Tedious Travel 0.3.0

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jayhova
Posts: 194
Joined: Wed Jul 19, 2017 7:54 pm

Re: Tedious Travel 0.3.0

Post by jayhova » Sat Mar 09, 2019 2:11 am

jedidia wrote:
Fri Mar 08, 2019 8:13 am

"Religiously attached" is taking a bit far! :lol:
I might like the idea of Tedious Travel, but as it is, I am not allowed to practise the heresy of fast travel and the one true path of Tedious Travel at the same time. So I say " I like the idea of tedious travel. I'm just not religiously attached to it." because I don't wish to make the sacrifice.

You made it just the way you wanted it and not to coexist with fast travel simultaneously. And that's okay, It's just not what I would prefer. Then again you are not obligated to do as I prefer. Still it's an impressive mod.

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Midknightprince
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Re: Tedious Travel 0.3.0

Post by Midknightprince » Wed Mar 13, 2019 4:14 pm

I just went to the GitHub version and this is still working for me just thought I'd let you know...
Check out my YouTube Channel!

Cliffworms
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Joined: Sun Dec 30, 2018 6:24 pm

Re: Tedious Travel 0.3.0

Post by Cliffworms » Thu Mar 14, 2019 2:09 pm

Hello Jedidia,

Simply wanted to say a big thank you for Tedious Travel. I used to run 0.2.2 and had to travel at 10X or 15X speed max to have it smooth and after upgrading I've managed to go to 100X on a clear day. When it rains I can manage 20-25X without too many hiccups. My computer is also 10 year old so that's a big factor. :)

Aside from enjoying the sights, I really enjoy having to plan my travels with the inns one the way to my destination. I choose the "Staying awake and alert" background for my character, which means I need to take a few hours rest if I travel for more than 6-8 hours.

It also encourages me to avoid traveling at nighttime. My other favourite feature are how Daggerfall's random encounters blend so well with Tedious Travel. I never know when a monster will spawn in between locations, making me anxious to arrive as soon as possible safe and sound. My character being a puny level 2 Healer, giant bats are still a big threat. I ran away from many random encounters while traveling.

Thanks again. It really shows just how huge the scope of the game is. :)

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Jay_H
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Re: Tedious Travel 0.3.0

Post by Jay_H » Thu Mar 14, 2019 11:31 pm

Hmm... now I'm thinking of a mod that makes night travel extremely dangerous, like from 7PM to 5AM horrible creatures would spawn in the wilderness (vampires, gargoyles, zombies). That'd add some impact to the planning many people are already doing with Tedious Travel.
Try over 140 all-new quests in the first Daggerfall Unity Quest Pack.

jedidia
Posts: 100
Joined: Sat Sep 15, 2018 9:49 am

Re: Tedious Travel 0.3.0

Post by jedidia » Mon Mar 18, 2019 9:16 am

So basically you want to turn the entire game into the city of daggerfall? :lol:
Or you could just add the Bogeyman from dwarf fortress...

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