nyaalich Posted July 5, 2014 Posted July 5, 2014 View File Cheat mod that will allow you to purchase or simply take a train ticket to or from each wasteland and transport you into the train. Use it to verify that you've installed TTW correctly, because you have to constantly create new characters for testing or some other reason, or because you feel like being a dirty, dirty cheater. If you start in the Capital Wasteland, the [TTW Train Pass] is added under the Aid menu of your pip-boy after you have exited Vault 101 and the Following in His Footsteps quest has started. The DC to Goodsprings option will only display if you have completed Doc Mitchell's Ain't That a Kick in the Head quest. If you start in the Mojave Wasteland, the [TTW Train Pass] is added under the Aid menu of your pip-boy after you have finished Ain't that a Kick in the Head. NOTE: If you transport from DC to Goodsprings or from NV to Vault 101, the travel does not account for time the way that the train ride, which takes two weeks, does. It is instantaneous. Additionally, a ticket is NOT added to your inventory if you select one of these options as that you are effectively skipping the train. Vault Girl Images are NOT included in this mod. If you're interested, download the Complete Vault Girl Interface mod by tragiverse. Submitter nyaalich Submitted 07/05/2014 Category Other Requires NVSE 4+
Loogie Posted July 6, 2014 Posted July 6, 2014 Tsk, tsk. Seriously, though, this will help out a lot, especially so I can run over to NV at the beginning of things and drag back companions/get decent weaponry for testing.
nyaalich Posted July 6, 2014 Author Posted July 6, 2014 Up to you if it's cheating for cheating or if it's legit for testing purposes/however you justify it. They keep on moving it, so I can never find the fucking train station. Also, tgm or insta-death. X P
Loogie Posted July 6, 2014 Posted July 6, 2014 2.4 was the last move, they wanted to put them into non-vanilla buildings. They should be staying where they are forever.
maybenexttime Posted July 6, 2014 Posted July 6, 2014 Interesting, I did think going from FO3 to NV was tedious. So I always had to "coc goodsprings".
Guest tomm434 Posted July 7, 2014 Posted July 7, 2014 Interesting, I did think going from FO3 to NV was tedious. So I always had to "coc goodsprings". you can't play normal Vegas after that - for instance there are no people on Strip or Great Khan just standing in Goodsprings cemetery.
nyaalich Posted July 8, 2014 Author Posted July 8, 2014 v1.1 (7/8/14) -Added options to go directly from DC to Goodsprings and from NV to Vault 101's entrance...cause it kind of defeated the purpose of the mod if you bypassed muties on the way to NV but then had to deal with them as soon as you came back if you were still low level. -.-'
shardoom Posted July 11, 2014 Posted July 11, 2014 If you don't use the train at least once the vegas half of the game will be completely borked. You need the train to make 'ain't that a kick in the head' (chargen quest) to fire off. If not you'll end up with a game that break everytime you head near docs office, random statue khans at GS cemetary and a ghostly empty strip.
nyaalich Posted July 11, 2014 Author Posted July 11, 2014 Indeed. That's why in DC you're only presented with the option to go to the train (by train station, it means you're teleported in front of the switch that you pull in the train to go to NV). You only get the option to go from DC to Goodsprings after you finished the intro w/ Doc Mitchell.
shardoom Posted July 11, 2014 Posted July 11, 2014 Cool cool, I haven't used this mod nyaa, just wanted to make sure you were aware. Nothing negative meant by my post.
nyaalich Posted July 11, 2014 Author Posted July 11, 2014 That's cool. Thanks for bringing it to my attention. I've made the mistake of jumping from DC to NV before. And in case you'd prefer a more WTF/Lollerskates experience...
shardoom Posted July 20, 2014 Posted July 20, 2014 Does your instant travel options update the TTWFunctions specific variables nyaa? I ask because I only really became aware of these yesterday, a mod I'm using Chucksteels followers go home, uses a varibale called bInDCWasteland and bInNVWasteland which in turn are controlled by the TTWFunctions quest/script. I've tried to make a short little script that can be attached to doors etc for mods that add in extra ways to travel between wastelands, unfortunately my scripting abilities are rather noobish. Tried asking for help over there too but, it didn't go so well. Basically though if these variables aren't set the game should play fine, till you meet an instance where a script needs to know that variable. Looking at it in edit it doesn't happen very often, although they have altered Boones script to use it.
nyaalich Posted July 20, 2014 Author Posted July 20, 2014 It doesn't change those vars, but the vars are updated a second or two after you're in the new Wasteland. The options that appear in the menu are based on what the value of one of the variables is (I'm only checking that the appropriate one is equal to 1 rather than the one you're in is 1 and the one you want to go to is 0, if that makes sense). This mod uses "moveto" rather than coc, which does seem to bork! bork! bork! things up. Haven't opened up the Between Wastelands Home (don't recall the name atm), but the train electricity panel switch does have a transport to in its edit window. Doors work that way too. You select the cell and the place in that cell that you want the person to move to. That's the extremely half-ass explanation. Hopefully that helps a teeny tiny bit?
shardoom Posted July 20, 2014 Posted July 20, 2014 Oh no no Nyaa, I've already made stuff like that. Infact I hacked apart the aborted zeta crew new vegas expansion and turned it into an optional new vegas embassy for the main file (threw a load of the zeta crew addons together first, then decided they should have a presence in vegas. So once I pick up the platinum chip I can go back to one of the guys and they'll construct me a fancy shamncy embassy on the strip... Looks kinda cool) My other one if basically just Baja and Booty bay connected together by one of REZ's big ships. But that works for cross country travel in my game too, once again only after an initial trip to vegas has been made though. What I was worried about is just because I'd linked them with a simple door, that the vars weren't updating, however my script seems to be working now, it just doesn't update immediately. Once I set foot in either of the actual wastelands the options are fine, while I'm in space or at one of the beach resorts it displays the options for whatever wasteland I was in last. I guess that's good enough for me though, this has given me a headache. lol
nyaalich Posted July 20, 2014 Author Posted July 20, 2014 Oh that's cool. Yeah. After you teleport in mine, I was concerned at first too because the pre-teleport options displayed. Gave it a second or two, and then it updated to the correct options for that particular wasteland.
shardoom Posted July 20, 2014 Posted July 20, 2014 Yep, I just checked out the halfway house mod, non scripted travel but the variables seem to update anyway. Gah, sooo many hours wasted on a problem that doesn't seem to exist. lol Oh well, you live and learn. lol
nyaalich Posted July 20, 2014 Author Posted July 20, 2014 And you hopefully bang your head on the table a few less times next time. I spent hours trying to figure WTF I did wrong when I threw together this mod. Turns out that one of the old TTW mods I had got bugged with 2.6. Not my fault = awesome. Time wasted figuring that out = goddamnit.
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