Tedious Travel 0.4.2 (2019-10-16)

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

Post by TheLacus » Tue Mar 17, 2020 10:29 am

BadLuckBurt wrote:
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.
In the meanwhile, console command realgrass_toggle can be used to manually start and stop mod.
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Iskandry
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Re: Tedious Travel 0.4.2 (2019-10-16)

Post by Iskandry » Tue Mar 17, 2020 3:11 pm

TheLacus wrote:
Tue Mar 17, 2020 10:29 am
In the meanwhile, console command realgrass_toggle can be used to manually start and stop mod.
Oh, thank you! That's exactly what i was looking for.

LATER EDIT: I'm afraid this doesn't fully work. Yeah, the command visually disables the grass, but i think the engine still calculates it, or something, because if i use tedious travel it still stutters like hell and flies me off the map at speeds greater than 20x. It's not as bad as with the grass fully on, but it's still not very playable. This doesn't happen if i disable Real Grass from the mod menu.

Besides, during the time acceleration phase, i get every once in a while a second or so of terrain fully covered in grass.

So yeah, the command doesn't seem to be a viable workaround.

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

Post by BadLuckBurt » Fri Mar 20, 2020 7:50 pm

romensmith73 wrote:
Fri Mar 20, 2020 6:17 pm
How can use this code? Can your advise for someone how can using for.
I don't understand your question but I posted / reported the error log so that Jedidia knows it exists and can fix it. The mod code is on Github: https://github.com/TheNewBob/TediousTravel so if that was your question, I suppose anyone who wants to can fix the error.

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

Post by Erenussocrates » Sun Mar 22, 2020 4:34 pm

Hello, I really like playing with this mod. But there has been one small issue. I've just bought the cheaper ship for the first time in my life. When I select travel by ship option, the game teleports me to my ship. But whenever I try to fast travel anywhere with the port option enabled, unfortunately the game doesn't do the standard fast travel by ship and my character just jumps into the ocean instead, attempting to use Tedious Travel as if travelling on land.

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

Post by Hazelnut » Sun Mar 22, 2020 6:23 pm

The transport menu where you can get on your horse is a bit odd. Basically it allows you to access your ship by teleporting you there - choose it again and you get returned where you were. To use the ship for travel, just use the travel map from a port town and it will get used automatically - i.e. your voyage should not cost anything.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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

Post by Erenussocrates » Sun Mar 22, 2020 7:06 pm

Ohhhhhhhh, okay I see thanks. That worked. Damn, I didn't think of doing that for some reason, can't believe how counter intuitive some of the old games are until you see them, but part of the charm is also there I guess.

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

Post by BadLuckBurt » Sun Mar 22, 2020 7:25 pm

Erenussocrates wrote:
Sun Mar 22, 2020 7:06 pm
can't believe how counter intuitive some of the old games are until you see them, but part of the charm is also there I guess.
This is part of the mod's behaviour, not Daggerfall. In classic DF it didn't care if you were in a port town or not. As long as you had your own ship, travel by ship didn't cost you anything. TT builds a list of port towns the first time it loads and uses that to either allow or deny you ship travel as you experienced.

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

Post by Erenussocrates » Sun Mar 22, 2020 7:46 pm

There's another issue though I don't think it's due to the mod. When I attempt to rest in my ship it says there are enemies nearby, I try to use killall console command but it notifies that 0 creatures were killed, and it still says there are enemies nearby when I attempt to rest.

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

Post by Hazelnut » Sun Mar 22, 2020 7:56 pm

That should not be happening.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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

Post by pango » Mon Mar 23, 2020 3:58 am

Erenussocrates wrote:
Sun Mar 22, 2020 7:46 pm
There's another issue though I don't think it's due to the mod. When I attempt to rest in my ship it says there are enemies nearby, I try to use killall console command but it notifies that 0 creatures were killed, and it still says there are enemies nearby when I attempt to rest.
This is because Daggerfall Unity is "cheating", since the algorithm to find a spawning location near the player may not always succeed, what ir does is attach such algorithm (FoeSpawner) to the player so it can repeatedly try to find locations as the player moves around, until it finally succeeds.
In other words, for a while spawning enemies are just virtual; But taken into account by proximity detection for the purpose of game mechanics...
I assume "killall" could also remove those "pending enemy spawns", even if it was probably added as a debugging helper, not a cheat tool...
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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