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TTW - More Map Markers

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Sessine
Posts: 34
Joined: Wed May 01, 2013 3:36 pm

TTW - More Map Markers

Post by Sessine » Sat May 25, 2019 5:39 pm


CAUTION: This mod WILL NOT WORK for Fallout: New Vegas without Tale of Two Wastelands

You DO NOT need the original More Map Markers mod, this port is entirely standalone
Summary

This is a port of More Map Markers for Tale of Two Wastelands 3.2 and above.This mod adds dozens of new map markers throughout places of interest in the D.C area and throughout the Capital Wasteland, which, just like vanilla map markers, are initially undiscovered at the start of the game.

It also modifies some existing map markers, or adds new markers in already existing big locations for convenience:
  • Adds a marker to the door of the Megaton House.
  • Adds a marker to the balcony door of the Tenpenny Suite.
  • Adds a marker to the Paradise Falls plaza.
  • Moves the Megaton marker to the door of Craterside Supply.
  • Moves the Rivet City marker to the door of the Marketplace, across the bridge.
Make All Original and New Markers Visible

Upon leaving Vault 101 for the first time, you will be prompted ONCE to download all map markers to the pipboy via a satellite transmission. This automatically adds the "Explorer Perk" for the new added map markers. ALL map markers in the Mojave & Capital wastelands, and all Fallout 3 + NV DLC worldspaces will have their map markers made visible, but undiscovered (so you know where they are, but you still have to travel to them to discover them and unlock fast travel to those locations.)

Enclave Map Markers

When the Enclave shows up during Fallout 3's main quest, new markers for Enclave locations and Points of Interest (like Camps or Vertibird Drop Zones) will become available for discovery. A second download prompt will occur, and again, you will be presented with a choice to make these visible upon accepting the transmission, or not, should you wish to discover them yourself.

Installation - With Mod Manager (Recommended)

Download the file and activate with the mod manager of your choice.

Installation - Manual (Not Recommended)

Extract the contents of the archive to the Fallout: New Vegas/data folder and activate the esp file using either the Fallout New Vegas launcher or mod manager of your choice.

Uninstallation

Uninstallation during an existing playthrough is NOT recommended. It may break your game or cause crashing if you remove the mod mid-playthrough.

To uninstall otherwise, remove via the usual uninstallation methods of choice for the mod manager you are using, or manually delete the files contained within the download archive.
Last edited by Sessine on Sun Apr 17, 2022 5:23 pm, edited 2 times in total.

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jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

Re: TTW - More Map Markers

Post by jlf65 » Sun May 26, 2019 1:42 pm

Thanks! I love this mod in Fallout 3, so I'm happy to see it ported to TTW3.x. Do you have a recommendation for the best NV marker mod? I've got about a half dozen, but not sure which one(s) to use.

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Sessine
Posts: 34
Joined: Wed May 01, 2013 3:36 pm

Re: TTW - More Map Markers

Post by Sessine » Tue May 28, 2019 9:48 am

I don't, no. I actually had a brief look around, and there don't seem to be that many mods for NV that actually add that many more map markers, and the mod's original author seemed very keen to ensure the implementation of this mod remained as close to the original as possible, so I elected not to create/merge any other map markers into this one.

However, I believe that the way the explorer perk works, it automatically enables ALL map markers it can find at the time that the perk is taken. Certainly many map markers added by A World of Pain also seem to be enabled. So I suspect that you can quite happily use other New Vegas mods which add map markers, and as long as you enable this mod AFTER installing those other mods, it should also enable all their markers too.

If you've already installed this mod, then it's probably simpler to just remove and re-add the perk via console command:

"player.removeperk 31de5"
"player.addperk 31de5"

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jlf65
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Re: TTW - More Map Markers

Post by jlf65 » Tue May 28, 2019 4:14 pm

Thanks, but I wasn't asking you to add any NV markers to it, just if you had a preference on NV map marker mods. :oops:

I generally use a mix of NV marker mods since there doesn't seem to be one all-encompassing marker mod for NV.

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V-Agent
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Re: TTW - More Map Markers

Post by V-Agent » Fri Jul 10, 2020 2:54 pm

Starting in NV the prompt to download the markers does not happen. It would be worthwhile for the trigger to also occur when stepping outside from Doc Mitchell's house in Goodsprings.

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jlf65
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Re: TTW - More Map Markers

Post by jlf65 » Fri Jul 10, 2020 5:56 pm

V-Agent wrote:
Fri Jul 10, 2020 2:54 pm
Starting in NV the prompt to download the markers does not happen. It would be worthwhile for the trigger to also occur when stepping outside from Doc Mitchell's house in Goodsprings.
That's a good point - does it trigger properly when going to DC the first time if you start in NV? If it triggers at that point, then it doesn't need to trigger on leaving the Doc's place. I might take a look at that myself.

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V-Agent
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Re: TTW - More Map Markers

Post by V-Agent » Sun Jul 26, 2020 10:43 pm

jlf65 wrote:
Fri Jul 10, 2020 5:56 pm
V-Agent wrote:
Fri Jul 10, 2020 2:54 pm
Starting in NV the prompt to download the markers does not happen. It would be worthwhile for the trigger to also occur when stepping outside from Doc Mitchell's house in Goodsprings.
That's a good point - does it trigger properly when going to DC the first time if you start in NV? If it triggers at that point, then it doesn't need to trigger on leaving the Doc's place. I might take a look at that myself.
Sadly no, it doesn't look like it. I tested this by teleporting from NV to DC, went to the vault and entered and exited the door. Arriving at the front triggered the ooohhh - wasteland! whiteout effect and dramatic music, but did not trigger the download locations, etc.

So unless it's triggered by the railway transfer part between the wastelands, it seems to mean that you need to start in DC for this mod to activate. I wasn't able to test the railway transfer at this time though.

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jlf65
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Joined: Wed Aug 10, 2016 9:10 pm

Re: TTW - More Map Markers

Post by jlf65 » Mon Jul 27, 2020 1:14 pm

V-Agent wrote:
Sun Jul 26, 2020 10:43 pm
jlf65 wrote:
Fri Jul 10, 2020 5:56 pm
V-Agent wrote:
Fri Jul 10, 2020 2:54 pm
Starting in NV the prompt to download the markers does not happen. It would be worthwhile for the trigger to also occur when stepping outside from Doc Mitchell's house in Goodsprings.
That's a good point - does it trigger properly when going to DC the first time if you start in NV? If it triggers at that point, then it doesn't need to trigger on leaving the Doc's place. I might take a look at that myself.
Sadly no, it doesn't look like it. I tested this by teleporting from NV to DC, went to the vault and entered and exited the door. Arriving at the front triggered the ooohhh - wasteland! whiteout effect and dramatic music, but did not trigger the download locations, etc.

So unless it's triggered by the railway transfer part between the wastelands, it seems to mean that you need to start in DC for this mod to activate. I wasn't able to test the railway transfer at this time though.
Hmm - I guess whomever did the TTW3 conversion didn't think of people starting in the Mojave. That will be a script change needed. I'll take a look at that the next time I'm restarting my run through, as I use the mod. I normally don't start in the Mojave, but it's still an issue that should be dealt with.

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V-Agent
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Re: TTW - More Map Markers

Post by V-Agent » Tue Jul 28, 2020 2:49 am

Cool. No worries.

I appreciate it.

MeToLee
Posts: 9
Joined: Sat Sep 26, 2020 10:33 am

Re: TTW - More Map Markers

Post by MeToLee » Sun Sep 27, 2020 3:01 am

why do we need such a mod explorer perk not working with ttw?

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