That shouldn't be the case. Are you sure you aren't confusing the perk with Backtracker? Trade Routes is supposed to let you fast travel to settlements from other settlements freely. Perhaps you've always been near Goodsprings or somewhere while testing? Backtracker does in fact allow you to fast travel anywhere from anywhere, but has a cooldown which gets reduced by taking more ranks of the perk.
If it does turn out that Trade Routes is in fact allowing travel to anywhere from anywhere for free in spite of my testing, then that's a problem. It might also be possible that you have another mod interfering by re-enabling fast travel every frame after my mod already disables it, but I'm unaware of any that do.
No it was trade routes. I didn't even have the skill needed for backtracker. I tried to test it by walking away from goodsprings, so it must be a very wide radius if it was working as intended, it also didn't restrict where I could travel to, it wasn't limited to settlements/cities, I could go to any discovered marker.
I don't think I have any other mods that can affect fast travel except for stewieAItweaks but I have the option to disable fast travel disabled in that mod's ini. I'll try it on a fresh save, maybe there's some leftover scripts or something
You could try enabling the mod's debug printouts with 'SetDebugMode 1 modindex' (modindex is the decimal index, not hexadecimal) and seeing what is said in the console. The distance you can fast travel around a city is decently large now, in a 3x3 square radius of cells centered on the marker, but somewhere like Jean Sky Diving down the road from Goodsprings should be a decent enough distance. Being able to go to any marker is definitely wrong, though, but I'm not sure what would be wrong from looking at the code. If your own investigations don't turn up anything, I might have a test version of the mod for you to try.
Same issue (playing with TTW). At first fast travel is disabled, once I've reached a town I can FT to, and from, everywhere. I use the Starstruck courier automated Wabbajack modlist so maybe there's some incompatibility somewhere.
I reckon I either forgot about it, or it didn't have a region or something. I'll need to look at this again; it's been a while since I've even seen the code.
This issue should be indirectly fixed in the latest version, due to the new method of detecting being near a map marker. The only caveat is you must be in the same area as the marker itself, meaning inside Crimson Caravan, and the same goes for all other markers. However, it should now be near-impossible to have a marker you can travel to, but not from, and any marker can be added to city-travel simply by putting it in a formlist, now that I no longer use the not-always-available region system.
This is really good for an exploration style of playing with the limited fast travel option and also allows emergency fast travel to the other side of the map just in case a quest is located there.
Also in TTW, is the inability to fast travel to the Museum of History a design choice? As I think it could be considered a town as well as citadel, little lamplight and oasis. Especially little lamplight as there are no town on the northeast side of the map.
Ah, I guess I forgot those two! Not certain about Oasis or Little Lamplight, as they aren't really towns or otherwise places that traders seem to go often (Unprotected, basically), so it's not safe and unfortunately doesn't fit with the idea of the 'Trade Routes' perk.
Also, do you still have a copy of that TTW More Perks patch? I still have deadboy's old mod and I didn't know about that bug. i'm still fiddling with it to make it compatible.
The cities patch should probably still work, since I don't think it references anything TTW-specific besides the regions, and I highly doubt they've changed.
I made More Perks compatible with TTW 3.2 within the month that was released. I also fixed a few bugs over the course of using the mod, but I didn't keep track of them so I've forgotten what I actually did. I don't know if I'm allowed to release it, though, and I'm not sure how much longer I'll be using the mod for, since I'm planning to switch to Baddarkl's Perk Overhaul for my next playthrough.
Funily enough, I can travel to Crimson caravan but I can't travel from there. And would be good to add the Strip north gate and westside to the list. But for the rest I really like it, makes fast travel useful and not overpowered
Nice approach, a suggestion to maybe consider. How about a maximum travel radius/distance, for example instead of just traveling from Goodsprings all the way to Mojave Outpost you would first need to travel to say Primm then another trip from Primm to Mojave Outpost. With perks this range could be increased of course.
I considered doing something like this, but I wasn't sure how to display that. I wanted a ring around the player's marker to show that, but again, no idea how. If I start learning XML, I might look in to this again.
Wow, actually such a good a idea. Through my gameplays I always though fast travel didn't make you feel the immersion, but it was truly neccesary when a mission sends you to the other side of the map. So even if I tried to avoid using it, I've always ended up doing it. This is the perfect mod for that and I really want to thank you for doing it. Won't be install it for now since I'm mid-gameplay testing other mods and I need fast travel. Downloading it and endorsed
Sounds like a very good idea! I've found that avoiding fast travel has led to me discovering stuff I never knew about before, but when I have to get from one end of the map to the other, I depend upon it much more. I like this middle-way approach you take.
Does your mod affect how much ingame time goes by during fast travel? Also, do you know if changing the timescale will affect how long it takes?
