- Faction Housing Overhaul - Vault 81: Elianora enabled the same fast travel marker as part of this mod, so there's no need to use fast travel from vault 81 if you already use the housing overhaul. - FO4 Fixes And Technical Enhancements (FATE Patch): FATE includes this mod in its entirety, so there is no need to install it separately. - Vault 81 Player Home: TheSymianPhysicist also adds a map marker and enables fast travel from within Vault 81 in this mod.
If you need a specific combined patch, feel free to ask and I can probably make and upload it in short order. The same goes for asking about other mods not already listed here.
For some reason this stopped working recently. I opened everything up in xEdit but it didn't show any conflicts. I'm going to try just moving it lower in the load order but I've already opened up Vault 81 in this game, is there a way to force start the mod if it doesn't work?
Can you clarify what you mean by stopped working? Did the fast travel point vanish from an existing save? Is it not showing up when it should? Is the fast travel point showing up when it shouldn't? Is it not allowing you to fast travel out of the vault's interior?
Also, are you able to share what the console says when you use this command: sqv FTFV81_Vault81Manager All I need for this are the last few lines, where it says whether or not the quest is running.
Sorry, I mean that when doing the initial Vault 81 quest I don't get the notification after talking to the overseer that I can fast travel there and I can't fast travel from the atrium after taking the elevator down. It doesn't work and then stop, it just doesn't seem to start. This happened on the game before my current one as well bit I though it was because of something I'd added in an attempt to fix something unrelated that might have effected it. But that was uninstalled before this game.
The readout I get from the console says Enabled? No and State Stopped, with Current Stage and Priority both 0.
I recently uninstalled FATE mod because of the various problems it was causing, so I had to install this mod to return the FT ability. On this play-through I have already finished all of the V81 quests. Installing the "Hole in the wall" patch blocked the mod from working, like it wasn't able to see the quests had already been completed. After uninstalling the patch and leaving just the base mod, it works fine. So just a heads up to anyone wanting to use this mod and the quest requirement patch: Install the mod/patch before you finish the quest, or else the patch won't work.
The hole in the wall patch is built to only provide the reward if you save Austin. Did you save Austin during the quest? If so I'll need to look into that and update the patch accordingly.
Yeah, I gave him the serum, saved his life, got my room, syringer, etc. Prior to that quest, I completed all of the side stuff like fetching the cat, donating blood, and telling a story to the class. FATE mod was uninstalled prior to starting a new game, and I didn't notice the missing FT marker until I had already finished the missions in the vault. Found your mod, installed it plus the patch, didn't work. Uninstalled the patch but left the main file in place, worked fine.
I'm looking into this right now and I have a thought on what might have caused it. Is there any chance that you installed the main file first, and then came back and installed or enabled the hole in the wall patch later?
Is it possible to make a fast travel for Diamond City's "The Fens" area? Just infront of the gate. Diamond city and diamond city market being 2 separate fast travels even though theyre barely 5 meters from each other is bs. They couldve just made Diamond city be outside and market be inside
So it's kind of a really odd situation here. Fallout 4 and Skyrim both follow the same rules for cities with their own interior worldspaces, which are pretty basic:
The fast travel marker for the city takes you to just inside the front gate
Important points of interest in a city may have their own marker
Skyrim, on the other hand, has a third rule: cities have stables outside the gate, which are also used as destinations for carriages.
Now for FO4, we have some consistency issues. There are only two "cities" with their own worldspaces, and only one of those has more than one map marker. Goodneighbor has a ton of nearby map markers, which makes the lack of a stable equivalent rather meaningless. Diamond City, however, has two map markers very close together and then nothing relevant nearby.
Amusingly, I have a working file named "DiamondCityMarker.esp" that's in my load order right now, that's been there for a while. I've been trying to pick a decent way to handle the discrepancy, because stacking map markers is just as wrong as moving the normal "Diamond City" map marker to the outside would be.
I've encountered that glitch when you gain entrance to the vault by persuasion, instead of paying the 3 cores, and the vault doors later become inaccessible. The first time it happened I just went back to an earlier save. It has happened again, but it has been so long in-game since returning to the vault that a helluva lot of progress would be lost. Fast-traveling into the vault is an excellent bypass that even feels game-normal. I'm playing SS2 and a certain major event at the vault hasn't happened yet, but from a vague memory of before, I have hope that fast-traveling should make it jump over that hurdle.
