[RELz] Cyrodiil Travel Services

Post » Wed Mar 09, 2011 11:35 am

Version 1.1

Rewrote the travel handling to fix a bug when using MoveTo in a dialogue result script.

For the curious, the bug is outline here: http://www.gamesas.com/bgsforums/index.php?showtopic=961429
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Eve(G)
 
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Post » Wed Mar 09, 2011 1:08 pm

Arthmoor - this sounds totally cool! if it runs on vanilla and is just an ESP, mind if I give it a run through to see if it could be merged within the next installment of TIE? I'd give you full credit of course. And if possible, perhaps if I could make small cosmetic modifications (TNR faces) as well. Wicked stuff! :goodjob:
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jadie kell
 
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Post » Wed Mar 09, 2011 10:44 am

Perhaps if it had some visible way of providing the transportation? Like a wagon or airship or something? A balloon would be cool.
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Gwen
 
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Post » Tue Mar 08, 2011 11:43 pm

The included BSA only has generated silent voice files in it, made with Gecko. As long as there was some way to preserve this I certainly wouldn't mind seeing this become part of TIE :)

Visible as in animated carts or something? That's pretty well out of my league. Each travel agent already has a static cart and a horse nearby even if it's not obvious which horses belong to them.
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bonita mathews
 
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Post » Wed Mar 09, 2011 12:23 am

Brilliant! I'm gonna try this one. Must have for us non-fast travelers :goodjob:
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Robyn Lena
 
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Post » Wed Mar 09, 2011 8:03 am

Saw something hilarious earlier today, not sure if it was an easter egg or else. While my character was taking a breaking at Silverhome on the Water in Bravil, the travel agent (I think it was a Bosmer lady) who was also there suddenly sneak around. Not long after, as I already suspected, some NPCs suddenly screamed "Stop! Thief!" "You won't get away with this!". My character wasn't in the immediate vicinity so I couldn't see directly but that Bosmer agent must have done some "lowly thing" as I saw her again slowly walking outside. Unfortunately there was no guard around, I guess it would become a wild mess with her armed to the teeth. At worst, she could end up like http://www.youtube.com/watch?v=ppIgwF1M9po... (who also lived in Bravil! - man, the city is really place for the undesirables...) :D
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keri seymour
 
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Post » Wed Mar 09, 2011 9:41 am

Hah. Nice. People can say what they want about the AI, but I've seen more nifty things like that than I can remember. And more than simply trying to steal to eat.

That said, no, it was not intentional that she resort to theft to survive. It just so happens that I forgot to give most of the travel agents enough gold to buy food during their evening meal runs. Figured I'd also take the opportunity to have the script actually transfer your payment to their inventory so that when you pay them they actually make a living from it. Use them enough and they'll be filthy rich. Too bad the AI won't be smart enough to send them off to go shopping for new clothes or something when they have enough.

Sort of brings me to another point. The mod doesn't appear to be terribly popular. The initial reaction seemed strong but fell off quickly. Is something lacking? Or are there just not that many people who like "realism" mods like this?
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Kelly James
 
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Post » Wed Mar 09, 2011 12:37 am

Sort of brings me to another point. The mod doesn't appear to be terribly popular. The initial reaction seemed strong but fell off quickly. Is something lacking? Or are there just not that many people who like "realism" mods like this?

They are comparing it to other traveling mods? :shrug:
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Sherry Speakman
 
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Post » Wed Mar 09, 2011 1:09 am

Sort of brings me to another point. The mod doesn't appear to be terribly popular. The initial reaction seemed strong but fell off quickly. Is something lacking? Or are there just not that many people who like "realism" mods like this?


I avoid using companions if I can, but I'd like to see something in the same vein, but instead of transporting people they would transport your items.
For me things tend to accumluate in in the Mage Guild storage chests or the houses I've aquired, but it would be nice to pay some someone to bring your stuff to your favourite house.
I should probably ask in the Mod Psychics thread, but I happened to stumble upon this thread.
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T. tacks Rims
 
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Post » Wed Mar 09, 2011 6:36 am


Sort of brings me to another point. The mod doesn't appear to be terribly popular. The initial reaction seemed strong but fell off quickly. Is something lacking? Or are there just not that many people who like "realism" mods like this?


In all honesty, it just works. It's feature complete, pretty simple (in terms of what I as a user experience), and just one of those things that for me becomes an accepted background feature of Oblivion. TBH, I almost completely forgot I was using it :D

Thanks for the 1.2 update though Arthmoor. :goodjob:
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TWITTER.COM
 
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Post » Wed Mar 09, 2011 3:57 am

Sort of brings me to another point. The mod doesn't appear to be terribly popular. The initial reaction seemed strong but fell off quickly. Is something lacking? Or are there just not that many people who like "realism" mods like this?


