how that works right now.

Hints

You can find the Pip-Porter somewhere near where those in power armour roam. You shouldn't have too much trouble. I'll tell you in the comments if you need direct guidance.

Requirements

New Vegas
Old World Blues
xNVSE/NVSE
JIP LN NVSE

Incompatibilities

None, unless a mod completely removes or totally overhauls the one interior I'm using.


Help


Where can I find the Pip-Porter, exactly?

Spoiler:  
Show
It's in the second Hidden Valley bunker (HiddenValleyBunker2). The Pip-Porter, Signal Booster, and story note are all on a hself. Since the Pip-Porter glows, you won't be able to miss them!

Why isn't this mod working for me?

I think this might be because on a mod-heavy loadout a lot of scripts run on the title screen. If you jump the gun and hit continue as quickly as possible—especially if you're using LStewieAl's Tweaks to remove the wait times—the scripts won't load because you're no longer in that menu mode. I think this is why Obsisdian/Bethesda had that delay in the first place, to handle things that needed to be done on the title screen. However, if you have a mod heavy loadout this can take even longer than the time they alotted depending on various factors. If you're having trouble with FAE or other, similar, scripted mods? Try waiting a little longer at the title screen.

My Other Mods

New Vegas DLC Begone (Pairs well with this mod.)
FAE - Full and Empty
Powered Pip-Pocket
Smooth Skipper
Wakey Wakey