Still bemused that there hasn't been a fix for that door problem, either by Bethesda or enterprising modders. Not one I have found, at any rate. Must be a good reason.
I cracked this open with xEdit as I normally do for new mods and noticed that The Fens Sheriff's Department - Bleachers 2 makes some edits to the same files. Wondering if you had any input on it, would it be best to run your mod before or after? FSD is an esm btw.
I just checked, and you should be fine. That section of the Location record gets merged at runtime, which is why it vanishes if you tell xedit to only show conflicts.
Hey Glitch, any idea why it was cut? Seems odd. I wonder if it's to do with Curie - specifically her dismissal hangout in the lobby? Could she get lost if sent to the main vault - i.e. to a cell that's via a lift and isn't a first-interior from outside like the lobby is? Or if there's some issue with her getting stuck or simply a bit of a nuisance to find again if left wandering around the vault? If not, I'd imagine some (like me) interested in using your mod who have her as a frequent companion would prefer her defaulting to the atrium too rather than the lobby. Plus it'd seem less mean to leave her there between trips. If moving her is possible it'd make more sense to add it to the quest version. Cheers.
I'm fairly certain that it was cut for design reasons rather than technical reasons. Vault 81 has a fair amount of cut content associated with it, and this is not the only mod that restores the fast travel point.
I can tell you that even with the elevator issue, NPCs can path to and from the vault. That's because the travel package (and others that work similarly) will teleport an NPC to the destination if it takes too long. That said, I'm not familiar enough with the follower system to feel safe tampering with an NPC's return home option, doubly so with Curie since she has some extra complexities tied to using multiple base actors.
Looks like it shouldn't conflict. Both this mod and that one leave the original quest alone and just listen in to what happens by checking quest stage info from the outside, which is generally the most broadly compatible way to handle things.
Fo4edit shows a conflict between your mod and Vault Empire; specifically, with the Vault 81 trade post settlement. I'm still learning my way around fo4edit, but if I understand things correctly, these mods should work fine if the settlement loads second. Still, I thought you might want to take a look to be sure.
I've uploaded a patch and updated the compatibility post accordingly. If you're curious about what would happen when using them together without a patching, it depends on load order:
If you had this mod above vault empire, the result would be that vault empire works fine, but if you fast travel from another interior (such as railroad HQ) to the interior of Vault 81, the map would show the player in the wrong place.
If you had vault empire above this mod, then it would have broken the settlement entirely as a result of removing keywords the game uses to set up settlements.
Nice work. I restored a ton of markers that made sense and this is one of them. I based mine solely off of saving Austin so no pex was necessary as I enabled parent V81PCRoomMarker [REFR:001A948A]. Maybe just consider making the two separate versions standalone and time the second to the marker that way they don't have to have 2 separate files and the second won't need a BA2.
That's one way to handle it, but I would still need a script to finish up the mod since I would want to display a message about fast travel to and from the location, the same way the game does for other interiors with fast travel.
I already have a loose files alternative for people who are at the ba2 limit, and the light plugin limit is so high it takes actual effort to hit. (Seriously, if you have over four thousand mods, a tiny override that changes a couple of script properties on a quest is probably the least of your concerns)
Sounds good, buddy. I have an issue with one map marker that I wanted to make. I have one successfully going from FH to Diamond City because I use Home Plate with no issues. When I had it going to Home Plate, itself, the worldspace map would not update and still showed The Island map instead. I don't know of any other instances to look into that would be from one worldspace to and interior cell of another. DC works fine because it's a worldspace of its own and acts as pseudo external. You wouldn't happen to know anything about that teleport transition, would you?
Open up the Location record for Home Plate, ensure "World Location Marker Ref" is pointing at an object in the appropriate location on the map, and then tick the checkbox labeled "Interior cells use ref location for world map player marker." That will ensure that the player's map marker is on the appropriate portion of the map, and is how the marker is handled for the railroad HQ interior cell.
