Tedious Travel 0.4.2 (2019-10-16)

A curated forum for compatible and maintained mods. Users are unable to create new topics in this forum but can reply to existing topics. Please message a moderator to have your mod moved into this forum area.
Post Reply
jedidia
Posts: 201
Joined: Sat Sep 15, 2018 9:49 am

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

Post by jedidia »

I figured out a solution.
That's great to hear! :)
Just noticed that Temple of Akatosh speciality is to decrease fast travel time and the higher your rank the shorter the fast travel. Does this have any effect in Tedious travel? Does it still effect boat rides?
I never even knew that... It certainly doesn't affect overland travel at the moment, though it is likely to affect boat travel since there I'm using the same calculator to calculate the base time. I can't say for sure, though.

sebastian7
Posts: 28
Joined: Fri Nov 23, 2018 2:24 am

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

Post by sebastian7 »

Does this mod have known issues conflicting with other mods? When I try to open my game after installing this it crashes after I load a save. My installed mods are: D.R.E.A.M, post processing, enhanced sky, birds in daggerfall, real grass, vibrant wind, loading screen, npc health indicators, persistent dungeons, improved interior lighting, distant terrain, villager immersion, warm ashes, and quest pack #1.
Check out my let's play series of modded daggerfall where I showcase all the great work people here have done: https://www.youtube.com/playlist?list=P ... hwqq1ioAdW

User avatar
pango
Posts: 3347
Joined: Wed Jul 18, 2018 6:14 pm
Location: France
Contact:

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

Post by pango »

sebastian7 wrote: Sun Jan 05, 2020 7:01 pm Does this mod have known issues conflicting with other mods? When I try to open my game after installing this it crashes after I load a save. My installed mods are: D.R.E.A.M, post processing, enhanced sky, birds in daggerfall, real grass, vibrant wind, loading screen, npc health indicators, persistent dungeons, improved interior lighting, distant terrain, villager immersion, warm ashes, and quest pack #1.
I can run those together (and then some) just fine.

Code: Select all

Install script: deploy_DFU 1.2
Base game: daggerfall-unity_linux64-dev.zip (DEV)
Options: USE_HACKS=Y
Mod: DREAM Linux 2020-R1-5-2020-R1-1577192585.rar
Mod: Handpainted Models v183c - Linux.zip
Mod: FancyVitalIndicators.zip
Mod: NPC Health Indicators-63-1-1-1-1577569464.zip
Mod: EnhancedSky_2.1.1.zip
Mod: DistantTerrain_2.6.0.zip
Mod: RealGrass_2.5.1.zip
Mod: HarvestableCrops_v1.0.0-rc.1.zip
Mod: VibrantWind_v0.5_.7z
Mod: BirdsInDaggerfall 2.0.zip
Mod: Taverns Redone-43-0-12-1576716200.zip
Mod: Windmills of Daggerfall.rar
Mod: VIOv4.rar
Mod: PostProcessing-v1.2.0-multi.zip
Mod: Convenient Clock-25-1-03-1569265588.zip
Mod: LoadingScreen - Linux-38-2-4-1-1575813616.zip
Mod: OblivionStyledLoadScreensV2.rar
Mod: books.zip
Mod: Daggerfall-Soundtrack-RemasterV1.1.zip
Mod: TediousTravel-0.4.2.zip
Mod: RoleplayRealism-0.8-16-v0-8-1576926598.zip
Mod: LootRealism-0.1-61-v0-1-1576928146.zip
Mod: Inventory Filter - Linux-59-1-1-1578093550.zip
Mod: Outfit Manager 2.0-62-2-0-1577263460.rar
Mod: WarmAshesV3.0.3.rar
Mod: Quest_Pack_1.zip
Mod: daggerfall-quests-master.zip
Mod: ArchaeologistsGuild-0.11-14-v0-11-1576485158.zip
Mod: DaggerfallSkyshards-24-1-0-1569094927.zip
Mod: Unleveled Mobs-51-0-7-3-1575940828.zip
Mod: Unleveled Quests-51-0-8-1-1576379724.zip
Mod: persistent dungeons.dfmod
Mod: df-unity.Autosave-Autosave-v0.9.0b.zip
Mod: DraftySecretDoors-1.4.zip
Installation: successful
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

sebastian7
Posts: 28
Joined: Fri Nov 23, 2018 2:24 am

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

Post by sebastian7 »

pango wrote: Sun Jan 05, 2020 7:18 pm
sebastian7 wrote: Sun Jan 05, 2020 7:01 pm Does this mod have known issues conflicting with other mods? When I try to open my game after installing this it crashes after I load a save. My installed mods are: D.R.E.A.M, post processing, enhanced sky, birds in daggerfall, real grass, vibrant wind, loading screen, npc health indicators, persistent dungeons, improved interior lighting, distant terrain, villager immersion, warm ashes, and quest pack #1.
I can run those together (and then some) just fine.

