[RELz] Cyrodiil Travel Services

Post » Wed Mar 09, 2011 3:58 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.


It's a great concept, but the reality of things is that it just wouldn't work out very well. You can only move something so fast before the game engine chokes on it and dies. There's also the small matter of encounters on the roads. It would be nearly impossible to suppress that without causing a whole bag full of compatibility problems. That's probably why nobody has made use of silka's cart, and probably similar logic behind why Bethesda didn't do something like it with Morrowind.

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.


I thought about adding boat options but it really isn't practical to go to all the trouble for two destinations. So I'm glad the design decision turned out to be something others like too. :)
User avatar
Tracy Byworth
 
Posts: 3403
Joined: Sun Jul 02, 2006 10:09 pm

Post » Wed Mar 09, 2011 12:48 am

I noticed this on BOSS masterlist:
Faregyl Vwalk.espCyrodiil Travel-Vergayun-Faregyl Vwalk.espCyrodiil Travel-Feldscar-Vergayun-Faregyl Vwalk.esp


Are these related to CTS and downloadable somewhere? Or were they kept lock inside the vault? :)
User avatar
Eire Charlotta
 
Posts: 3394
Joined: Thu Nov 09, 2006 6:00 pm

Post » Wed Mar 09, 2011 9:50 am

I noticed this on BOSS masterlist:
Faregyl Vwalk.espCyrodiil Travel-Vergayun-Faregyl Vwalk.espCyrodiil Travel-Feldscar-Vergayun-Faregyl Vwalk.esp


Are these related to CTS and downloadable somewhere? Or were they kept lock inside the vault? :)


The Vwalk ESPs belong to http://www.tesnexus.com/downloads/file.php?id=28223.
User avatar
Suzie Dalziel
 
Posts: 3443
Joined: Thu Jun 15, 2006 8:19 pm

Post » Wed Mar 09, 2011 1:23 am

Hi Arthmoor:

I will give your mod a try as CTN cause CTD for me more often than not with FCOM. Two question though:

One: With CTN and FCOM, the travel agents tend to get killed at times by getting caught in fights. You mention your agents stay dead. Does that mean they do not respawn when the cell respawns every 3 days or whatever setting one uses?

Two: Does travel time adjust to the timescale I have set for outdoors or is it static?

Final note: What does it matter if you have ship travel, cart travel, or teleport other than the time it takes to get to the destination? I can see it as a nice immersion feature but that is a matter of taste. Most important feature is to have a travel service to get from one place to the other without using fast travel.
User avatar
how solid
 
Posts: 3434
Joined: Mon Apr 23, 2007 5:27 am

Post » Wed Mar 09, 2011 4:06 am

1. They don't respawn if killed. The chances of this happening though seem small unless you try and kill them yourself. I've witnessed them take down stray enemies with little effort. I made them all fairly tough.

2. Travel times are static. If a trip should take 7 hours, then 7 hours will be added to the clock.

3. It doesn't really. Though this mod only has implied cart travel. There are no ships or teleports involved :)
User avatar
TASTY TRACY
 
Posts: 3282
Joined: Thu Jun 22, 2006 7:11 pm

Post » Wed Mar 09, 2011 4:57 am

...Though this mod only has implied cart travel. There are no ships or teleports involved :)


Which is why I love this mod. :D Silt Striders for Cyrodiil. :P Gotta love it...if you began life as a MW junkie at any rate, as I did. LOL
User avatar
u gone see
 
Posts: 3388
Joined: Tue Oct 02, 2007 2:53 pm

Post » Tue Mar 08, 2011 11:16 pm

Yes. That's exactly why it was done this way. Although Morrowind has guild guides and Mark+Recall which this doesn't have :)
User avatar
Margarita Diaz
 
Posts: 3511
Joined: Sun Aug 12, 2007 2:01 pm

Post » Wed Mar 09, 2011 7:22 am

Does this work with open cities classic? :)
User avatar
Matt Bigelow
 
Posts: 3350
Joined: Sun Sep 30, 2007 6:36 pm

Post » Wed Mar 09, 2011 7:52 am

Yes. No problems with OCC.
User avatar
Lexy Dick
 
Posts: 3459
Joined: Mon Feb 12, 2007 12:15 pm

Post » Wed Mar 09, 2011 4:26 am

Version 1.3.1

* Fixed K'Darr's AI so that he will be in the correct location if Open Cities Leyawiin Reborn is being used.
* Call pcb to purge buffers when traveling to another city, which should mimic what fast travel does.
User avatar
Samantha Mitchell
 
