About this mod
Allows you to build functional teleporters.
- Requirements
- Permissions and credits
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Translations
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- Changelogs
New and improved!
I wasn't content with any of the other teleportation mods, so I made one myself. Why walk, when you can
This is a breaking update of my previous Immersive Teleportation mod.
- Adds an NPC who has notes and detailed documents on how to build your very own teleporter within your settlements.
- Up to 10 teleporters per settlement, in up to 128 possible locations can be built, with a total limit of 128.
- Teleporters can be renamed¹ for better coordination when multiple teleporters are used within the same settlement.
- Power requirement can be adjusted, but the lower you set it, the higher doses of radiation you get.
- Works in any mod-added settlement², including locations like Home Plate.
- 4 teleporter models. The difference is purely visual, they all work the same way.
- Portable Recall Device: craftable at the Chemistry Workbench under Utility, allows you to teleport to a pre-defined location from anywhere. A teleporter must be selected as recall target before use. Device is usable only once.
- (Optional) Telelogistics system: Use teleportation technology instead of mutated cows to establish supply lines between settlements. Just build Telelogistics Units in your settlements, and use a connected terminal to connect them.³
- MCM Support. If MCM is installed, this mod can be configured from there.
- SMM Support. If SMM is installed, even if it's after Immersive Teleportation, the "Teleportation" menu entry will be managed by it.
- NEW: Power requirements, corresponding radiation damage, or both, can now be lowered, by installing the corresponding patches through the FOMOD installer.
- NEW: A "Quickstart" patch can be installed through the FOMOD installer. This makes all the crafting recipes be available from the get-go.
- NEW: Power Armor torsos can now be outfitted with an "Auto-Recall Module". This misc modification will automatically use a Portable Recall Device from your inventory (if you have a Recall Target configured), if your health falls below a certain threshold. This threshold is 20% by default, but can be changed either in the "Global Settings" at any teleporter, or through the MCM menu.
¹ Names can be selected from a pre-defined list only. If MCM is installed, 10 entries from this list can be set to any text.
² Some mod-added settlements contain player-home interiors in addition to the regular settlement space. Some of these aren't set up properly, so teleportation might not work in there.
³ The Telelogistics System is not available in locations like Home Plate.
You should come across a hint during the main quest; however, if you have already found Kellogg please view the spoiler below for details you may have missed.
Spoiler:
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There is a holotape next to Kellogg's terminal regarding a missing institute scientist.
If you prefer to just start up the mod and teleport right away and do not wish to deal with maps and quests, please see the spoiler below.
Spoiler:
To use the console to give yourself the holotape please enter the following:
This will give you the holotape, the journal, and some portable recall devices.
If you prefer to find the blueprints directly, the scientist that has the teleporter blue prints is located South of Gunner's Plaza, where the rails lead off the map, look for a dead Institute scientist near some train wagons. See screenshots.
Show
To use the console to give yourself the holotape please enter the following:
cqf praTeleportQuest cheat
This will give you the holotape, the journal, and some portable recall devices.
If you prefer to find the blueprints directly, the scientist that has the teleporter blue prints is located South of Gunner's Plaza, where the rails lead off the map, look for a dead Institute scientist near some train wagons. See screenshots.
NEW: Alternatively, you can install the "Quickstart" patch, and will recieve the recipes right away.
After installing the blueprints, a new submenu will appear in workshop mode under "Power". This menu contains the teleporters, as well as the Telelogistics Unit (unless you disabled it). Build at least two teleporters, either in different or in the same settlement, and connect them to a power supply. Then, activate the integrated terminal on one of them. Select "Remote Teleporters" to travel to another settlement, or "Local Teleporters" to travel to another teleporter within the same one.
Under the "Settings" submenu you can configure the the power requirement/player irradiation tradeoff, as well as name the teleporter. The naming function helps to tell local teleporters apart. Unfortunately, the names can't really be customized, thus you must select a name from the list that I have provided you.
Additionally, you can access the submenu "Global Settings" from here. It allows you to change the default power requirement of any newly-built teleporters, among other things.
NOTE: If you change the power settings, you will need to disconnect and reconnect the teleporter from the power grid (using the workshop or a switch or by turning off the generator, doesn't matter). This is an engine limitation of Fallout 4, nothing I can do about it.
There might be a minor problem if you use SimSettlements and the Telelogistics System.
The TLS can unassign a provisioner, if you are replacing a "normal" supply line with a TLS-based one. SimSettlements might not realize that this Settler is now unassigned. To prevent this, unassign the Provisioner first, and only then create the TLS supply line.
EXAMPLE:
Imagine you have a Provisioner walking between Sanctuary and Red Rocket. Now you want to use the TLS for this instead. You would now first build a Telelogistics Unit in Sanctuary, and another one in Red Rocket. And one terminal at either location, connected to the unit. Let's say you build the terminal at Red Rocket. Now you have to unassign the Provisioner. After the Provisioner is unassigned, you use the terminal at Red Rocket, select "[ > Telelogistics Control]", then "Establish new supply line", and select "Sanctuary".
Doing it in this order should be safe in either case. Otherwise, you will need to assign the former Provisioner to something manually.
If F4SE and MCM are installed, additional features become available:
- Teleportation and Telelogistics can then be configured through the MCM, instead of the in-game terminal menus. Said in-game menus can also be disabled for extra immersion.
- Up to 10 teleporter labels can be set to custom text (More precisely, the entries "Custom 1" to "Custom 10" can be renamed)
- The lists of workshops will be sorted alphabetically, instead of by creation date.
Special Thanks
EdmondNoir for the white pulowski teleporter model, the VR version, as well as the images in this mod page.