Tedious Travel 0.4.2 (2019-10-16)

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

Post by Helegad » Thu Feb 06, 2020 3:18 am

blinkz wrote:
Thu Feb 06, 2020 1:42 am
Do you still gain XP like in vanilla when you fast travel?
What do you mean by XP? If you mean skill increases being applied upon arrival at your destination, then no.

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

Post by blinkz » Thu Feb 06, 2020 4:17 am

Helegad wrote:
Thu Feb 06, 2020 3:18 am
blinkz wrote:
Thu Feb 06, 2020 1:42 am
Do you still gain XP like in vanilla when you fast travel?
What do you mean by XP? If you mean skill increases being applied upon arrival at your destination, then no.
Yes. And if so then I'm missing out on a lot of levels using this mod then. Oh well

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

Post by Helegad » Thu Feb 06, 2020 4:49 am

Well, no, that's not true at all. If you're also using Warm Ashes, all the fights you get into on the way are going to add to your skill increments. You don't "gain" any skill increases by fast traveling anyway, it's just the equivalent of loitering or resting which will trigger the increase.

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

Post by Hazelnut » Sun Feb 09, 2020 10:25 am

blinkz wrote:
Thu Feb 06, 2020 4:17 am
Yes. And if so then I'm missing out on a lot of levels using this mod then. Oh well
It's just when the game checks to see if your skill increases should trigger a level up. Happens when you sleep undisturbed too, so if you're sleeping regularly then just may be a bit longer before the level up is triggered.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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

Post by blinkz » Sun Feb 09, 2020 5:14 pm

Helegad wrote:
Thu Feb 06, 2020 4:49 am
Well, no, that's not true at all. If you're also using Warm Ashes, all the fights you get into on the way are going to add to your skill increments. You don't "gain" any skill increases by fast traveling anyway, it's just the equivalent of loitering or resting which will trigger the increase.
Oh so the encounters in warm ashes can happen with this mod? Oh wow that's actually awesome

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

Post by blinkz » Sun Feb 09, 2020 5:16 pm

Helegad wrote:
Thu Feb 06, 2020 4:49 am
Well, no, that's not true at all. If you're also using Warm Ashes, all the fights you get into on the way are going to add to your skill increments. You don't "gain" any skill increases by fast traveling anyway, it's just the equivalent of loitering or resting which will trigger the increase.
Ah I see. I did not know that was how skill increases work. Thanks! Then I can't wait to try this mod :)

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

Post by Helegad » Mon Feb 10, 2020 9:50 am

blinkz wrote:
Sun Feb 09, 2020 5:14 pm
Helegad wrote:
Thu Feb 06, 2020 4:49 am
Well, no, that's not true at all. If you're also using Warm Ashes, all the fights you get into on the way are going to add to your skill increments. You don't "gain" any skill increases by fast traveling anyway, it's just the equivalent of loitering or resting which will trigger the increase.
Oh so the encounters in warm ashes can happen with this mod? Oh wow that's actually awesome
I'm pretty sure Warm Ashes was made with the expectation that the player uses Tedious Travel in tandem.
Last edited by Helegad on Mon Feb 10, 2020 9:51 am, edited 1 time in total.

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

Post by BadLuckBurt » Sat Feb 15, 2020 5:02 pm

This mod triggers a NullReferenceException when you exit and resume fast travel a bunch of times in quick succession, InterruptFastTravel gets fired two times and the second time the playerAutopilot has already been set to NULL so the playerAutopilot.MouseLookAtDestination() call fails the second time.

The piece of log below is from 0.10.19 with only the Tedious Travel 0.4.2 mod running, nothing else.

Code: Select all

top window: DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallMessageBox
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43)

top window: TediousTravel.TediousTravelControllMenu
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43)

Unloading 0 Unused Serialized files (Serialized files now loaded: 1)

Unloading 335 unused Assets to reduce memory usage. Loaded Objects now: 10046.
Total: 51.888326 ms (FindLiveObjects: 1.406155 ms CreateObjectMapping: 0.227984 ms MarkObjects: 49.850620 ms  DeleteObjects: 0.403264 ms)

fast travel interrupted
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43)

top window: DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallHUD
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43)

fast travel interrupted
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43)

NullReferenceException: Object reference not set to an instance of an object
  at TediousTravel.TediousTravel.InterruptFastTravel () [0x00000] in <filename unknown>:0 
  at TediousTravel.TediousTravel.<Start>m__1 () [0x00000] in <filename unknown>:0 
  at DaggerfallWorkshop.Game.UserInterface.UserInterfaceWindow.RaiseOnCloseHandler () [0x00000] in <filename unknown>:0 
  at DaggerfallWorkshop.Game.UserInterface.UserInterfaceWindow.CloseWindow () [0x00000] in <filename unknown>:0 
  at DaggerfallWorkshop.Game.UserInterface.UserInterfaceWindow.ProcessMessages () [0x00000] in <filename unknown>:0 
  at DaggerfallWorkshop.Game.DaggerfallUI.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)
Daggerfall Unity on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
Daggerfall Unity on Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

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

Post by Iskandry » Tue Mar 17, 2020 2:18 am

TheLacus wrote:
Fri Nov 29, 2019 10:15 pm
I added a mod message to Real Grass (version 2.7 on Nexus) to allow it to be toggled by other mods; this is something i have been requested for improved compatibility with Tedious Travel.
The following call removes grass from all terrains and avoid setup of new terrains found when travelling:

Code: Select all

ModManager.Instance.SendModMessage("Real Grass", "toggle", false);
And of course this one re-enables it, starting from terrain where player is standing on. Unfortunately this is an heavy operation, so it can take a few frames to get a smooth framerate again right after is invoked:

Code: Select all

ModManager.Instance.SendModMessage("Real Grass", "toggle", true);
Can you please explain a bit how to do that? I have no real knowledge of modding and programming, but i still want to play the game with Tedious Travel AND Real Grass on. Where do i have to input those messages?

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

Post by BadLuckBurt » Tue Mar 17, 2020 7:54 am

Iskandry wrote:
Tue Mar 17, 2020 2:18 am
Can you please explain a bit how to do that? I have no real knowledge of modding and programming, but i still want to play the game with Tedious Travel AND Real Grass on. Where do i have to input those messages?
That would need to be added to the mod's code in the spots where travel is started and stopped.
Daggerfall Unity on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
Daggerfall Unity on Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

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