[Mod Idea] Modular Fast Travel Enhanced

Talk about the mods or features you'd like to see in Daggerfall Unity. Give mod creators some ideas!
Post Reply
Ah_Ftagn
Posts: 38
Joined: Fri Jan 03, 2020 8:04 pm

[Mod Idea] Modular Fast Travel Enhanced

Post by Ah_Ftagn » Tue Feb 18, 2020 4:42 am

Fast travel in the default game isn't quite to my liking: Too much is immediately revealed, there are no random encounters that can interrupt your travel, etc. Additionally, Tedious Travel is exactly what it says on the tin for me, too tedious. Time for an alternative.

What I'm proposing is using the modding system to fix this, as follows (Via togglable options in the mod):

+Random Encounters: A checkbox that enables random encounters while fast travelling, with checkboxes underneath that add modifiers for specific conditions:
-Seasonal: Random encounters when fast travelling are more or less likely (and have different chances of various enemy types) based on the current season.
-Banditry: Your carried gold affects how likely humanoid bandits, orcs, etc are to attack you in fast travel. If you have a cart, the value of the objects in the cart is added to this.
-Running away: You are given the option to flee random encounters in fast travel, based on the higher of your running or stealth skills. If you own a horse (but no cart) your running is doubled for this calculation.

+Location Discovery and Guides: A checkbox that removes all towns except capitols, all temples, all private homes, all roadside taverns, and all crypts from the fast travel map until discovered... but adds a conversation option to ask about nearby towns, roadside taverns, crypts, and homes, which if used can reveal those locations within a certain radius. Additionally, fast travelling will randomly discover locations in between point A and point B on the calculated route.

+Restful Inns: Choosing to use inns and taverns on your journey instead of camping out will cause you to arrive having recovered health, fatigue, and magicka based on the length of the trip (As if each day were an hour for calculations of recovery).

L57
Posts: 207
Joined: Tue Dec 31, 2019 7:53 pm
Location: Moscow, Russia

Re: [Mod Idea] Modular Fast Travel Enhanced

Post by L57 » Tue Feb 18, 2020 9:47 am

You are given the option to flee random encounters in fast travel, based on the higher of your running or stealth skills.
Stealth wouldn't help you to hide your cart and horse. I suggest to make it purely dependent on Luck. And the whole friendly/non-friendly encounter feature should be dependent on that, since Luck attribute is given unfairly little space in the vanilla gameplay.

And you can runaway on your own anyway.

Ah_Ftagn
Posts: 38
Joined: Fri Jan 03, 2020 8:04 pm

Re: [Mod Idea] Modular Fast Travel Enhanced

Post by Ah_Ftagn » Thu Feb 20, 2020 6:31 am

The "Running Away" feature could be axed without affecting mod functionality too easily, I suppose. Avoiding the encounter before it even interrupts your travel is more a convenience feature, and IMO it could be easily replaced by having a script fire when you're out of combat that lets you choose weather or not to resume travel (Ala Tedious Travel). However, if it is included, Higher of Running/Stealth should probably (as you mentioned) be replaced with Luck for Carts.

Better yet, Running away could default to using the highest of Half Luck/Running Skill/Stealth Skill as the basis, removing Running as an option and replacing it with Half Personality (Animal Handling isn't a skill in Daggerfall) if you have a horse, and halving stealth if you have a cart (You can conceal a cart, which is arguably a use of stealth, but it's very very difficult).

Post Reply