FWE Alternate Travel Fix
⚪ Last updated 2017⚠️ Install Order · 2 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
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🔍 Analysis
- 👍 3.7% endorsement rate — high engagement, a strong quality signal
- 🏆 #54 of 437 Gameplay Effects and Changes mods in this game by downloads
📋 About This Mod
Fixes an issue where the motorcycle in FWE's Alternate Travel plugin becomes unusable.
If you use FWE - FO3 Wanderers Edition with the Alternate Travel option, you may notice that the motorcycle becomes unusable in certain cases. Most often this happens when using the alternate start feature of FWE (with any history other than Vault Dweller). It will also occur if the main quest in the Alternate Travel plugin gets reset in any way (either by changing mods or the console). This fixes that issue entirely!!!
See the screenshots for examples of how to tell when this bug has occurred.
Before anyone asks, this does not fix the issue where the motorcycle sometimes disappears. That is caused by cells resetting and FWE already contains a workaround (see its documentation for details).
Installation
Just install normally via FOMM or NMM as desired. Load order shouldn't matter, so long as this plugin loads sometime after "FO3 Wanderers Edition - Alternate Travel.esp" (which it should so long as you are using a current version of FWE).
Usage
All you have to do is click the motorcycle and select "Enable (Recommended)" if available. If it has already been enabled and the motorcycle isn't working properly (missing the options menu for example), just click "Disable" and then "Enable" again. That's it! The motorcycle is working again. This will not reset the amount of fuel installed or the odometer, however, when this bug occurs, those things are usually reset anyway! There's nothing I can do about that unfortunately.
Compatibility
Shouldn't conflict with anything at all. Obviously FWE with the Alternate Travel plugin is a requirement.
Technical Details
This bug in FWE occurs because certain quest variables must be set for the motorcycle to function. However, these only get set once and if they don't, you won't even be able to access the configuration menu for the motorcycle. They are set at the end of the quest where you exit the vault. So if you use an alternate start, the motorcycle is rendered useless. You could completely uninstall all of FWE, save, then reinstall it, but you will lose all FWE items in your inventory and storage. All I did was add a bit of code to a script that checks if these variables are set when you activate Alternate Fast Travel via the motorcycle menu. So none of your options will be overwritten unless this bug has occurred (in which case you will have lost all options for the motorcycle anyway). Modders can see the slight change by just looking at the script source code via FO3Edit or the GECK.
If you are uncomfortable with using my mod for some reason, you can also fix this bug in-game by opening the console and typing: <
📊 Mod Details
- Game
- Fallout 3 Mods
- Author
- DeJuanNOnley
- Version
- 1.0
- Downloads
- 1,572
- Endorsements
- 58
- Category
- Gameplay Effects and Changes
- Created
- 12/9/2017
- Updated
- 12/9/2017
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