[RELz] Cyrodiil Travel Services

Post » Wed Mar 09, 2011 5:26 am

Two updates within a week. I'm impressed and thanks Arthmoor. :bowdown:
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Dawn Farrell
 
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Post » Wed Mar 09, 2011 1:11 am

Version 2.0.4

* The Bartholm travel agent was sending people to Cheydinhal on trips to Leyawiin. Oops.
* Added a direct route from Chorrol to Anvil and back if West Roads is installed.
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Hella Beast
 
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Post » Wed Mar 09, 2011 12:17 am

* Added a direct route from Chorrol to Anvil and back if West Roads is installed.

Love those neat not-so-little touches you make to your mods Arthmoor. :goodjob:
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Bloomer
 
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Post » Tue Mar 08, 2011 10:03 pm

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

I was thinking maybe you could use this just a bit, that is, before teleporting, make the PC sit at the back of the cart or something, move one or two steps, teleport and reapear to your new location, one or two steps than disembark. Like "See you sleep", where you can see yourself go to bed, Pop-up menu and get out of bed. Granted you have other priorities for this mod, I guess, but if you eventually want to venture further, that would be impressive. I understand this alone would be a load of work, that's up to you... :foodndrink:
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Dezzeh
 
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Post » Tue Mar 08, 2011 10:08 pm

Some travel services for Elsweyr Deserts of Anequina would be nice :)
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Cat Haines
 
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Post » Wed Mar 09, 2011 12:30 pm

Slight screwup with 2.0.4, copied the wrong ESP into the package, which means all that cool new stuff for Anvil-Chorrol doesn't work :P

Both uploads have been corrected now.

As far as Elsweyr, with CTS I'm sticking to Cyrodiil. The only thing I'd do from CTS' side of things is to link Faregyl with Riverhold, and from there another mod that can use Elsweyr resources would be needed since it makes little sense to trek across burning desert on horses meant for forests and grassland.
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Alex Blacke
 
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Post » Wed Mar 09, 2011 11:29 am

Good enough for me lol my character lives in Riverhold so it will be convenient to not have to walk there all the time. Hopefully Iliana will add something along he lines of this mod in the future for Elsweyr if she continues to work on it, fingers crossed :).
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Chris BEvan
 
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Post » Wed Mar 09, 2011 7:02 am

This mod would benefit greatly from an expanded description of it's scope and function.

Does the 'travelling' take the form of some new kind of fast-travel at all or do you get into a vehicle and are transported automatically but physically overland in real time from point A to B.

Thanks



...from Nexus

How does this compare to Cyrodiil Transportation Network too?
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Markie Mark
 
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Post » Wed Mar 09, 2011 2:49 am

It's more simplistic. There is travel service in each major city, and some mod supported locations. The main advantage is the small footprint. It won't crowd out other changes to the areas near the cities. If I can figure out how, CTS will eventually support traveling with companions - at additional cost of course.

CTN has mage guild transport, along with mark & recall and divine intervention (these last two aren't exactly travel options IMO). It also has ships in the IC, Bravil, and Leyawiin, but they can be highly disruptive in terms of compatibility.
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Alan Whiston
 
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Post » Wed Mar 09, 2011 10:48 am

Version 2.0.5

* Added service to Riverhold if Elsweyr Anequina is installed.
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Mark Hepworth
 
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Post » Wed Mar 09, 2011 1:19 am

Version 2.0.5

* Added service to Riverhold if Elsweyr Anequina is installed.

Great news. :celebrate: Thanks Arthmoor. :celebration:
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Peetay
 
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Post » Wed Mar 09, 2011 2:59 am

This mod seems excellent (I havent downloaded it yet)
But i was wondering, if you perhaps knew a mod that let you ride in the cart instead of instant travel
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Fam Mughal
 
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Post » Wed Mar 09, 2011 2:49 am

Yes, there's one around here somewhere that was supposed to do that, but I don't know if it ever made full release or not. Things like that have lots of technical issues with the game engine though, not the least of which is being able to defend yourself against attack as you're riding. Instant transport is the next best thing, and is at least guaranteed not to hang you up somehow.
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Justin Hankins
 
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Post » Wed Mar 09, 2011 12:45 pm

This mod seems excellent (I havent downloaded it yet)
But i was wondering, if you perhaps knew a mod that let you ride in the cart instead of instant travel

Maybe Yacoby's http://search2.yacoby.net/ can find it for you. :)
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Joey Bel
 
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Post » Wed Mar 09, 2011 3:08 am

Arthmoor:

The time to travel from Chorrol to Skingrad is 7 hours, which is OK. That is unless you have West Roads installed. Then it should be something like 2.5 hours.