Posts: 3459
Joined: Mon Nov 13, 2006 8:33 pm

Post » Wed Mar 09, 2011 9:02 am

Version 2.0

* Mod now requires OBSE v0018 or higher.
* The delay between paying for travel service and the actual move to the destination should now be virtually instant.
* Dropped the BSA as it isn't warranted for simple silent voice files. Be sure to delete that if you still have it.
* Added travel destinations to Bartholm, Faregyl, Feldscar, and Sutch.

These destinations will only show up if the mods that add them are installed at the time the game is loaded. Other destinations will be considered, provided they are of sufficient size to justify adding them and are not too close to other already supported destinations. If the destination is only made active after a quest is completed in the target mod, that destination will not be considered as I do not want to get into the need for patches to accommodate them. I have enough patches for other mods to manage as it is.

Destinations in provinces outside of Cyrodiil will not be considered, as this one is meant only for servicing Cyrodiil.

Version 1.3.1 will be left on Nexus for those who for whatever reason can't or won't use OBSE. That version will be unsupported from this point forward though.
User avatar
sunny lovett
 
Posts: 3388
Joined: Thu Dec 07, 2006 4:59 am

Post » Wed Mar 09, 2011 8:39 am

Just some feedback from the new version. Yep, the gap between paying for travel and going in very quick now :)

One small issue (present in old version too) is the IC travel merchant. She says it'll cost 35 gol to go to Bravil, but then takes 45. Naughty Argonian!

Also, I'm not sure it's related to this mod, but since I upgraded I'm getting a persistent crash outside of Skingrad. This is the only mod I can think of that effect that area which I've updraded recently. I might just be a bad spawn point, so I'm not going to go back for a while to reset the cell, and report back then.
User avatar
Pants
 
Posts: 3440
Joined: Tue Jun 27, 2006 4:34 am

Post » Tue Mar 08, 2011 10:37 pm

Shame on her! Little thief. In all the times I've made that trip it never connected that I was being ripped off for money AND time!

Also managed to forget to attach the Bartholm agent's dialogue topics, was about to package that up when I noticed your post :P

Where exactly outside of Skingrad? Could be the result of the Maiq AI issue - try this: http://www.4shared.com/file/kwteZ8Mi/MaiqAIHack.html that hack has solved the problem of crashes between Skingrad and Anvil.

Version 2.0.1

* The agent in Bartholm wasn't hooked up to his topics. Oops.
* Visits-Many-Lands was charging 45 gold and adding 5 hours to the clock for trips to Bravil which should have been 3 hours at 35 gold.
User avatar
Kayla Keizer
 
Posts: 3357
Joined: Tue Dec 12, 2006 4:31 pm

Post » Tue Mar 08, 2011 11:13 pm

Thanks for the update! The crash was happening next to Skingrad stable house, right where the CTS Orc quy was sat. As it happened 4 time in a row, then again when I returned, it was pretty persistent.
I'll try the Maiq hack. I forgot about that. But I was actually on my way to Kvatch and saw Maiq running past and got no crash so... who knows?
User avatar
Jesus Lopez
 
Posts: 3508
Joined: Thu Aug 16, 2007 10:16 pm

Post » Wed Mar 09, 2011 5:46 am

Much more stable with the Maiq hack installed, thanks :tops:
It wasn't recognise by BOSS tho, worth getting it registered?
User avatar
Becky Palmer
 
Posts: 3387
Joined: Wed Oct 04, 2006 4:43 am

Post » Wed Mar 09, 2011 5:16 am

Dunno. I'm seriously considering merging the AI hack into the UOP but hardly anyone has commented there when the issue was brought up. If consensus says not to merge it in, then I'll put it on the UOPS page as an optional component and add it to BOSS then.
User avatar
Honey Suckle
 
Posts: 3425
Joined: Wed Sep 27, 2006 4:22 pm

Post » Wed Mar 09, 2011 9:40 am

The Maiq hack fixed the same crash problem for me. I've been using it for a few weeks in a heavily modded game without problem. I've had this crash for a year at least and am very glad you found a fix! My vote would be to include it in the UOP. Hmm... perhaps this should be in the UOP thread????
User avatar
Nick Jase Mason
 
Posts: 3432
Joined: Sun Jul 29, 2007 1:23 am

Post » Wed Mar 09, 2011 5:58 am

Hi Arthmoor. I seem to be having trouble with another of your service reps.