Code: Select all

Install script: deploy_DFU 1.2
Base game: daggerfall-unity_linux64-dev.zip (DEV)
Options: USE_HACKS=Y
Mod: DREAM Linux 2020-R1-5-2020-R1-1577192585.rar
Mod: Handpainted Models v183c - Linux.zip
Mod: FancyVitalIndicators.zip
Mod: NPC Health Indicators-63-1-1-1-1577569464.zip
Mod: EnhancedSky_2.1.1.zip
Mod: DistantTerrain_2.6.0.zip
Mod: RealGrass_2.5.1.zip
Mod: HarvestableCrops_v1.0.0-rc.1.zip
Mod: VibrantWind_v0.5_.7z
Mod: BirdsInDaggerfall 2.0.zip
Mod: Taverns Redone-43-0-12-1576716200.zip
Mod: Windmills of Daggerfall.rar
Mod: VIOv4.rar
Mod: PostProcessing-v1.2.0-multi.zip
Mod: Convenient Clock-25-1-03-1569265588.zip
Mod: LoadingScreen - Linux-38-2-4-1-1575813616.zip
Mod: OblivionStyledLoadScreensV2.rar
Mod: books.zip
Mod: Daggerfall-Soundtrack-RemasterV1.1.zip
Mod: TediousTravel-0.4.2.zip
Mod: RoleplayRealism-0.8-16-v0-8-1576926598.zip
Mod: LootRealism-0.1-61-v0-1-1576928146.zip
Mod: Inventory Filter - Linux-59-1-1-1578093550.zip
Mod: Outfit Manager 2.0-62-2-0-1577263460.rar
Mod: WarmAshesV3.0.3.rar
Mod: Quest_Pack_1.zip
Mod: daggerfall-quests-master.zip
Mod: ArchaeologistsGuild-0.11-14-v0-11-1576485158.zip
Mod: DaggerfallSkyshards-24-1-0-1569094927.zip
Mod: Unleveled Mobs-51-0-7-3-1575940828.zip
Mod: Unleveled Quests-51-0-8-1-1576379724.zip
Mod: persistent dungeons.dfmod
Mod: df-unity.Autosave-Autosave-v0.9.0b.zip
Mod: DraftySecretDoors-1.4.zip
Installation: successful
Damn I don't know what the problem is then. Shame cause I really want to use this mod.
Check out my let's play series of modded daggerfall where I showcase all the great work people here have done: https://www.youtube.com/playlist?list=P ... hwqq1ioAdW

User avatar
pango
Posts: 3347
Joined: Wed Jul 18, 2018 6:14 pm
Location: France
Contact:

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

Post by pango »

Check that the versions match, and that you carefully followed installation instructions, it's hard to be more precise...
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

User avatar
Seferoth
Posts: 665
Joined: Fri Nov 22, 2019 5:45 pm
Location: Finland

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

Post by Seferoth »

sebastian7 wrote: Sun Jan 05, 2020 10:43 pm
pango wrote: Sun Jan 05, 2020 7:18 pm
sebastian7 wrote: Sun Jan 05, 2020 7:01 pm Does this mod have known issues conflicting with other mods? When I try to open my game after installing this it crashes after I load a save. My installed mods are: D.R.E.A.M, post processing, enhanced sky, birds in daggerfall, real grass, vibrant wind, loading screen, npc health indicators, persistent dungeons, improved interior lighting, distant terrain, villager immersion, warm ashes, and quest pack #1.
I can run those together (and then some) just fine.

