Tedious Travel 0.2.2

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pango
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Re: Tedious Travel 0.2.2

Post by pango » Wed Dec 05, 2018 10:10 pm

Did a git bisect research, and spurious horse clop dates back from commit 60d083e, "Make all sound effects respect volume setting".
I think it (re)sets sound volume in new places that interfere with Tedious Travel mod volume control.
I hope this can be fixed without breaking anything else...

PS The culpit hunk is, rather logically:

Code: Select all

diff --git a/Assets/Scripts/Game/TransportManager.cs b/Assets/Scripts/Game/TransportManager.cs
index 7f62b971..ecd1fbba 100644
--- a/Assets/Scripts/Game/TransportManager.cs
+++ b/Assets/Scripts/Game/TransportManager.cs
@@ -146,7 +146,10 @@ namespace DaggerfallWorkshop.Game
                     }
 
                     if (!ridingAudioSource.isPlaying)
+                    {
+                        ridingAudioSource.volume = DaggerfallUnity.Settings.SoundVolume;
                         ridingAudioSource.Play();
+                    }
                 }
                 // Time for a whinney?
                 if (neighTime < Time.time)
PPS Ok, the bug is that DaggerfallUnity.Settings.SoundVolume is not multiplied by RidingVolumeScale in above code, like in the other places where horse sound volume is set.
I created a PR
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

jedidia
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Re: Tedious Travel 0.2.2

Post by jedidia » Thu Dec 06, 2018 10:16 am

Cool, thanks a lot! :D

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Midknightprince
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Re: Tedious Travel 0.2.2

Post by Midknightprince » Sat Dec 08, 2018 6:13 am

Geyahahahaha !
I support the actions of this, the most abominous mod of our age, and times !
For the glory of the dark lord......BUWAHAHAHAHA !!!

I enjoy laying waste to ALL beasts I come across, whom continue to cross my path, in there silly, and fruitless endeavor of self preservation !
There very existance mocks me !
These silly little creatures will pay for there misguided acts of deception, and arogance, for now....AND FOREVER !...........

AHAHAHAHAHAHAHA !

Embrace the ultimate power my minions, let us overrun these lands, of these PATHETIC, and freakishly moronic mortals, and there silly, bafoonish little forest dwelling friends....NOW AND FOREVER !!!!!!

GEYAHAHAHAHA !

So, in short, yes, I approve of 2.2....You have made many great, and noble changes here, and it actually IMPROVES our combined endevores of corruption, and pestulance !
Thank you for this improvement mortal...now I go into the night, forever searching for more of my dark ilk !

Have a destructive, and self indulgant evening you punny mortal...FOREVER !!!
Or until the next time you update this, your most magnificent creation, for us all to enjoy, under the light of the slowly waxing moonlight....
*burp*......excuse me mortal, I must go now.............
Check out my YouTube Channel!

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Midknightprince
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Re: Tedious Travel 0.2.2

Post by Midknightprince » Sat Dec 08, 2018 6:22 am

Yeah, 3x speed is WAY better for me, it still clip clops, but I'm assuming it's DFU, I will continue to observe this behavior like the night hawk...
Check out my YouTube Channel!

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pango
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Re: Tedious Travel 0.2.2

Post by pango » Sat Dec 08, 2018 6:43 am

Midknightprince wrote:
Sat Dec 08, 2018 6:22 am
it still clip clops, but I'm assuming it's DFU, I will continue to observe this behavior like the night hawk...
It's now fixed in development version, that should be available in next build
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

jedidia
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Re: Tedious Travel 0.2.2

Post by jedidia » Sat Dec 08, 2018 11:59 pm

Thank you for this improvement mortal...now I go into the night, forever searching for more of my dark ilk
Errr, yeah, sure, whatever works for you... Thanks for the flowers, I guess? :lol:

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Kamer
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Re: Tedious Travel 0.2.2

Post by Kamer » Tue Dec 11, 2018 12:51 am

I'll need to test this with Warm Ashes Version 3 to see if Wilderness events still occur. This might be a nice companion mod if so!

jedidia
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Re: Tedious Travel 0.2.2

Post by jedidia » Tue Dec 11, 2018 7:36 am

What do they trigger by? If they just trigger during exploration and not as a reaction to any fast-travel event, it shouldn't be a problem.
In fact, it might happen that they trigger a bit more often than intended with this mod...

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Midknightprince
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Re: Tedious Travel 0.2.2

Post by Midknightprince » Fri Dec 14, 2018 8:32 pm

A suggestion, disable the horse head while you're actually fast traveling with this if it can be done.
It looks way better when you're fast traveling on foot.
Check out my YouTube Channel!

jedidia
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Re: Tedious Travel 0.2.2

Post by jedidia » Mon Dec 17, 2018 9:27 am

Huh... I'll have to see whether that's possible.

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