I will give it a look, thank you! BTW, I'm using a modified version of Home Plate Urban Style. I also see some strange issues where companions leave the cell when I go into workshop mode, and then come right back in. I suspect this is because he didn't modify the original HP cell and created a whole other one.
I just noticed some location edits with vault 81 that conflict with your mod and the UFO4P. I'm guessing you already know this, since you got one of your unknown tags implemented. Just want to make sure. :)
Actually, it's even more interesting than that. A big part of the Location record is just automatically merged at runtime. That said, if you know of any mods that edit the location and don't have Unknown 11, I'd love to hear about them because that is not merged and my mod needs to load after them. (Not that losing the flag is a horrible thing, it just means that if you, for example, fast travel from inside Railroad HQ to Vault 81, the map marker wouldn't move to follow you)
37 comments
I'll list mods that people ask about here, along with their compatibility and resolution status.
Compatible Mods:
- SKK Fast Start new game: No special load order necessary.
- Unofficial Fallout 4 Patch: Load this mod after the unofficial patch.
- Vault Empire - Vault 81 Trade Outpost: Use the patch in optional files. The patch is compatible with both the ESP and ESL versions of vault empire.
Redundant Mods:
- Faction Housing Overhaul - Vault 81: Elianora enabled the same fast travel marker as part of this mod, so there's no need to use fast travel from vault 81 if you already use the housing overhaul.
- FO4 Fixes And Technical Enhancements (FATE Patch): FATE includes this mod in its entirety, so there is no need to install it separately.
- Vault 81 Player Home: TheSymianPhysicist also adds a map marker and enables fast travel from within Vault 81 in this mod.
If you need a specific combined patch, feel free to ask and I can probably make and upload it in short order. The same goes for asking about other mods not already listed here.
Also, are you able to share what the console says when you use this command:
sqv FTFV81_Vault81Manager
All I need for this are the last few lines, where it says whether or not the quest is running.The readout I get from the console says Enabled? No and State Stopped, with Current Stage and Priority both 0.
Thanks.
StartQuest FTFV81_Vault81Manager
Diamond city and diamond city market being 2 separate fast travels even though theyre barely 5 meters from each other is bs. They couldve just made Diamond city be outside and market be inside
- The fast travel marker for the city takes you to just inside the front gate
- Important points of interest in a city may have their own marker
Skyrim, on the other hand, has a third rule: cities have stables outside the gate, which are also used as destinations for carriages.Now for FO4, we have some consistency issues. There are only two "cities" with their own worldspaces, and only one of those has more than one map marker. Goodneighbor has a ton of nearby map markers, which makes the lack of a stable equivalent rather meaningless. Diamond City, however, has two map markers very close together and then nothing relevant nearby.
Amusingly, I have a working file named "DiamondCityMarker.esp" that's in my load order right now, that's been there for a while. I've been trying to pick a decent way to handle the discrepancy, because stacking map markers is just as wrong as moving the normal "Diamond City" map marker to the outside would be.
Still bemused that there hasn't been a fix for that door problem, either by Bethesda or enterprising modders. Not one I have found, at any rate. Must be a good reason.
I can tell you that even with the elevator issue, NPCs can path to and from the vault. That's because the travel package (and others that work similarly) will teleport an NPC to the destination if it takes too long. That said, I'm not familiar enough with the follower system to feel safe tampering with an NPC's return home option, doubly so with Curie since she has some extra complexities tied to using multiple base actors.
Great job
Fo4edit shows a conflict between your mod and Vault Empire; specifically, with the Vault 81 trade post settlement. I'm still learning my way around fo4edit, but if I understand things correctly, these mods should work fine if the settlement loads second. Still, I thought you might want to take a look to be sure.
-RSM
If you had this mod above vault empire, the result would be that vault empire works fine, but if you fast travel from another interior (such as railroad HQ) to the interior of Vault 81, the map would show the player in the wrong place.
If you had vault empire above this mod, then it would have broken the settlement entirely as a result of removing keywords the game uses to set up settlements.
I already have a loose files alternative for people who are at the ba2 limit, and the light plugin limit is so high it takes actual effort to hit. (Seriously, if you have over four thousand mods, a tiny override that changes a couple of script properties on a quest is probably the least of your concerns)