[RELz] Map Marker Overhaul

Post » Mon Mar 21, 2011 5:56 am

Map Marker Overhaul v 3.4 is now available from http://www.tesnexus.com/downloads/file.php?id=26389

From the changelog:
* Added Fast Travel control. Now you can set up how much and how far you can use Fast Travel.
This is handled by 4 new settings:
; Set maximum allowed distance to use Fast Travel. The distance number of cells, where Chorrol-IC is ca 25 cells.; Set to 0 to allow unlimited distances.set tnoMMO.fastTravelmaxSingleDistance to 0; Set how much longer distances that are allowed if riding. Set to 1 or less to ignore riding status.set tnoMMO.fastTravelRideFactor to 1.2; Set the number of hours you must wait between Fast Travel. 0 means no time restriction.set tnoMMO.fastTravelTimeRestriction to 0; If fastTravelTimeRestriction is > 0, set the cumulative Fast Travel distance allowed before you have to wait.; If set to 0, you must wait fastTravelTimeRestriction hrs between each single FT.set tnoMMO.fastTravelmaxDistance to 0

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Britta Gronkowski
 
Posts: 3475
Joined: Mon Apr 09, 2007 3:14 pm

Post » Mon Mar 21, 2011 1:56 am

Hey TheNiceOne, great job on this mod, and thanks for the new version! It's one of my essential mods. And I was just looking for something that changed Fast Travel into what you described above, so I'm really looking forward to trying that out.

One small issue though. I use an alternate start mod, causing MQ01 not to complete before you begin playing the game outside of the sewers. Because of this, the feature that disables all map markers at the beginning of the game is broken. This is one of my favorite parts of this mod, I love having no markers visible before you've discovered them. So is there a way to force this change in a game that I've already started via the console or something?

Thanks!
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Jason Wolf
 
Posts: 3390
Joined: Sun Jun 17, 2007 7:30 am

Post » Mon Mar 21, 2011 10:16 am

TheNiceOne is looking for information about alternate start mods in order to fix incompatibilities like that.

What is the mod you are using?

What is the name of the ESP? Be very specific, cut and paste preferably.

Do you know enough about the Construction Set to be able to check what variables are set by the alternate start mod? Can you describe how it starts and recommend a point for the map markers to be disabled?
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Dylan Markese
 
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Joined: Sat Dec 01, 2007 11:58 am

Post » Mon Mar 21, 2011 3:19 am

One small issue though. I use an alternate start mod, causing MQ01 not to complete before you begin playing the game outside of the sewers. Because of this, the feature that disables all map markers at the beginning of the game is broken. This is one of my favorite parts of this mod, I love having no markers visible before you've discovered them. So is there a way to force this change in a game that I've already started via the console or something?


Open console and write TMM 0
That will remove all map markers from the map.
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Cameron Wood
 
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Post » Mon Mar 21, 2011 11:49 am

As showler writes, I will add support for alternate start mods if you provide a link to the mod, and if it can be done easily.

But as PetrusOctavianus writes, if you open the console and type "TMM 0" you get the exact same behaviour.
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Gavin Roberts
 
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Post » Mon Mar 21, 2011 8:13 am

I've been testing the fast travel features, and run into an unknown conflict with my load order, I'll try to track down the culprit(s) when I have a bit more time after midterms. I've tried tagging MMO with a few bash tags, but that didn't help, although to be fair I don't have indepth knowledge on which ones to use. I also set it to last in the load order to no avail.

On another note, it did work when I ran it with only Oblivion.esm, so the functionality is there. Although I think their may be an issue with the Time Restriction, as it was still letting me travel past my set 50 cells after I exceeded it (at a 48h restriction). This would not work with the vanilla install or my load order.

For kicks here are the mods I use, if you see anything that looks like it could be the offender, any help in narrowing down my search is greatly appreciated!

