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

Re: [UPCOMING MOD] Travel Options

Post by Ralzar »

That said: I do not mind a popup saying an encounter is happening.

Simply a “Your journey is interruted.” or similar if you fail the check.

yabay
Posts: 149
Joined: Wed Aug 14, 2019 11:32 am
Location: Russia

Re: [UPCOMING MOD] Travel Options

Post by yabay »

.
Last edited by yabay on Mon Jun 21, 2021 7:35 am, edited 1 time in total.

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

Re: [UPCOMING MOD] Travel Options

Post by Ralzar »

Actually, what would be really handy for C&C and other mods (and vanilla effects) would be for the floating yellow text to not be disabled/staggered during travel.
TT currently just displays all messages produced during travel when you stop.

User avatar
Hazelnut
Posts: 3016
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: [UPCOMING MOD] Travel Options

Post by Hazelnut »

Oh, yes that's an issue without having the entire HUD enabled as you travel. I was just implementing an alternate method but hadn't thought of those messages. Thing is at high time acceleration they would vanish instantly anyway. Will need to take another look at that.

FYI I've now updated the first post with the new encounter avoidance details and settings.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

JarekStorm
Posts: 15
Joined: Tue Jul 28, 2020 11:39 am

Re: [UPCOMING MOD] Travel Options

Post by JarekStorm »

I’m really looking forward to this one! I enjoy exploring the vast open world but also like to be able to get long distance quests done in a timely manner. The ability to decide which form of fast travel to use will be amazing! Thanks in advance :)

User avatar
Hazelnut
Posts: 3016
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: [UPCOMING MOD] Travel Options

Post by Hazelnut »

Updated the first post with road mod integration details and also documented the presets.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

User avatar
Hazelnut
Posts: 3016
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: [MOD] Travel Options

Post by Hazelnut »

See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

yabay
Posts: 149
Joined: Wed Aug 14, 2019 11:32 am
Location: Russia

Re: [MOD] Travel Options

Post by yabay »

.
Last edited by yabay on Mon Jun 21, 2021 7:38 am, edited 1 time in total.

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

Re: [MOD] Travel Options

Post by imsobadatnicknames »

Glad to see this finally released!
Though, I think maybe the nexus page should specify somewhere that this is for version 10.26+, as I assume there are probably people out there who check the nexus but don't really follow the forums and that info should be made accesible for them too
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
Hellmasker
Posts: 38
Joined: Wed Jul 31, 2019 9:55 pm

Re: [MOD] Travel Options

Post by Hellmasker »

As cool as the mod is, I seem to fall into the void on pretty much every travel... even on the base acceleration of 10...

I somewhat doubt it has to do with the mod itself... maybe it conflicts with something else, I dunno....
Asgar Hellmasker, Silencer of the Dark Brotherhood

Post Reply