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Re: Tedious Travel 0.4.2 (2019-10-16)

Posted: Thu Nov 07, 2019 10:58 pm
by jedidia
That said, your mod has one major gamebreaking flaw. It dosen't address the issue of escort quests.
Huh... No, it looks like I completely forgot about those. I'll see what can be done about it when I get around to it.

In case anybody knows what that spawn rate is controlled by, I'd be glad for the hint. If it's just controlled by a script that the quest runs without the core having a say in it (which would make perfect sense from a design standpoint), this could actually get reeeeally hard to fix...

Re: Tedious Travel 0.4.2 (2019-10-16)

Posted: Thu Nov 07, 2019 11:08 pm
by Jay_H
In my quests I've tried to tone down spawn rates with Tedious Travel in mind. I had a recent failure in dashyr's case but I'll work to improve them as I can.

Re: Tedious Travel 0.4.2 (2019-10-16)

Posted: Thu Nov 07, 2019 11:15 pm
by BadLuckBurt
jedidia wrote:
Thu Nov 07, 2019 10:58 pm
That said, your mod has one major gamebreaking flaw. It dosen't address the issue of escort quests.
Huh... No, it looks like I completely forgot about those. I'll see what can be done about it when I get around to it.

In case anybody knows what that spawn rate is controlled by, I'd be glad for the hint. If it's just controlled by a script that the quest runs without the core having a say in it (which would make perfect sense from a design standpoint), this could actually get reeeeally hard to fix...
As far as I've been able to tell, it's handled by Assets > Scripts > Game > Questing > Actions > CreateFoe.cs

It matches these RegEx patterns:

Code: Select all

return @"create foe (?<symbol>[a-zA-Z0-9_.-]+) every (?<minutes>\d+) minutes (?<infinite>indefinitely) with (?<percent>\d+)% success|" +
@"create foe (?<symbol>[a-zA-Z0-9_.-]+) every (?<minutes>\d+) minutes (?<count>\d+) times with (?<percent>\d+)% success|" +
@"(?<send>send) (?<symbol>[a-zA-Z0-9_.-]+) every (?<minutes>\d+) minutes (?<count>\d+) times with (?<percent>\d+)% success|" +
@"(?<send>send) (?<symbol>[a-zA-Z0-9_.-]+) every (?<minutes>\d+) minutes with (?<percent>\d+)% success";
I have no clue if you can override or affect that class from a mod though.

Re: Tedious Travel 0.4.2 (2019-10-16)

Posted: Thu Nov 07, 2019 11:24 pm
by jedidia
Hmmm... I guess it should be possible for TT to deliver a tailor-made override for the vanilla quest somehow via asset injection. Will have to look into this.

Re: Tedious Travel 0.4.2 (2019-10-16)

Posted: Fri Nov 08, 2019 12:58 am
by dashyr89
Thank you for looking into it. I really love this mod and I'd hate to eventually drop it because of that. :(

It really is probably the most important mod I have installed as it makes the wilderness meaning. Without it.... it's walking with no time compression and I cannot even start to imagine how that would be..... :o

Re: Tedious Travel 0.4.2 (2019-10-16)

Posted: Fri Nov 08, 2019 9:38 am
by Hazelnut
Jay, some quests could maybe switch to using the send variant instead of create foe?

"The "send" variant is only used when player within a town/exterior location"

Perfect for sending enemies after player like assassins or other humans who're unlikely to find you in the wilderness.

Re: Tedious Travel 0.4.2 (2019-10-16)

Posted: Fri Nov 08, 2019 1:15 pm
by Jay_H
Smart idea. I'll take a look when I get a chance.

Re: Tedious Travel 0.4.2 (2019-10-16)

Posted: Fri Nov 08, 2019 4:20 pm
by Kamer
BadLuckBurt wrote:
Thu Nov 07, 2019 3:32 pm
Agreed, that would've been awesome. That might become reality if that stuff Kamer's working on can interface with TT.
Pirate encounters with Warm Ashes works differently than Wilderness encounters so it wouldn't work. If Tedious Travel puts in a system however that I could use, I'd build it around that. That being said, if one day we have a ship thats pilot-able in real time like airships, as long as the ship has the same interior as the vanilla player ships, then pirate encounters is completely supported.

Re: Tedious Travel 0.4.2 (2019-10-16)

Posted: Fri Nov 08, 2019 4:33 pm
by BadLuckBurt
Kamer wrote:
Fri Nov 08, 2019 4:20 pm
Pirate encounters with Warm Ashes works differently than Wilderness encounters so it wouldn't work. If Tedious Travel puts in a system however that I could use, I'd build it around that. That being said, if one day we have a ship thats pilot-able in real time like airships, as long as the ship has the same interior as the vanilla player ships, then pirate encounters is completely supported.
Yeah, I understand. There are two exterior RMB blocks for the ship models. The player would have to be teleported there, that's also what happens when you change your Transport mode to Ship. From there your mod would have to be called to start the encounter. I bet teleporting to those blocks always gives the player's ship though. Those RMB blocks could eventually be copied through WorldData, that might be the way to go.

It's not something I expect to see in the near future and it might even require a separate mod but it's fun to think about nonetheless. If I end up having some concrete ideas on how it might be possible I'll let both of you know.

Re: Tedious Travel 0.4.2 (2019-10-16)

Posted: Fri Nov 08, 2019 9:49 pm
by JaceyLessThan3
I am having a lot of fun slow traveling across the Illiac Bay! I have three suggestions, two of which are probably easy, and one which is possibly impossible.

1) Mod setting for default travel speed. I am the extremely tedious sort who likes to travel at 1x.

2) Mod setting for showing weather effects while tedious traveling. My understanding is that these were disabled so they did not crash the game when traveling with high compression, but it would be nice to see the snow gently falling while I plod along at 1x.

3) The ability to look around while maintaining your course during tedious travel. Based on the way I suspect this mod works, this is probably insurmountably difficult to implement.

Thank you for improving my journey through the world of Tamriel!