Here's the story. I woke up and exited the Back Rock Inn (Feldscar) around Five AM. Walked over to see Lankor (Feldscar CTS rep) wake up, change into his battle armour and proceed to rush past me to attack my horse!
The other folk in town helped be bring him down. But I really would like both he and my horse to survive if it s at all possible! :lol:
User avatar
Star Dunkels Macmillan
 
Posts: 3421
Joined: Thu Aug 31, 2006 4:00 pm

Post » Wed Mar 09, 2011 6:09 am

Well he shouldn't have done that obviously. Bad Lankor!

Can't tell you why it happened though. His aggression value is too low to attack for no reason. You sure your horse didn't get into a fight with a wolf or something nearby which resulted in a stray hit to a friendly NPC in the area?
User avatar
Jamie Moysey
 
Posts: 3452
Joined: Sun May 13, 2007 6:31 am

Post » Tue Mar 08, 2011 9:11 pm

Well he shouldn't have done that obviously. Bad Lankor!

Can't tell you why it happened though. His aggression value is too low to attack for no reason. You sure your horse didn't get into a fight with a wolf or something nearby which resulted in a stray hit to a friendly NPC in the area?

It's really weird, I know.
No, I loaded the save file (and a couple of earlier ones - good old streamsave) a number of times. Basically if it was in his waking hours, and I went outside I would see him run up from his regular spot and attack my poor old innocent horse, who was just standing there. And would proceed to chase him all over. Or on other occasions he would have to face all the other villagers who leapt to Buster's (my horse) defence.

But if I went out early, Buster and I could just stand there (for a number of game hours) and as soon as he woke up Lankor would change into his armour and go on the attack!

One time I put the horse on the roof of the building, and Lankor went nuts running around it brandishing his weapon! :lol:

I have since loaded an earlier save and left the village (under cover of darkness) on a separate quest. Will soon return - to finish off the painter quest (love how you connected quests to 'vanilla' ones by the way) and it is getting near 15th of the month too. ;)
User avatar
Dina Boudreau
 
Posts: 3410
Joined: Thu Jan 04, 2007 10:59 pm

Post » Wed Mar 09, 2011 7:43 am

Version 2.0.2

* Adjusted Skirlene's location outside Bruma for a better fit.
* Relocated the Leyawiin site when OCLR is in use due to relocating the stables in OCLR.
User avatar
Yvonne Gruening
 
Posts: 3503
Joined: Mon Apr 23, 2007 7:31 pm

Post » Wed Mar 09, 2011 8:03 am

Version 2.0.3

* Three of the horses belonging to agents were not owned by the faction.
* Moved Demeter's tree in Anvil away from the building more to get it out of the path in OCR Anvil.
* Made the agents' horses a separate creature for better AI control of where the horses go.
User avatar
Cool Man Sam
 
Posts: 3392
Joined: Thu May 10, 2007 1:19 pm

Post » Wed Mar 09, 2011 10:11 am

Hello Arthmoor,

Any chance of adding Fort Akatosh Redux to the list of destination?

Thanks!
User avatar
k a t e
 
Posts: 3378
Joined: Fri Jan 19, 2007 9:00 am

Post » Wed Mar 09, 2011 1:05 am

Probably not. Military forts don't really strike me as destinations that would be pleased with civilian travel services dropping people off at random.
User avatar
ruCkii
 
Posts: 3360
Joined: Mon Mar 26, 2007 9:08 pm

Post » Wed Mar 09, 2011 9:24 am

Thanks Arthmoor updated to the last release.
I also installed your three small villages.
unistalled the lost spire and most of heavy quests keeping Cyrodiil at minimum buildings.
I'm more fan of free random quests and exploration travels than written quests extended to several stages.
User avatar
Kelvin
 
Posts: 3405
Joined: Sat Nov 17, 2007 10:22 am

PreviousNext

Return to IV - Oblivion