Code: Select all

Install script: deploy_DFU 1.2
Base game: daggerfall-unity_linux64-dev.zip (DEV)
Options: USE_HACKS=Y
Mod: DREAM Linux 2020-R1-5-2020-R1-1577192585.rar
Mod: Handpainted Models v183c - Linux.zip
Mod: FancyVitalIndicators.zip
Mod: NPC Health Indicators-63-1-1-1-1577569464.zip
Mod: EnhancedSky_2.1.1.zip
Mod: DistantTerrain_2.6.0.zip
Mod: RealGrass_2.5.1.zip
Mod: HarvestableCrops_v1.0.0-rc.1.zip
Mod: VibrantWind_v0.5_.7z
Mod: BirdsInDaggerfall 2.0.zip
Mod: Taverns Redone-43-0-12-1576716200.zip
Mod: Windmills of Daggerfall.rar
Mod: VIOv4.rar
Mod: PostProcessing-v1.2.0-multi.zip
Mod: Convenient Clock-25-1-03-1569265588.zip
Mod: LoadingScreen - Linux-38-2-4-1-1575813616.zip
Mod: OblivionStyledLoadScreensV2.rar
Mod: books.zip
Mod: Daggerfall-Soundtrack-RemasterV1.1.zip
Mod: TediousTravel-0.4.2.zip
Mod: RoleplayRealism-0.8-16-v0-8-1576926598.zip
Mod: LootRealism-0.1-61-v0-1-1576928146.zip
Mod: Inventory Filter - Linux-59-1-1-1578093550.zip
Mod: Outfit Manager 2.0-62-2-0-1577263460.rar
Mod: WarmAshesV3.0.3.rar
Mod: Quest_Pack_1.zip
Mod: daggerfall-quests-master.zip
Mod: ArchaeologistsGuild-0.11-14-v0-11-1576485158.zip
Mod: DaggerfallSkyshards-24-1-0-1569094927.zip
Mod: Unleveled Mobs-51-0-7-3-1575940828.zip
Mod: Unleveled Quests-51-0-8-1-1576379724.zip
Mod: persistent dungeons.dfmod
Mod: df-unity.Autosave-Autosave-v0.9.0b.zip
Mod: DraftySecretDoors-1.4.zip
Installation: successful
Damn I don't know what the problem is then. Shame cause I really want to use this mod.
Remember that you need to wait 1-2 minutes(screen stays black) after loading your game for the first time after enabling tedious travel.

sebastian7
Posts: 28
Joined: Fri Nov 23, 2018 2:24 am

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

Post by sebastian7 »

Thanks everyone. Totally forgot about waiting to initialize it on startup. It is working now!
Check out my let's play series of modded daggerfall where I showcase all the great work people here have done: https://www.youtube.com/playlist?list=P ... hwqq1ioAdW

User avatar
Dubiousintent
Posts: 87
Joined: Wed Dec 11, 2019 12:41 am

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

Post by Dubiousintent »

Is there are way to configure how TT starts before you use it the first time each session? I find the "10x" movement too fast and prefer "5x". Once I set it to that it "sticks" until I exit the game, but the next time I play I have to reset it and I always forget at first. (It would be nice to assign a hot-key to "interrupt" the journey as well, but that's just a "nice to have" feature compared to the initial config.)

User avatar
Ralzar
Posts: 2211
Joined: Mon Oct 07, 2019 4:11 pm
Location: Norway

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

Post by Ralzar »

Dubiousintent wrote: Thu Jan 09, 2020 5:54 am Is there are way to configure how TT starts before you use it the first time each session? I find the "10x" movement too fast and prefer "5x". Once I set it to that it "sticks" until I exit the game, but the next time I play I have to reset it and I always forget at first. (It would be nice to assign a hot-key to "interrupt" the journey as well, but that's just a "nice to have" feature compared to the initial config.)
The obvious solution to this would be a mod setting for "Starting speed".

A "default speed" would also be nice. Where TT allways started at that speed. I would prefer if TT allways started at x5 and then I could increase the speed if I felt like. Instead of the mod sometimes explosively ramming me into a corner because the last time I used it was for a long haul where I had it at x20.

Alteratively, a "Start Travel" button in the TT menu that initiated the actual movement.

User avatar
blinkz
Posts: 11
Joined: Tue Dec 24, 2019 3:57 pm

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

Post by blinkz »

Do you still gain XP like in vanilla when you fast travel?

Post Reply