My mod is still the vanilla fast travel, it just affects its availability. I don't touch the time it takes, and I don't think timescale affects it, but I could definitely be wrong, seeing as I hadn't used fast travel for years before developing this mod.
Something I noticed in FNVEdit is that you can take both perks together. Unless I'm missing something obvious, isn't the Trade Routes perk redundant once you have Backtracker? If this is the case, you could set it so that you need Trade Routes first, because otherwise it would unnecessarily take up a perk slot.
The Backtracker perk does restore the ability to travel anywhere, but it has a 3-day cooldown (Can be reduced to 1 day with all ranks), while travelling between cities is able to be done as many times as you want, with no limit. That still applies when you have the Backtracker perk, as even if you have a cooldown going, you can still city-travel, and city-travelling doesn't give you a cooldown.
I've thought about giving the perks a synergy, where if you have them both at max-rank, you can travel to a city for free from anywhere, but not back out? Or maybe back out, but it costs something? I don't know, I think it's alright where it is. Maybe once I make the fast travel events mod, it'll work with this to have city travel be totally safe, giving a decent incentive for taking it still, even if you're totally fine waiting until your cooldown wears off.
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Trade Routes is supposed to let you fast travel to settlements from other settlements freely. Perhaps you've always been near Goodsprings or somewhere while testing?
Backtracker does in fact allow you to fast travel anywhere from anywhere, but has a cooldown which gets reduced by taking more ranks of the perk.
If it does turn out that Trade Routes is in fact allowing travel to anywhere from anywhere for free in spite of my testing, then that's a problem.
It might also be possible that you have another mod interfering by re-enabling fast travel every frame after my mod already disables it, but I'm unaware of any that do.
I tried to test it by walking away from goodsprings, so it must be a very wide radius if it was working as intended, it also didn't restrict where I could travel to, it wasn't limited to settlements/cities, I could go to any discovered marker.
I don't think I have any other mods that can affect fast travel except for stewieAItweaks but I have the option to disable fast travel disabled in that mod's ini. I'll try it on a fresh save, maybe there's some leftover scripts or something
The distance you can fast travel around a city is decently large now, in a 3x3 square radius of cells centered on the marker, but somewhere like Jean Sky Diving down the road from Goodsprings should be a decent enough distance.
Being able to go to any marker is definitely wrong, though, but I'm not sure what would be wrong from looking at the code.
If your own investigations don't turn up anything, I might have a test version of the mod for you to try.
I'm going to see how it works on a new save
I use the Starstruck courier automated Wabbajack modlist so maybe there's some incompatibility somewhere.
I'll need to look at this again; it's been a while since I've even seen the code.
The only caveat is you must be in the same area as the marker itself, meaning inside Crimson Caravan, and the same goes for all other markers.
However, it should now be near-impossible to have a marker you can travel to, but not from, and any marker can be added to city-travel simply by putting it in a formlist, now that I no longer use the not-always-available region system.
Also in TTW, is the inability to fast travel to the Museum of History a design choice? As I think it could be considered a town as well as citadel, little lamplight and oasis. Especially little lamplight as there are no town on the northeast side of the map.
Not certain about Oasis or Little Lamplight, as they aren't really towns or otherwise places that traders seem to go often (Unprotected, basically), so it's not safe and unfortunately doesn't fit with the idea of the 'Trade Routes' perk.
Also, do you still have a copy of that TTW More Perks patch? I still have deadboy's old mod and I didn't know about that bug. i'm still fiddling with it to make it compatible.
I made More Perks compatible with TTW 3.2 within the month that was released. I also fixed a few bugs over the course of using the mod, but I didn't keep track of them so I've forgotten what I actually did.
I don't know if I'm allowed to release it, though, and I'm not sure how much longer I'll be using the mod for, since I'm planning to switch to Baddarkl's Perk Overhaul for my next playthrough.
If I start learning XML, I might look in to this again.
Does your mod affect how much ingame time goes by during fast travel? Also, do you know if changing the timescale will affect how long it takes?
I look forwards to trying this mod out!
I don't touch the time it takes, and I don't think timescale affects it, but I could definitely be wrong, seeing as I hadn't used fast travel for years before developing this mod.
Something I noticed in FNVEdit is that you can take both perks together. Unless I'm missing something obvious, isn't the Trade Routes perk redundant once you have Backtracker? If this is the case, you could set it so that you need Trade Routes first, because otherwise it would unnecessarily take up a perk slot.
That still applies when you have the Backtracker perk, as even if you have a cooldown going, you can still city-travel, and city-travelling doesn't give you a cooldown.
I've thought about giving the perks a synergy, where if you have them both at max-rank, you can travel to a city for free from anywhere, but not back out? Or maybe back out, but it costs something? I don't know, I think it's alright where it is.
Maybe once I make the fast travel events mod, it'll work with this to have city travel be totally safe, giving a decent incentive for taking it still, even if you're totally fine waiting until your cooldown wears off.