Active Mod Files:00  Oblivion.esm01  GTAesgaard_2.esm02  Windfall.esm03  TR_OoT_Main.esm04  Jog_X_Mod.esm05  You Are Here.esm06  All Natural Base.esm  [Version 0.9.8]07  Francesco's Leveled Creatures-Items Mod.esm08  Francesco's Optional New Items Add-On.esm09  Cobl Main.esm  [Version 1.72]0A  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]0B  Mart's Monster Mod.esm  [Version 3.7b3p3]0C  Enhanced Daedric Invasion.esm0D  TamrielTravellers.esm  [Version 1.39c]0E  FCOM_Convergence.esm  [Version 0.9.9MB3]0F  Armamentarium.esm  [Version 1.35]10  Artifacts.esm  [Version 1.1]11  Kvatch Rebuilt.esm12  BetterMusicSystem.esm13  Progress.esm  [Version 2.0]14  cssBase.esm  [Version 1.1]15  CM Partners.esm16  Toaster Says Share v3.esm17  Unofficial Oblivion Patch.esp  [Version 3.2.4]18  DLCShiveringIsles.esp19  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]1A  SM Plugin Refurbish - SI.esp  [Version 1.05]1B  Francesco's Optional Chance of Stronger Bosses.esp1C  Francesco's Optional Chance of Stronger Enemies.esp1D  Francesco's Optional Chance of More Enemies.esp1E  Francesco's Optional Leveled Quests-SI only.esp1F  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]20  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]21  Fran Armor Add-on.esp22  Natural_Habitat_by_Max_Tael.esp23  All Natural - Real Lights.esp  [Version 0.9.8]24  All Natural.esp  [Version 0.9.8]25  All Natural - SI.esp  [Version 0.9.8]++  All Natural - EW + NW + AWS.esp  [Version 0.9.6]++  Kvatch Rebuilt Weather Patch.esp++  phinix-waterfix.esp++  Symphony of Violence.esp26  AmbientTownSounds.esp27  MIS Low Wind.esp28  MIS New Sounds Optional Part.esp29  Atmospheric Oblivion.esp2A  PCSoundRhett.esp  [Version 2.6]2B  WindowLightingSystem.esp2C  AmbientDungeons.esp  [Version 1.3]2D  AliveWaters.esp2E  Ayleid Loot EXtension.esp**  Book Jackets Oblivion.esp2F  DID3_DoubleTrouble.esp++  Item interchange - Extraction.esp  [Version 0.76]30  kuerteeSittableRocks.esp31  Lyn-StoriesFromTheSeaMod.esp32  BetterMusicSystem(SI).esp33  New Potions by Tealpanda.esp34  Oblivion Collectible Cards.esp35  RAEVWD Cities.esp  [Version 1.7]36  Redecoration.esp37  GoldCoinBagger.esp++  shiveringislesdoorusable.esp38  Wogs!.esp39  Enhanced Economy.esp  [Version 3.4.2]3A  Crowded Roads Advanced less crowded.esp  [Version 1.3]3B  Improved Hotkeys.esp  [Version 1.1]3C  DLCMehrunesRazor.esp3D  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]3E  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.11]3F  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]**  Book Jackets DLC.esp++  GrimbotsSpellTomes.esp++  Cane of Sheogorath.esp40  DMACarmor.esp41  KDDwemerSpectacles.esp42  SentientWeapon.esp  [Version 3]43  Thieves Arsenal.esp44  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]++  MMM_Runeskull_Rebalance_BETA2.esp  [Version Beta]45  Slof's Oblivion Robe Trader.esp46  Cobl Glue.esp  [Version 1.72]47  Cobl Si.esp  [Version 1.63]48  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]49  Bob's Armory Oblivion.esp4A  FCOM_BobsArmory.esp  [Version 0.9.9]4B  Oblivion WarCry EV.esp4C  FCOM_WarCry.esp  [Version 0.9.9MB3]4D  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]4E  ArmamentariumArtifacts.esp  [Version 1.35]4F  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]50  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]51  FCOM_RealSwords.esp  [Version 0.9.9]52  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesStronger.esp  [Version 0.9.9Mb3]53  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]54  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]55  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]56  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]57  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]58  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]59  TamrielTravellers4OOO.esp  [Version 1.39c]5A  TamrielTravellersItemsnpc.esp  [Version 1.39c]5B  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]5C  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]5D  FCOM_MoreRandomItems.