[RELz] Cyrodiil Travel Services

Post » Wed Mar 09, 2011 12:09 pm

Cyrodiil Travel Services

http://www.tesnexus.com/downloads/file.php?id=21999
http://tesalliance.org/forums/index.php?/files/file/51-cyrodiil-travel-services/

This mod adds travel service providers in various places around Cyrodiil, generally near major cities. Fast travel is still available as normal but these services exist for those who don't like that and prefer to take their trips in a slightly more immersive way. The travel service is relatively cheap, anyone should be able to afford it. The operators are all heavily armed to provide a safe, secure, and enjoyable trip to your destination.

If you should decide to kill one of the operators, be warned that they are rather tough, will put up one hell of a fight, and they *DO NOT RESPAWN*. Once dead, they stay dead. Period. It's also unlikely they'll take kindly to being robbed :)

Requirements

Official Oblivion Patch 1.2.0.416
OBSE v0019b or higher: http://obse.silverlock.org/

Installation

Unpack the contents of the archive into your Data folder.
Activate the mod using your favorite mod manager, or through the Oblivion launcher.
BAIN recommended for easy management, though there should be no overlaps to worry about.

If upgrading from 1.3.1 or older, remove the BSA file as 2.0 onward will no longer ship with one. BSA real estate is getting scarce, and this mod really didn't warrant needing one.

Load Order

If using Open Cities Leyawiin Reborn, the mod needs to load prior to that. Otherwise it likely doesn't matter.

Compatibility

This mod should be compatible with just about everything. It does not alter quests, nor does it alter existing NPCs. It only adds new ones. Their AI schedules should take them inside the cities to eat, but as long as someone hasn't destroyed the taverns they frequent, there should be no problem. No landscape was altered, and no outdoor path grids were changed. This should eliminate a major source of headaches with other mods.

I've tried to make use of the existing stables where possible. Sometimes even assigning sleeping quarters inside the stable buildings because there was not enough space outside to fit their whole setup. This was especially tricky in Bravil, to the point where Ciingail had to have her stuff placed on the deck of the stable building itself.

There will be overlap in purpose with the Cyrodiil Transportation Network mod. I began work on mine a long time before realizing that one existed, but continued on with mine after realizing I wasn't entirely happy with the other one. Not a knock against the author, just that I wanted something a bit different, and wasn't interested in the mage guild parts. As long as you're willing to overlook there being more than one land based transport provider in each location, we should compliment each other nicely.

No textures or meshes were added, everything placed is vanilla content. There should be no reason for a compatibility problem with anything that replaces them.

This mod is fully compatible with Open Cities Classic, Open Better Cities, and Better Cities.

Future Plans

Possible addition of sea routes. Don't know if that's terribly important and it would cause some headaches as far as path grids since boats are considerably larger than a horse, cart, and some miscellaneous clutter. Also harbor real estate is not so easy to come by these days.
User avatar
Juan Suarez
 
Posts: 3395
Joined: Sun Nov 25, 2007 4:09 am

Post » Tue Mar 08, 2011 9:03 pm

Interesting; going to give this a try right away!
User avatar
Marcia Renton
 
Posts: 3563
Joined: Fri Jan 26, 2007 5:15 am

Post » Wed Mar 09, 2011 3:33 am

Cool, but how does this stack up to Cyrodiil Transportation Network? does it have ships too, or is it just carts?

And I'm sorry to say this, but pics please!
User avatar
Kayleigh Mcneil
 
Posts: 3352
Joined: Thu Jun 29, 2006 7:32 am

Post » Wed Mar 09, 2011 1:56 am

Cool, but how does this stack up to Cyrodiil Transportation Network? does it have ships too, or is it just carts?

And I'm sorry to say this, but pics please!

Second that .
User avatar
Nims
 
Posts: 3352
Joined: Thu Jun 07, 2007 3:29 pm

Post » Wed Mar 09, 2011 4:12 am

There's no ships. Those were left out partly because I was getting bored writing dialogue for everyone and partly because large bulky ships need places to be put and path grids edited to get to them. I really didn't feel like having to start making patches for the thing :P

And uh... pics... I mean, they're just NPCs standing around waiting to do their thing. Nothing overly special. But I guess if people want pics, I can go get pics, but I'm in the middle of a big fat bughunt right now.
User avatar
Lisha Boo
 
Posts: 3378
Joined: Fri Aug 18, 2006 2:56 pm

Post » Tue Mar 08, 2011 9:18 pm

I think this is a brilliant mod Arthmoor! I love it! It's the Morrowind travel I was missing so much! Thank you!

...and I'll go grab a few screens of your travel agents for you if you like and post them on the download page! :foodndrink: Doesn't really need screens but hey, why not!

Thanks again!

