Tedious Travel 0.4.1 (2019-06-08)

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Shinino
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Re: Tedious Travel 0.4.1 (2019-06-08)

Post by Shinino » Fri Aug 02, 2019 10:04 pm

So one thing I've noticed with the combination of Tedious Travel and Warm Ashes is that if a non-hostile encounter happens with Warm Ashes -- it'll pop up, then Tedious Travel will kick in and race you away from it. Is there a way possibly to make it where (even as an option in settings) to have it knock you completely out of Tedious Travel so that you can investigate to see what's going on?

This really isn't a huge issue, and may be more of an unintended consequences -- although I've noticed sometime with hostile encounters that it can speed me away also. I just think that being able to run away that easily from things is a bit immersion breaking to me.

If it can't be done, that's fine.

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pango
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Re: Tedious Travel 0.4.1 (2019-06-08)

Post by pango » Sat Aug 03, 2019 1:06 pm

I added an OnEncounter delegate in Daggerfall Unity 2 months ago that could be used to trigger mods immediately.
Hopefully that can be used to fix that specific issue (I submitted a proof of concept change for Tedious Travel, but it doesn't work very well, so there's still some work to do).
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

apprihensivsoul
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Re: Tedious Travel 0.4.1 (2019-06-08)

Post by apprihensivsoul » Mon Aug 05, 2019 6:04 am

This may have been suggested, but would it be possible to have a map display version of this? One of my favorite travel maps is that of the Fallout series (1-2), where it felt like you were actually navigating the world between encounters. Would it be possible to implement something like that, where you still see the map as the display, but it shows you moving in real time like the mod?

jedidia
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Re: Tedious Travel 0.4.1 (2019-06-08)

Post by jedidia » Tue Aug 06, 2019 10:06 am

I added an OnEncounter delegate in Daggerfall Unity 2 months ago that could be used to trigger mods immediately.
My life has been kind of on hold for the past month with several things going not according to plan, so I haven't gotten around to look at this... I hope things will get more quiet again now, though my workload will remain pretty tough for at least a couple of months. So... no telling yet when I'll feel up to actually making something of this, sorry.
This may have been suggested, but would it be possible to have a map display version of this?
Possible certainly, but it would be different mod. The thing with the current TT implementation is that I can still let the game do most things for me (like encounters, passage of time, positioning, timed effects, stamina consumption, travel speed, etc), while a map travel thing would have to implement most of these things on its own, so it's quite a bit more work. It was a fallback plan in case the time acceleration didn't work out.
One of my favorite travel maps is that of the Fallout series
I liked that well enough, but nothing beats travelling in Realms of Arkania 2 (star trail I think was the english title?)... It's basically the oregon trail, except just as a travel mechanic for a fantasy RPG that is great all around.

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pango
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Re: Tedious Travel 0.4.1 (2019-06-08)

Post by pango » Tue Aug 06, 2019 11:01 am

jedidia wrote:
Tue Aug 06, 2019 10:06 am
My life has been kind of on hold for the past month with several things going not according to plan, so I haven't gotten around to look at this... I hope things will get more quiet again now, though my workload will remain pretty tough for at least a couple of months. So... no telling yet when I'll feel up to actually making something of this, sorry.
No problem, real life takes precedence. I hope things will settle, take care.
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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