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]++  SentientWeapon - OOO & MOBS.esp  [Version 3.1]++  MMM-Cobl.esp  [Version 1.69]5E  LE_GrowPlants.esp5F  Ivellon.esp  [Version 1.8]60  AdenseEpicDungeon1_5.esp61  Artifacts.esp  [Version 1.1]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]62  Ash's Odd Jobs.esp63  BHC_Expanded.esp  [Version 1.2]64  BXX Tamriel Resource Exchange.esp65  Castle_Highrock.esp66  Dwemer_Skyship_1_1_0.esp67  Duke Patricks - HammerBlade.esp68  GTAesgaard.esp69  GTAesgaard_2.esp++  GTAesgaard 1and2 Delayer.esp  [Version 3.0]6A  Heroes of Cyrodiil.esp6B  HeartOftheDead.esp  [Version 6.2]++  HOD_delayer.esp6C  Mimics!.esp6D  Shezrie's Villages.esp6E  Insanity's Pet Shop.esp6F  JQ-AssassinQuest-NoMarkers.esp70  JQ-Return_of_Dagoth_Ur.esp71  JSRandomTasks.esp  [Version 1.1a]72  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp73  Kvatch Rebuilt - Leveled Guards - FCOM.esp74  EiAmod.esp  [Version 1.1]++  EiAmod_ShiveringIsles.esp++  EiAmod_delayer.esp  [Version 1.1]75  LostSwordOfTheAylied.esp++  LostSwordOfTheAylied_delayer.esp76  Morag Tong Assassins(V1.3).esp77  Malevolent.esp78  ThePaleAdventurer.esp++  ThePaleAdventurer_delayer.esp79  DBContinuedBeta 0.7.esp7A  The Ayleid Steps.esp  [Version 3.2]7B  The Crimson Queen.esp7C  thievery.esp7D  thievery - EE patch.esp  [Version 1.0]7E  TR_Stirk.esp7F  Stirk_Compatibility_Patch.esp80  VaultsofCyrodiil.esp81  VHBloodlines 1.2.esp  [Version 1.4]82  Windfall.esp83  Cyrodiil Travel Services.esp  [Version 1.3]84  Arena_BattlesV1.1.esp85  DLCfrostcrag.esp86  DLCFrostcragReborn.esp87  SM Plugin Refurbish - FrostCrag.esp  [Version 1.2]88  FrostcragRebornCobl.esp89  Knights.esp8A  Knights - Unofficial Patch.esp  [Version 1.0.9]++  SM Plugin Refurbish - Knights.esp  [Version 1.06]8B  TOTF.esp8C  TOTF-EiAE Patch.esp++  TOTF Delayer.esp8D  RTT.esp8E  The Lost Spires.esp8F  The Lost Spires_delayer.esp  [Version 1.1]90  SoT_TheOrderofNibenay.esp91  Mighty Umbra.esp92  Ungarion1TheWelkyndSword.esp  [Version 1.4]93  Blood&Mud.esp94  Blood&Mud - EE patch.esp  [Version 1.0]95  Origin of the Mages Guild.esp  [Version 5.1]96  The Mystery of the Dulan cult.esp97  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]++  FCOM_MightyUmbra.esp  [Version 0.9.9]98  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  FCOM_WelkyndSwordBlood&Mud.esp  [Version 0.9.9]++  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]99  FCOM_OMG.esp  [Version 0.9.9]++  FCOM_OMGSRT.esp  [Version 0.9.9]9A  FCOM_DulanCult.esp  [Version 0.9.9]9B  Enhanced Daedric Invasion.esp++  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]9C  EDI - Less Monotonous DOT.esp++  EDI - Aggression Fix.esp9D  ElsweyrAnequina.esp9E  BetterMusicSystem(Elsweyr).esp9F  Reaper's Esmeralda's Desert Manor.espA0  Feldscar.esp  [Version 1.0.1]A1  Vergayun.esp  [Version 1.0.3]A2  Faregyl.esp  [Version 1.0.10]A3  Faregyl+Anequina Patch.espA4  xuldarkforest.esp  [Version 1.0.4]A5  LostSpires-DarkForest patch.espA6  xulStendarrValley.esp  [Version 1.2.2]A7  xulTheHeath.espA8  XulEntiusGorge.espA9  LostSpires_TheOrderofNibenay_patch.espAA  xulColovianHighlands_EV.esp  [Version 1.2.1]AB  EtInArkay-ColovianHighlands patch.espAC  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.3]AD  xulBravilBarrowfields.esp  [Version 1.3.2]AE  EtInArkay-BravilBarrowfields patch.espAF  xulLushWoodlands.esp  [Version 1.3]B0  