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.
[MOD] Travel Options
- Ralzar
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Re: [UPCOMING MOD] Travel Options
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Last edited by yabay on Mon Jun 21, 2021 7:35 am, edited 1 time in total.
- Ralzar
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Re: [UPCOMING MOD] Travel Options
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.
TT currently just displays all messages produced during travel when you stop.
- Hazelnut
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Re: [UPCOMING MOD] Travel Options
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.
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
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Re: [UPCOMING MOD] Travel Options
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
- Hazelnut
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Re: [UPCOMING MOD] Travel Options
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
- Hazelnut
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Re: [MOD] Travel Options
The release is up on Nexus now. https://www.nexusmods.com/daggerfallunity/mods/122/
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
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Re: [MOD] Travel Options
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Last edited by yabay on Mon Jun 21, 2021 7:38 am, edited 1 time in total.
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Re: [MOD] Travel Options
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
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
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
- Hellmasker
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Re: [MOD] Travel Options
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....
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