The Elder Scrolls III MORROWIND:
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Andromeda's Fast Travel
==================
By SGMonkey
1. Description
2. Requirements
3. Installing the plug-in
4. Playing the plug-in
5. Save games
6. Conflicts/Known Errors
7. Credits/Permissions received
8. Contact and Information
9. Legal Stuff/Disclaimer
10. TO-DO / ANYTHING ELSE
===============
1. DESCRIPTION
===============
The idea is something my girlfriend Shelley (aka Andromeda) had. The idea was to add some form of simple fast travel into Morrowind. The mod is intended as a immersive form of fast travel, allowing the player to travel to whatever location is shown on a signpost. Ehh.... that's kind of it really, it does exactly that. If you see a road sign you can click on it, be prompted with a menu asking weather you wish to fast travel to that location or not.
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2. Requirements
===============
Morrowind
========================
3. INSTALLING THE PLUGIN
========================
Simply drag and drop the file "Andromeda's_Fast_Travel.esp" into your Data Files directory.
=====================
4. PLAYING THE PLUGIN
=====================
From the Morrowind Launcher, select Data Files and check the box next to the Andromeda's_Fast_Travel.esp
===============
5. SAVE GAMES
===============
Should not invalidate any save game.
============================
6. CONFLICTS / KNOWN ERRORS
============================
The mod simply attaches scripts to all of the vanilla "active_signposts" so shouldn't conflict with anything unless any other mod has attached scripts to them also. Nothing in the actual world space has changed, so any mod that moves any of the signposts will still be compatible.
================================
7. CREDITS / PERMISSIONS RECEIVED
================================
Thanks go to Andromeda, for the idea, Jac for the initial script help, and Chainy for helping with more advanced scripts.
==========================
8. CONTACT AND INFORMATION
==========================
Can be contacted as "Numidium187" at www.gamesas.com, and "SGMonkey" at www.fliggerty.com
=========================
9. LEGAL STUFF / DISCLAIMER
=========================
Feel free to use the scripts provided in this mod however you like. No contacting necessary. It wont break your mod, but if you feel it has then stop modding...
=================
10. TO-DO / ANYTHING ELSE
=================
Currently fast travelling only forwards the time by 6 hours, regardless of starting location and destination. I plan to incorporate some form of distance calculation make the times more varied depending on destination, and also make the hours passed per cell configurable by the player.
I also intend to disallow the fast travel if you are being attacked or over-encumbered.
Also, maybe some form of penalty for using the signs would work well. Drain a skill or something along those lines.
And lastly, if I get the distance calculation script working I would like to add different forms of travel. Such as "direct" less safe route and "main roads" safe route. Something similar to Daggerfall maybe, I dunno, I'm open to suggestions.
==================
Andromeda's Fast Travel
==================
By SGMonkey
1. Description
2. Requirements
3. Installing the plug-in
4. Playing the plug-in
5. Save games
6. Conflicts/Known Errors
7. Credits/Permissions received
8. Contact and Information
9. Legal Stuff/Disclaimer
10. TO-DO / ANYTHING ELSE
===============
1. DESCRIPTION
===============
The idea is something my girlfriend Shelley (aka Andromeda) had. The idea was to add some form of simple fast travel into Morrowind. The mod is intended as a immersive form of fast travel, allowing the player to travel to whatever location is shown on a signpost. Ehh.... that's kind of it really, it does exactly that. If you see a road sign you can click on it, be prompted with a menu asking weather you wish to fast travel to that location or not.
===============
2. Requirements
===============
Morrowind
========================
3. INSTALLING THE PLUGIN
========================
Simply drag and drop the file "Andromeda's_Fast_Travel.esp" into your Data Files directory.
=====================
4. PLAYING THE PLUGIN
=====================
From the Morrowind Launcher, select Data Files and check the box next to the Andromeda's_Fast_Travel.esp
===============
5. SAVE GAMES
===============
Should not invalidate any save game.
============================
6. CONFLICTS / KNOWN ERRORS
============================
The mod simply attaches scripts to all of the vanilla "active_signposts" so shouldn't conflict with anything unless any other mod has attached scripts to them also. Nothing in the actual world space has changed, so any mod that moves any of the signposts will still be compatible.
================================
7. CREDITS / PERMISSIONS RECEIVED
================================
Thanks go to Andromeda, for the idea, Jac for the initial script help, and Chainy for helping with more advanced scripts.
==========================
8. CONTACT AND INFORMATION
==========================
Can be contacted as "Numidium187" at www.gamesas.com, and "SGMonkey" at www.fliggerty.com
=========================
9. LEGAL STUFF / DISCLAIMER
=========================
Feel free to use the scripts provided in this mod however you like. No contacting necessary. It wont break your mod, but if you feel it has then stop modding...
=================
10. TO-DO / ANYTHING ELSE
=================
Currently fast travelling only forwards the time by 6 hours, regardless of starting location and destination. I plan to incorporate some form of distance calculation make the times more varied depending on destination, and also make the hours passed per cell configurable by the player.
I also intend to disallow the fast travel if you are being attacked or over-encumbered.
Also, maybe some form of penalty for using the signs would work well. Drain a skill or something along those lines.
And lastly, if I get the distance calculation script working I would like to add different forms of travel. Such as "direct" less safe route and "main roads" safe route. Something similar to Daggerfall maybe, I dunno, I'm open to suggestions.
As mentioned above, the mod was just an idea my girldfriend suggested as a kind of, "You know what would be good..." kinda thing. Mod is only small and most of the credit goes to Jac for his script help at Fliggerty's forum. Hope you like the idea and try it out. There will probably be an update soon.
Download:
http://www.tesnexus.com/downloads/file.php?id=41542
PES & Fliggerty coming soon
Enjoy!