"Teleportation is awesome. It's like fast travel, but... faster. Maybe we should rethink this whole 'blow up the Institute' thing."

Settlement Teleporters



Molecular Relay



Minuteman Alert System



Institute Alert System



slaves

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-The Sole Survivor, probablyAre you tired of walking halfway across the Commonwealth every time your settlers see a vaguely menacing Bloatfly? Not charismatic enough to set up supply lines? Want the Minutemen to truly live up to their name? Or maybe Piper lives in Sanctuary, Cait's on Spectacle Island, and you just want more convenient booty calls. (I'm not here to judge) Teleportation can solve all of these issues - at a fairly steep setup cost.First you'll need to retrieve a schematic holotape from the Institute's Advanced Systems department. If that's... no longer possible... you can also find one which miraculously survived the explosion nearby. Quest markers will point you in the right direction. The tape contains a bit of backstory on the Institute's PERC project and grants access to the following devices:This smaller, specialized version of the Institute's Molecular Relay acts as a transport hub. All settlements with a powered Relay will share resources, even if no supply line has been set up between them. Using a connected terminal, the player can instantly teleport to any other settlement with a powered Relay - even if that settlement is in Far Harbor, Nuka World, or another mod's worldspace! As your Relay network grows, so will the defensive advantages they provide to each settlement.Want to automatically summon help during an attack? Connect this "turret" to a Relay and it will call for reinforcements when it detects an intruder. One Minuteman is teleported in per linked settlement. Of course, this requires a functioning Minutemen organization, so you'll need to complete Taking Independence before you can build these.Or, if you'd rather not have puny humans protecting yoursettlers, this "turret" will summon Gen-2 synths during settlement attacks. You'll need to have been made Director before the Institute is willing to contribute synths to your little settlement project. Between one and four will arrive at a time (that's all they can spare on short notice).Feel like double-dipping? A Sole Survivor who leads both factions can use both alert systems simultaneously.This mod uses the same workshop linkage system as vanilla provisioners, so it should be compatible with other mods which alter workshop behavior. If two settlements already have a supply line between them when a Relay is powered on, the provisioner will automatically be freed up to take other jobs.Occasionally a Relay will have difficulty registering itself when powered on. This can occur when other scripts are trying to access the workshop system at the same time (for example, when a number of Sim Settlements homes are being constructed). The Relay will keep trying until it succeeds, at which point the "powered on" animation plays.Up to 50 Relays can be active at a time - enough for every settlement in the base game, all DLCs, and a dozen or so from other mods.This mod is as lore-friendly as I could make it, given the premise. Seems plausible that the Institute would try to develop an energy-efficient teleporter for surface outposts.