In your next update, do you think it possible to detect West Roads and alter the travel time? Right now it is quicker to go Chorrol to Anvil to Skingrad (and more expensive!).

The same issue exists in Tamriel Transportation Network. I will try to find that author and make the same suggestion. I use the two mods, they work great together and TTN adds travel to the smaller locations.

Thanks
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e.Double
 
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Post » Wed Mar 09, 2011 2:35 am

This mod seems excellent (I havent downloaded it yet)
But i was wondering, if you perhaps knew a mod that let you ride in the cart instead of instant travel



http://cn1.kaboodle.com/hi/img/2/0/0/94/e/AAAAAvwPH5IAAAAAAJTgtA.jpg?v=1195538621000 http://www.tesnexus.com/downloads/file.php?id=20461
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Roy Harris
 
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Post » Tue Mar 08, 2011 10:07 pm

http://cn1.kaboodle.com/hi/img/2/0/0/94/e/AAAAAvwPH5IAAAAAAJTgtA.jpg?v=1195538621000 http://www.tesnexus.com/downloads/file.php?id=20461


I say that is a 50/50 chance that mode of transport may break the immersion factor :)
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no_excuse
 
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Post » Wed Mar 09, 2011 1:41 am

I'll see what I can do with the travel times between Chorrol and Skingrad with West Roads up. The logic I was going with was that those two roads are back country roads and aren't as safe or suitable for horse drawn carts. Even if you never actually ride the length of the trip. The two roads added by WR aren't patrolled by legion either so it makes some amount of sense for unarmed civilian transport to not want to go there.
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Damned_Queen
 
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Post » Wed Mar 09, 2011 12:15 am

I'll see what I can do with the travel times between Chorrol and Skingrad with West Roads up. The logic I was going with was that those two roads are back country roads and aren't as safe or suitable for horse drawn carts. Even if you never actually ride the length of the trip. The two roads added by WR aren't patrolled by legion either so it makes some amount of sense for unarmed civilian transport to not want to go there.


Well that makes too much sense, did not think of it that way. In that case, I think it should stay the way it is then. If I want the shortcut I should run or use a horse. Learn something new every day :)
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James Shaw
 
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Post » Wed Mar 09, 2011 5:50 am

Version 2.0.6

* Valera's bed in Faregyl was not activating, causing her to obsessively look for somewhere else to sleep in the inn but unable to find something.
* Added script checks to place the Faregyl, Feldscar, Bartholm, Sutch, and Riverhold agents into the factions for their city so they will have access to any of their city related topics.

Note that with 2.0.6 OBSE 0019b or higher is needed. Upgrade if you're still using 0018.
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Princess Johnson
 
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Post » Wed Mar 09, 2011 5:24 am

Version 2.0.6

* Valera's bed in Faregyl was not activating, causing her to obsessively look for somewhere else to sleep in the inn but unable to find something.
* Added script checks to place the Faregyl, Feldscar, Bartholm, Sutch, and Riverhold agents into the factions for their city so they will have access to any of their city related topics.

Note that with 2.0.6 OBSE 0019b or higher is needed. Upgrade if you're still using 0018.


It seems the new version also has improved travel times between Chorrol and Skingrad. I understood the reason for it not having that earlier, but will take the "quirk" now :)

Nice job as always Arthmoor. I really commend you on the landmarks topic (been using it since it became available) as in reality they should be able to tell you these things. Well thought out.

One tip regarding this mod and those who use a main quest complete cheat (either through console or a mod). These cheats do not really "close" the gates outside the cities that are part of the allies for bruma quest. So when you want to travel to these locations the guide tells you no as the gate threatens the city. The fix for this is to go to each gate (or what remains of it) that is part of that quest, open console, select the gate (you may have to click on a few object until you get "oblivion gate" displayed, and type in closecurrentobliviongate, press enter, exit console. This opens the city for travel. Only Bruma does not require this.
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Chloe Lou
 
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Post » Wed Mar 09, 2011 10:55 am

Version 2.0.7

* Added dialogue conditions to prevent the travel agents from offering their services when they should be sleeping or eating while not at their posts.
* Master of Horses' travel dialogue was not checking to be sure the player isn't on horseback.

That eating/sleeping thing has been bugging me for awhile now and I finally just decided to fix it :P
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Bitter End
 
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