[MOD] Travel Options

A curated forum for compatible and maintained mods. Users are unable to create new topics in this forum but can reply to existing topics. Please message a moderator to have your mod moved into this forum area.
Post Reply
jedidia
Posts: 201
Joined: Sat Sep 15, 2018 9:49 am

Re: [MOD] Travel Options

Post by jedidia »

Hazelnut, thanks a lot for picking up my slack!

I felt somewhat bad to abandon TediousTravel after so many people seemed to enjoy it so much, but I just couldn't afford the time this year. Seeing somebody with your dedication picking up the concept and providing a replacement is a relief to see! :D

User avatar
Ralzar
Posts: 2211
Joined: Mon Oct 07, 2019 4:11 pm
Location: Norway

Re: [MOD] Travel Options

Post by Ralzar »

Hey, so I ran into a slight problem with the mod.
shiptravel.PNG
shiptravel.PNG (75.86 KiB) Viewed 3242 times
This function is a pretty huge obstacle at times. Because you need to be able to use ships to get quickly from port to port, which acts as hubs to travel from.
And many times the message will not necessarily make sense. If you are in one port inland and you want to take a ship to another port inland, isn't the odds pretty good they're using the same river to reach the ocean?
If nothing else, maybe a setting for it?
At the moment I have to take a ship to an island to get out of the landmass, then take a ship from that island port back in to a port closer to my original origin point.


This would be so much easier if the game had rivers drawn in :D

User avatar
Ralzar
Posts: 2211
Joined: Mon Oct 07, 2019 4:11 pm
Location: Norway

Re: [MOD] Travel Options

Post by Ralzar »

Was watching a stream where the player followed a road into an invisible wall. I heard another streamer also mention an invisible wall.


https://www.twitch.tv/2dogamer/clip/Spu ... MartenWOOP



In Daggerfall region:
invisiwall.png
invisiwall.png (471.15 KiB) Viewed 3207 times

User avatar
haloterm
Posts: 391
Joined: Sat Feb 16, 2019 5:21 am

Re: [MOD] Travel Options

Post by haloterm »

Ralzar wrote: Thu Oct 01, 2020 7:11 am Was watching a stream where the player followed a road into an invisible wall. I heard another streamer also mention an invisible wall.
It would be interesting to know if these walls are caused by the Roads mod -- or if these barriers are caused by terrain mods and just get obvious when using the Roads mod.

Using the roads, one probably travels through areas which one would not visit otherwise at all, so maybe the barriers are there all the time, the roads just make us discover them... similar to "holes" in the terrain.

User avatar
Hazelnut
Posts: 3015
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: [MOD] Travel Options

Post by Hazelnut »

Using just my mods I don't have any invisible walls when I travel the road you indicated. Can you reproduce it Ralzar?
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

User avatar
Hazelnut
Posts: 3015
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: [MOD] Travel Options

Post by Hazelnut »

jedidia wrote: Tue Sep 29, 2020 11:55 am Hazelnut, thanks a lot for picking up my slack!

I felt somewhat bad to abandon TediousTravel after so many people seemed to enjoy it so much, but I just couldn't afford the time this year. Seeing somebody with your dedication picking up the concept and providing a replacement is a relief to see! :D
That's great to hear - that it's a relief for you. I wasn't sure if you would mind me doing it my way and making a competitor, but I figured after 6 months you had probably moved on from TT development. If you're interested, I was able to extend the DFU travel map as I advised you to do, this way I hope there's less maintenance to do if core changes are made. I reused some of the code from TT, mainly in the autopilot, but changed and added to it a lot.

Thanks for paving the way with TT!
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

imsobadatnicknames
Posts: 371
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [MOD] Travel Options

Post by imsobadatnicknames »

I'm still not sure if it was an issue with this mod, but I ran into something weird yesterday.

After exiting a dungeon, I initiated travel towards a nearby town, which got immediately interrupted by an enemy. However, I think the interruption didn't stop the time compression for the purposes of status calculations? What I mean is... after my travel got interrupted everything started moving at normal speed, but the Basic Magic Regen mod started regenerating my magic so fast that it was almost instantaneous, and I started getting a bunch of notifications from C&C like "Your [piece of clothing] is getting worn out" and "Your food is getting a bit ripe" a lot faster than they'd normally appear. I saved the game to show it here in the forums but for some reason every time I try to reload any save from after that happened i just get a black screen.
Attachments
SAVE159.rar
(230.98 KiB) Downloaded 157 times
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

User avatar
Ralzar
Posts: 2211
Joined: Mon Oct 07, 2019 4:11 pm
Location: Norway

Re: [MOD] Travel Options

Post by Ralzar »

imsobadatnicknames wrote: Sat Oct 03, 2020 12:57 am I saved the game to show it here in the forums but for some reason every time I try to reload any save from after that happened i just get a black screen.
That is very likely caused by a bug in C&C.
Not the time thing, but the black screen on load.
Try the solution here on the savegame you posted:

https://www.nexusmods.com/daggerfalluni ... 9?tab=bugs


Edit: Correction, the whole bug is my mod. I didn't check for null for an object that gets destroyed on transition. I'll have a new version of C&C out today that fixes it.

imsobadatnicknames
Posts: 371
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [MOD] Travel Options

Post by imsobadatnicknames »

Ralzar wrote: Sat Oct 03, 2020 7:15 am
imsobadatnicknames wrote: Sat Oct 03, 2020 12:57 am I saved the game to show it here in the forums but for some reason every time I try to reload any save from after that happened i just get a black screen.
That is very likely caused by a bug in C&C.
Not the time thing, but the black screen on load.
Try the solution here on the savegame you posted:

https://www.nexusmods.com/daggerfalluni ... 9?tab=bugs


Edit: Correction, the whole bug is my mod. I didn't check for null for an object that gets destroyed on transition. I'll have a new version of C&C out today that fixes it.
Ooooh so it all happened bc I left my camping equipment at the dungeon? Alright, thanks for the help.
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

User avatar
Ralzar
Posts: 2211
Joined: Mon Oct 07, 2019 4:11 pm
Location: Norway

Re: [MOD] Travel Options

Post by Ralzar »

A couple of odd behaviours with this mod I experienced today:

1: I was traveling and a Hunting Event popup happened with a standard YES/NO message box prompt. I pressed F, which made the message box close, but travel did not resume despite the travel UI still being active. I had to exit travel and the re-start it to get going again.

2: I am starting to suspect that some of the difficult to reproduce odd behaviour happening with TO only happens if you leave your mouse cursor over the travel menu during travel. This seem to keep something active which then breaks stuff like the code to pause travel sent from other mods.

Post Reply