I adore this mod thank you. :D It was one of the first things to go back in my load order after my reinstall. Like Aequitas, it's always there and I rarely think about it being a mod. It IS part of the game for me and vital. I imagine it's the same for others who've downloaded and use it. Just a part of the world that always should have been there.
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Hearts
 
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Post » Wed Mar 09, 2011 5:10 am

Perhaps add some spice to it. In Morrowind I think there is a transportation mod in which you hitch a ride on a dragon. It doesnt have any animation but it has a dragon standing up and you use it to travel to another area. No different but its a bit more interesting looking in game.

Great looking mod :goodjob:

:D
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Taylor Thompson
 
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Post » Tue Mar 08, 2011 9:15 pm

Hah. Nice. People can say what they want about the AI, but I've seen more nifty things like that than I can remember. And more than simply trying to steal to eat.

That said, no, it was not intentional that she resort to theft to survive. It just so happens that I forgot to give most of the travel agents enough gold to buy food during their evening meal runs. Figured I'd also take the opportunity to have the script actually transfer your payment to their inventory so that when you pay them they actually make a living from it. Use them enough and they'll be filthy rich. Too bad the AI won't be smart enough to send them off to go shopping for new clothes or something when they have enough.

Sort of brings me to another point. The mod doesn't appear to be terribly popular. The initial reaction seemed strong but fell off quickly. Is something lacking? Or are there just not that many people who like "realism" mods like this?



It is probably due to competing with other travel services mods. Personally, I like the smalll footprint and having a BSA file - much better and cleaner in having the items placed in the BSA file instead of the meshes, textures, etc folders. The mods works and blends in to the game very nicely.

Possible suggestions for adding to the game:
1. Perhaps to "spice" it up, include "Cyroldiil Travel Services" signs that are stuck in the ground at each of your agent's locations and maybe place 'flyers' at taverns or city gates advertising the benefits of the Travel Services.

2. Another suggestion would be to have maybe offer limited "teleport" transport services between the mages guild - place your agent(s) in the guild with the "portal" (like in the archane university) that the person can step on and be transported to a set location - I would suggest offer service between the Imperial City and two or three key cities to start and then put a sign that other locations will be coming soon (maybe Anvil, Leyawin and Bruma for starters). Or if putting the portal in a guild hall is not in your plans then you could put the "public portal" under a shelter in a corner of the city and have an agent provide the service - and it would go from 'public portal' to 'public portal'. Imagine paying in Bruma, step on and select Imperial City and 'poof' you are now at the public portal in the Imperial City.

3. Offer 24x7 service with multiple agents - maybe have your agent change clothes/race so that if you come by in the day you see one agent and at night you see another agent - that gives the gamer more immersion by seeing different agents at a station.

Just ideas for your thought. Thanks for the mod and I appreciate the work done on it so far.
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Laura Wilson
 
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Post » Wed Mar 09, 2011 8:49 am

Sort of brings me to another point. The mod doesn't appear to be terribly popular. The initial reaction seemed strong but fell off quickly. Is something lacking? Or are there just not that many people who like "realism" mods like this?



I'm just now reinstalling Oblivion (as we all know that is a several day journey :nuts: ) but am going to give CTS a go this time around. Why? Because it's simple. It appears to do everything that I'd want in a travel network, and do it cleanly. One thing that has bothered me about Oblivion mods (and to a lesser extent Morrowind ones) is that people try to do too much. Sometimes it's a legitimate case of one's reach exceeding one's grasp, but more and more often it seems to be a way to add glitz and glamour in order to appease some vocal detractors. It becomes a difficult situation as modders want to include features that make people happy, that gets their mod talked about. But there also comes a point when the modder has to step back and say no to the suggestions, has to say that their vision has been realised as best as they can make it. It's a difficult thing to do. It can be a very difficult thing to do, if the modder has been working for a long time or if the mod has popularity (which means more suggestions), but it has to be done.

I didn't mean to go on a bit of a tangent, and I certainly don't mean to suggest that any of it applies to you Arthmoor, but I felt it needed to be said..somewhere. I'll take a simple, well-functioning mod over a more complex, somewhat buggy mod any day (not to say that the latter have no place; I find both "types" invaluable for modding in the rip-the-guts-apart way, but here I am speaking strictly of playing). CTS seems to fit the bill for a simple, well-functioning travel network mod. Any extra features you decide to include would be icing on the cake, but for those who are pushing you to add more, more more...remember too much icing ruins the cake.
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Ownie Zuliana
 
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Post » Wed Mar 09, 2011 10:12 am

Well, to be honest I do not use it because I already use CTN, so I never felt the need to add a second travel service mod.