Castle_Wolfspike.espB1  Patch-Wolfspike-UL.espB2  xulAncientRedwoods.esp  [Version 1.6]B3  xulCloudtopMountains.esp  [Version 1.0.3]B4  Mimics+Ravenview+Cloudtop Patch.esp  [Version 1.0]B5  xulArriusCreek.esp  [Version 1.1.3]B6  HeartoftheDead-ArriusCreek patch.espB7  LostSwordoftheAyleids-ArriusCreek patch.espB8  xulPantherRiver.espB9  xulBrenaRiverRavine.esp  [Version 1.0.2]BA  xulImperialIsle.esp  [Version 1.6.3]BB  xulBlackwoodForest.espBC  xulSkingradOutskirts.espBD  Millstone_Farm_COBL.espBE  BarrowFields-Blood&Mud-Patch.esp  [Version 1.3]BF  FightersGuildContracts.esp++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]C0  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]C1  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]C2  Cliff_BetterLetters.esp  [Version 1.0]C3  PTArtifacts.espC4  Status Bars.esp  [Version 1.1]C5  DS Less Predictable Respawn.esp  [Version 1.1]C6  Dungeon Actors Have Torches 1.6 DT.espC7  Friendly Hits up 20 points.espC8  kuerteeInventoryIsABackpack.espC9  Oblivifall - Ambiant Dungeon SFX.esp  [Version 1.0]CA  Oblivifall - Let's Talk!.esp  [Version 1.1]CB  Oblivifall - Something's Not Right.esp  [Version 1.0]CC  DBWGP.esp  [Version 1.13]CD  Respawning Varla & Welkynd Stones.esp++  Enhanced Vegetation [100%].espCE  Werewolf-Legends.espCF  RealisticFatigue.espD0  RealisticHealth.espD1  RealSleepExtended.esp  [Version 2.3.4]D2  MidasSpells.esp++  Jjiinx_Enhanced Disease.espD3  Fizzle.esp  [Version 3.0]D4  BountyReductionOverTime_standard.espD5  sycHearNoEvil.esp  [Version 1.0]D6  Enhanced Grabbing.esp  [Version 0.4]D7  Duke Patricks - Near Miss Magic And Arrows Alert The Target.espD8  Duke Patricks - All NPC Or Just Vampires Now Bob And Weave.espD9  Duke Patricks - Actors Can Miss Now.espDA  nGCD.espDB  nGCD Oghma Infinium.esp++  nGCD Skeleton Key.espDC  ProgressGSD.esp  [Version 1.0]++  Immediate Character Generation.espDD  actors_in_charge.esp**  Let There Be Darkness - Cyrodiil + SI.esp**  Let There Be Darkness - Knights.esp**  Let There Be Darkness - Mehrunes Razor.esp**  Let There Be Darkness - OOO.esp**  Let There Be Darkness - Kvatch Rebuilt.esp**  Let There Be Darkness - Thievery.esp**  Let There Be Darkness - VH Bloodlines.esp**  Let There Be Darkness - Lost Spires.esp**  Let There Be Darkness - Elsweyr.esp**  Let There Be Darkness - UL Colovian Highlands.esp**  Let There Be Darkness - UL Lost Coast.esp**  Let There Be Darkness - UL Brena.esp**  Let There Be Darkness - UL Blackwood Forest.esp++  Item interchange - Placement for FCOM.esp  [Version 0.76]++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]DE  cssMerged12Sets.esp  [Version 1.1]DF  1em_Vilja.esp++  1em_Vilja 101 Essential Delayer.esp  [Version 1.01]E0  CompanionMaster.espE1  bgBalancingEVCore.esp  [Version 10.52EV-D]E2  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]E3  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]E4  bgMagicEVPaperChase.esp  [Version 1.68EV]E5  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]**  bgBalancingOptionalNPCDiversityKvatchRebuilt, for Wrye Bash.esp  [Version 9.0EV-D]E6  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]E7  bgIntegrationEV.esp  [Version 0.993]E8  TheOubliette.esp++  Disable Tutorial Text.esp++  [GFX]_Initial_Glow-all.esp**  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]++  Improved Lava.espE9  Duke Patricks - Magic you can believe in.espEA  Scathe.esp  [Version 0.1]EB  Real Hunger, Cobl.esp  [Version 1.6.1]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9]EC  Bashed Patch, 0.espED  Duke Patricks - Combat Archery.esp  [Version 1.9]EE  Map Marker Overhaul.esp  [Version 3.4]EF  Map Marker Overhaul - SI additions.esp  [Version 3.0.2]F0  FormID Finder4.espF1  Streamline 3.1.esp


