Search found 107 matches

by jedidia
Thu Apr 18, 2019 7:57 am
Forum: Released Mods
Topic: Tedious Travel 0.3.0
Replies: 142
Views: 14378

Re: Tedious Travel 0.3.0

another that calls a HUDVitals.Update every TediousTravel.Update so that the fatigue meter would drop during autopilot. So that's how you do that. Thanks, I'll take that in once I get the time. I made some "less tedious" tedious travel edits: one that takes the Running and Swimming skill into accou...
by jedidia
Mon Apr 15, 2019 7:24 am
Forum: Released Mods
Topic: Tedious Travel 0.3.0
Replies: 142
Views: 14378

Re: Tedious Travel 0.3.0

One issue however is that if you die while using tedious traveling and reload a game, tedious travel will stay active Oops, yes, that's definitely an oversight on my part. At least this one should be relatively easy to fix. Im not sure if im missing something here but I have a mid end pc (8gb vram,...
by jedidia
Tue Apr 09, 2019 7:37 am
Forum: Released Mods
Topic: [MOD] Cleaned SoundClips
Replies: 76
Views: 4490

Re: [MOD] Cleaned SoundClips

No idea where they originated, but if you ever watch the first episode of The Dragon Prince on Netflix, them doors are going to give you a serious case of association whiplash... :lol:
by jedidia
Fri Apr 05, 2019 9:28 am
Forum: Released Mods
Topic: Tedious Travel 0.3.0
Replies: 142
Views: 14378

Re: Tedious Travel 0.3.0

Not really possible, it's not TediousTravel doing the detection. It's the DFU core. I'm just checking a friendly boolean that says yes or no.
by jedidia
Tue Apr 02, 2019 8:51 am
Forum: Community
Topic: Re Twitter
Replies: 242
Views: 34362

Re: Re Twitter

Vanity clone: "witness meeeeeeee!" while launching itself into orbit.
I lost it. This is brilliant!
by jedidia
Thu Mar 28, 2019 9:59 am
Forum: Released Mods
Topic: Tedious Travel 0.3.0
Replies: 142
Views: 14378

Re: Tedious Travel 0.3.0

I was hoping for something a bit more specific, but I guess I can figure it out if I get the time. The major problem I can see is that I wouldn't expect there to be a different in messages generated by quest and just plain old other messages, and honestly I'm not sure if an external message box can ...
by jedidia
Wed Mar 27, 2019 12:31 pm
Forum: Released Mods
Topic: Tedious Travel 0.3.0
Replies: 142
Views: 14378

Re: Tedious Travel 0.3.0

AN easy fix to this is if it's possible to stop travel when player receives a message? Sounds doable. Can you give me any clues on what exactly I'd have to intercept? Seems to be outrunning enemy spawns. I'm afraid that particular problem is due to the now massively increased time acceleration. It ...
by jedidia
Mon Mar 18, 2019 9:16 am
Forum: Released Mods
Topic: Tedious Travel 0.3.0
Replies: 142
Views: 14378

Re: Tedious Travel 0.3.0

So basically you want to turn the entire game into the city of daggerfall? :lol:
Or you could just add the Bogeyman from dwarf fortress...
by jedidia
Fri Mar 08, 2019 8:13 am
Forum: Released Mods
Topic: Tedious Travel 0.3.0
Replies: 142
Views: 14378

Re: Tedious Travel 0.3.0

I definitely understand that you are and why you are.
"Religiously attached" is taking a bit far! :lol:
If it was that severe, I would completely reject the idea of this option ever being part of the mod. As it stands, I'm only rejecting the idea of me investing time to put it in ;)
by jedidia
Thu Mar 07, 2019 7:42 am
Forum: Released Mods
Topic: Tedious Travel 0.3.0
Replies: 142
Views: 14378

Re: Tedious Travel 0.3.0

but really all you are doing is creating a situation where someone would have to stop playing and reload in order to change how fast travel works. Yes, that's exactly what I'm doing! :D For the same reasons that roguelikes force you to quit the game and copy your savefile if you want multiple save ...