But I must tell you that I love the fact that it is simple and do not try to do lots of things just for glitz and glamour. If anything, we need more mods like CTS - ones that silently mix with the background and make it seem like it was a feature that has ever been there from the beginning.

I'm in the middle of a huge restructuring of the mods I play with, so I think I'll give CTS a try -- I'm sure I won't regret it. :thumbsup:
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Cathrin Hummel
 
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Post » Wed Mar 09, 2011 1:22 pm

I definitely use this mod !
It's very interesting especially in the first levels when you are weak with few gold and the roads are too dangerous to travel alone.

I have noticed that the traveller of Bruma has tendency to steal in local inn.
Last time it was reported by the local inn keeper, then arrested by the guards. She tryed to fight them but was killed in less than 15 sec.
So I don't think your travellers are so powerful.

Thank you for this mod.
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CRuzIta LUVz grlz
 
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Post » Wed Mar 09, 2011 5:18 am

If she's stealing she certainly shouldn't be. They're all supposed to have enough gold to be able to pay for their meals and such.

If she got jumped by the entire city guard then I wouldn't expect her to survive that.
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Daniel Holgate
 
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Post » Tue Mar 08, 2011 10:00 pm

Version 1.3

* Adjusted the agents' gold higher still because at least one of them has been reported as a thief.
* Trimmed the morning eat package off of all agents in the interests of lightening AI load.
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Adriana Lenzo
 
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Post » Wed Mar 09, 2011 11:45 am

I thought this mod deserved a bump. I love how simple it keeps things and the prospect of possible sea travel in the future sounds brilliant!
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Kari Depp
 
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Post » Wed Mar 09, 2011 8:32 am

Hi!

I'm using your mod and think it's great. But, in some cities the travel agents refuse to provide me with their service on the grounds of there being a huge oblivion gate just outside the city. Thing is that I've completed the MQ so there aren't any huge oblivion gates anymore. Is there som console command or something that would solve this?
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MatthewJontully
 
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Post » Wed Mar 09, 2011 8:41 am

I need to know which cities are refusing travel then, it sounds like a logic issue that's not recognizing that you've closed the gates and completed the MQ. Or did you end the MQ without specifically addressing those gates?
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stephanie eastwood
 
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Post » Wed Mar 09, 2011 7:30 am

Following on from the http://www.gamesas.com/bgsforums/index.php?showtopic=1045354&st=20&p=15196198&#entry15196198 I'm unable to close the Chorrol gate because it is not there and the travel services bods refuse to travel to Chorrol due to the oblivion crisis. I have used the console to push the Allies for Bruma quest on and effectively closed that quest, but they still refuse to travel there.

So, are there CTS console commands availiable to change this or do you think a clean install of your mod will fix this. Please note, I can use the travel services to travel to all other cities as I've closed their particular gates. It seems you mod knows that using the console doesn't count ;)
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Damned_Queen
 
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Post » Wed Mar 09, 2011 8:37 am

Off chance that anyone is having the above problem, the UOP Hotfix will resolve it.

As far as future plans, I'm going to poke around with OBSE a bit and see about getting Bartholm and one or two cities in Elsweyr accommodated by the travel services.
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DAVId MArtInez
 
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Post » Wed Mar 09, 2011 7:22 am

Hi Arthmoor, your mod looks very interesting (as all the others you made :) by the way), but I wonder if you could add a real cart or coach instead of "fast travelling".

I have seen that mr_siika made one some time ago, but nobody ever used it... I wonder why.

Here is a http://www.youtube.com/watch?v=lFHO6MfBQbM&feature=related in case you don't know what I am talking about.

It would be really awesome to be able to travel around Cyrodiil while comfortably sitting in a coach!

mr_siika's cart really looks great, the only thing I would add would be a harness for the horse.

I guess that the horse should have an AI package so that it can only walk and not run, otherwise the passenger might feel sick after a while! :D
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Prisca Lacour
 
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Post » Wed Mar 09, 2011 7:23 am

Arthmoor, one thing people aren't mentioning is the fact that CTN adds boats and stuff - and in at least Bravil's case, a dock that gets in the way of Better Cities stuff. That's why I use yours. And I find that I simply like yours more.
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Joanne
 
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