Last but not least, thank you for a great mod once again!

[Edit] - Details of Issue

I meant to include the specifics of my conflict, however I believe tiredness and studying got the better of me.

What happens is if I click on any icon within the range (I have it set to 5) there is no message in the top left, and I get the fast travel box. If I select a distance outside of my range, I get a message saying, (I forget the specifics of your message) "This Destination is to far to Fast Travel to (XX.X)" Where the X's is the cell distance (very nice touch I might add) yet the fast travel box still pops up, and works. If I click on a destination outside of my range that I have not discovered, I get your message followed by the, "You have not found that location" message, and no box.

So it would appear everything is normal, minus something in my load order is overriding your suppression of the Fast Travel box, even when your mod is below the bashed patch.

Is there any way to allow your mod to have final decision? either by doing something on my end or yours?

-Cheers
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stevie trent
 
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Post » Mon Mar 21, 2011 6:31 am

I've been testing the fast travel features, and run into an unknown conflict with my load order, I'll try to track down the culprit(s) when I have a bit more time after midterms. I've tried tagging MMO with a few bash tags, but that didn't help, although to be fair I don't have indepth knowledge on which ones to use. I also set it to last in the load order to no avail.
First of all, load order an bash tags have absolutely no effect on MMO. It doesn't matter whether you put it before the UOP or after the Bashed Patch, since all its work is done in unique quests/scripts that aren't touched by any other mod.

So the only way another mod could conflict, was if that mod also had a script that interfered with fast travel, and I don't know about any such mods.

Could you try to do this again, now with debug set to 1 in MMO's ini file, and report any of those two debug lines:
1. "MMO:Fast travel detected at time..."
2. ""MMO:Didn't fast travel""

Also, please post the fast travel section of your MMO ini file?
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Irmacuba
 
Posts: 3531
Joined: Sat Mar 31, 2007 2:54 am

Post » Mon Mar 21, 2011 12:27 pm

Here is the fast travel portion of the Ini

; --------- Settings to control Fast Travel

; Set maximum allowed distance to use Fast Travel. The distance number of cells, where Chorrol-IC is ca 25 cells.
; Set to 0 to allow unlimited distances.
set tnoMMO.fastTravelmaxSingleDistance to 5

; Set how much longer distances that are allowed if riding. Set to 1 or less to ignore riding status.
set tnoMMO.fastTravelRideFactor to 4

; Set the number of hours you must wait between Fast Travel. 0 means no time restriction.
set tnoMMO.fastTravelTimeRestriction to 48

; If fastTravelTimeRestriction is > 0, set the cumulative Fast Travel distance allowed before you have to wait.
; If set to 0, you must wait fastTravelTimeRestriction hrs between each single FT.
set tnoMMO.fastTravelmaxDistance to 50


; --------- Settings to control immersive map


As for the Debug info, I think I found the problem...nothing relating to Fast travel beginning with MMO: is coming up.