Edit: I did have a bit of trouble finding one of the travel agents. The one outside Leyawiin. I actually found him around the South West wall of the city, just hanging out. I'm guessing this is because I'm also using Leyawiin Rebuilt? No big. :D
http://i45.photobucket.com/albums/f85/whoguru/Oblivion%20Screenshots/ScreenShot266.jpg

There are actually a few confused NPC's and horses over there sometimes. LOL I like it actually.
User avatar
Paula Ramos
 
Posts: 3384
Joined: Sun Jul 16, 2006 5:43 am

Post » Wed Mar 09, 2011 9:55 am

Got some screens for you as well. :D To shut up the nitpickers. :whistle:

http://www.tesnexus.com/downloads/images/21999-1-1232188199.JPG
http://www.tesnexus.com/downloads/images/21999-2-1232188200.JPG
http://www.tesnexus.com/downloads/images/21999-3-1232188200.JPG
User avatar
lacy lake
 
Posts: 3450
Joined: Sun Dec 31, 2006 12:13 am

Post » Wed Mar 09, 2011 12:20 pm

Yeah, the Leyawiin guy is probably going to be a bit confused about where he needs to go, although, come to think of it, the mod needs to be loading before OC Leyawiin Reborn if that's what you were referring to. Otherwise his AI is going to be trying to get to the wrong location.
User avatar
electro_fantics
 
Posts: 3448
Joined: Fri Mar 30, 2007 11:50 pm

Post » Tue Mar 08, 2011 11:53 pm

Yeah, the Leyawiin guy is probably going to be a bit confused about where he needs to go, although, come to think of it, the mod needs to be loading before OC Leyawiin Reborn if that's what you were referring to. Otherwise his AI is going to be trying to get to the wrong location.


Ahhh, I shall run and check my load order now! Thanks! :foodndrink:

Edit: Moving it above OC Leyawiin Reborn in my load order got his cart where it belongs but he still prefers to hang out by the wall. :D Hey, as long as I know where to find him, he can chill there all he likes! Thanks!
User avatar
quinnnn
 
Posts: 3503
Joined: Sat Mar 03, 2007 1:11 pm

Post » Wed Mar 09, 2011 9:32 am

His AI should correct his position later. NPCs will persist where they're at in a save until their AI tells them to move on. His horse is probably standing around in the wrong spot now too and I'm not sure it'll move back on its own :)

Noticed on Nexus that folks disliked the AI in CTN making the people leave the area to go eat/sleep/whatever. Guess they'll be a bit unhappy to learn that my people also have to do the same when the time comes :)
User avatar
Tom Flanagan
 
Posts: 3522
Joined: Sat Jul 21, 2007 1:51 am

Post » Wed Mar 09, 2011 3:16 am

They'll get over it. :D I love this mod. It's a brilliant little addition and worth a trip to the local Tavern to find the agent! LOL
User avatar
R.I.p MOmmy
 
Posts: 3463
Joined: Wed Sep 06, 2006 8:40 pm

Post » Wed Mar 09, 2011 1:24 am

Look and works fine :) Though, you didn't have to make all of them bookworms :P
User avatar
Erika Ellsworth
 
Posts: 3333
Joined: Sat Jan 06, 2007 5:52 am

Post » Tue Mar 08, 2011 11:14 pm

Thanks for sharing and the linky, will add this to the list ! ! ! ! !
User avatar
Micah Judaeah
 
Posts: 3443
Joined: Tue Oct 24, 2006 6:22 pm

Post » Wed Mar 09, 2011 12:25 am

Brilliant, I'm going to try this.
User avatar
sarah taylor
 
Posts: 3490
Joined: Thu Nov 16, 2006 3:36 pm

Post » Wed Mar 09, 2011 12:16 am

Sounds good. Will dive into Oblivion and have a dabble a bit later. Cheers for this! :)
User avatar
Trish
 
Posts: 3332
Joined: Fri Feb 23, 2007 9:00 am

Post » Wed Mar 09, 2011 2:26 am

Look and works fine :) Though, you didn't have to make all of them bookworms :P

Awww, but that why I love this mod. :) Indeed, this mod reminds me of my Morrowind days.
User avatar
Sara Lee
 
Posts: 3448
Joined: Mon Sep 25, 2006 1:40 pm

Post » Wed Mar 09, 2011 2:13 am

Thanks Arthmoor, Nice to see something new like this..CTN was getting kid of old and boring ..

I will check my placement of TamrielTravellers to make sure that none of their locations are confliciting with yours..I did this with Cyrodiil Transportation Network, but will check with your's also for compatiblity reason of being the same cell mostly..my hand placed stools and chair etc..
User avatar
Loane
 
Posts: 3411
Joined: Wed Apr 04, 2007 6:35 am

Post » Wed Mar 09, 2011 3:16 am

Sorry if I'm asking a stupid question here, but...

How do they take you places? Is it like HAZ classic travel, the cart part of it?

If so, it doesn't have issues with Unique Landscapes, does it? By issues, I mean that the guy tries to go through a wall or something that was added by a UL mod.

Or do they just take your pay, and then you are teleported to your destination?

By the way you talk about the possibility of ships in the future, how you said about ships being large, do you mean that you may add ships that actually move along a preset course? :drool:

I think it would be possible, after all, there are mods that let you control a ship yourself. (even though they're extremely buggy)
User avatar
Franko AlVarado
 
Posts: 3473
Joined: Sun Nov 18, 2007 7:49 pm

Post » Wed Mar 09, 2011 12:55 am

What makes this mod diffrent from Cyrodiil Transportation Network? :)

(Not to be demanding in any way, you modders do a great deal of work and I appreciate it, im just wondering :D)
User avatar
Thema
 
Posts: 3461
Joined: Thu Sep 21, 2006 2:36 am

Post » Tue Mar 08, 2011 10:47 pm

Sorry if I'm asking a stupid question here, but...

How do they take you places? Is it like HAZ classic travel, the cart part of it?

If so, it doesn't have issues with Unique Landscapes, does it? By issues, I mean that the guy tries to go through a wall or something that was added by a UL mod.

Or do they just take your pay, and then you are teleported to your destination?


It's instant transportation to you, though several hours will have passed when you arrive, as if the travel actually occurred. Did you play Morrowind at all? It works in the same fashion as travel by Silt Strider does. :D
User avatar
flora
 
Posts: 3479
Joined: Fri Jun 23, 2006 1:48 am

Post » Wed Mar 09, 2011 8:51 am

What makes this mod diffrent from Cyrodiil Transportation Network? :)

(Not to be demanding in any way, you modders do a great deal of work and I appreciate it, im just wondering :D)


I think that the difference is that this mod only includes cart transport, while CTN has the three regular modes (cart, boat and mages guild teleporter) plus divine intervention. You can even use both if you want to, Arthmoor said they're compatible.
User avatar
Jessica Colville
 
Posts: 3349
Joined: Wed Oct 18, 2006 6:53 pm

Post » Wed Mar 09, 2011 1:26 am

Since I like to play with NPC companions, I'd really like the travel feature also effect player's companions. I have tried to travel with two companions following me, but neither were teleported to the travel destination. It could work in vanilla Morrowind so I guess it is possible in Oblivion.
User avatar
k a t e
 
Posts: 3378
Joined: Fri Jan 19, 2007 9:00 am

Post » Wed Mar 09, 2011 5:12 am

Yes, that's something I'd like to have happen as well since one of my guys is still hauling Cleon and Allecia around. I don't know how the game handles fast travel but that routine is capable of pulling companions along. Unless that's hard coded in the engine.
User avatar
Nancy RIP
 
Posts: 3519
Joined: Mon Jan 29, 2007 5:42 am

Post » Wed Mar 09, 2011 7:06 am

Yes, that's something I'd like to have happen as well since one of my guys is still hauling Cleon and Allecia around. I don't know how the game handles fast travel but that routine is capable of pulling companions along. Unless that's hard coded in the engine.


Any progress on being able to take your companions with you when using this travel service?
I am assuming that Cyrodiil Transportation Network doesn't do so either?

My first idea to script something like that would be to check for characters carrying the companion ring in the vicinity.
I don't know whether the stock companions have been given them (if not, they really should!), but it would be better than the current solution in any case.
I'd also scale the price of transportation: +half the base price per companion, say? The dialog could also indicate how many characters your travel agent intends to transport ("So you three want to go to bravil? I'll take you there for the bargain price of ..."). That way, you as a player would get feedback on whether everyone you want to take is here (=recognized by the script).

Another problem would be a player horse. I have no idea on that one.

EDIT: searching for "companion ring" on the forums didn't give me the results I hoped. Maybe I misremember the name? But there definitely was an object given to all companions, so scripts could ensure companions didn't attack one another, magic applied only to companions / not to companions, ...

EDIT2: Found it! It's "Duke Patricks - Friendship Ring For Companion Detection" ( http://www.tesnexus.com/downloads/file.php?id=21594 )
User avatar
Ryan Lutz
 
Posts: 3465
Joined: Sun Sep 09, 2007 12:39 pm

Post » Wed Mar 09, 2011 2:28 am

Any progress on being able to take your companions with you when using this travel service?
I am assuming that Cyrodiil Transportation Network doesn't do so either?


Nope. No progress on this yet. Would be nice but I'm not seeing much of a way to be able to do this. CTN doesn't account for it either.

The Duke Patrick ring sounds like it would be a viable option but I don't know how I'd be able to use that since it seems intended that the code snippet be used by the companion modder, not by a 3rd party who has no ties to either one. Might need to ask spookyfx.com about that one.

Horses wouldn't be a huge issue really. The game knows which horse you last rode and you can check for that and do things to manipulate it. The only issue I have with that is that you're approaching a travel service to take you somewhere. Why would your horse be brought along? Wouldn't you just ride the horse there yourself? :)
User avatar
An Lor
 
Posts: 3439
Joined: Sun Feb 18, 2007 8:46 pm

Next

Return to IV - Oblivion