; Set console debug messages on or off. Default is off (0).
set tnoMMO.debug to 1

-------------------------------
Just to show I have it on, where does your debug dump the log? I was looking through conscribe after exiting, but I assume they bring about the same info.

{Edit} - Looked through Debug Info with Vanilla Install.

MMO:Initiate fast travel distance 19.4, effective 5
MMO:Didn't fast travel
MMO:Initiate fast travel distance 19.4, effective 5
MMO:Fast travel detected at time 33, for a distance of 4.8 and a total distance of 30.7

-------------------------------

So I do in fact get the debug info when only installing MMO, interesting.
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hannah sillery
 
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Post » Mon Mar 21, 2011 6:47 am

Here is the fast travel portion of the Ini

Those seemed good :)


Just to show I have it on, where does your debug dump the log? I was looking through conscribe after exiting, but I assume they bring about the same info.
Normally it is only dumped to the console (read it by opening the console, or by turning toggling the console output on by writing "tdt". But of course, conscribe is much better, as it writes to file everything that is dumped to the console. So you get all of MMO's debug info there.

MMO:Initiate fast travel distance 19.4, effective 5
MMO:Didn't fast travel
MMO:Initiate fast travel distance 19.4, effective 5
MMO:Fast travel detected at time 33, for a distance of 4.8 and a total distance of 30.7
This seems to be working fine. It shows that I still forgot to add the one decimal place to the "effective #" number, as it should have been "effective 4.8", i.e. the effective Fast Travel distance when dividing by your riding modifier, but that's only cosmetic in the debug log.

More interesting, this tells me that you first clicked on a map marker (19.4 cells away) and clicked on the "No" button when asked to initiate Fast Travel. Then you clicked on it again and then answered "Yes". Is that correct? The engine doesn't tell that a fast travel has been performed, so I had to do some tricks to check whether it was a fast travel, and it involved some timing that may possibly behave different for some players, that's why I ask.

Anyway, the last debug message tells that you can still fast travel about 20 cells more (80 if riding with your fastTravelRideFactor set to 4) before being stopped by the time restriction.
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Sammi Jones
 
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Post » Mon Mar 21, 2011 11:54 am

TheNiceOne, I think you may have missed something important in his post.

If I understand it correctly, he didn't get any debug messages with his full load order. The debug messages only worked when he had only Oblivion.esm and MMO.esp active.
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Destinyscharm
 
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Post » Mon Mar 21, 2011 8:30 am

Yes showler that is correct, I must have made it not so clear.

-When I have MMO installed with ONLY Oblivion.esm I get the Fast Travel consol logs.

-When I have MMO and my FULL load order, I do not get anything Fast Travel related in the consol log, however I get other MMO related items.

The clicking no, and then clicking yes thing was likely me just selecting no to select a farther distance afterward, or something to that effect. Anyway, after some midterms I'll have time to start sifting through my mods from an Expanded FCOM install and onwards till I find the culprit, and report back to you once that is discovered.

In the mean time there still was the issue I had in the timerestiction for fast travel feature seemingly not working for either a Vanilla install or my full install.
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Carlos Rojas
 
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Post » Mon Mar 21, 2011 7:01 pm

-When I have MMO installed with ONLY Oblivion.esm I get the Fast Travel consol logs.

-When I have MMO and my FULL load order, I do not get anything Fast Travel related in the consol log, however I get other MMO related items.
OK, sorry for being slow. You didn't even get the "MMO:Initiate fast travel..." message? If so, I don't even understand how you could get MMO's base function of adding/changing a tag on a marker by clicking on it. But that works, right?

In the mean time there still was the issue I had in the timerestiction for fast travel feature seemingly not working for either a Vanilla install or my full install.
Hm, could you try a few more FT with vanilla to see what happens when the debug message says you pass a total distance of 50 (the fast travel when the distance is passed is allowed, but the next should be stopped).
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Markie Mark
 
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Post » Mon Mar 21, 2011 7:29 am

You didn't even get the "MMO:Initiate fast travel..." message? If so, I don't even understand how you could get MMO's base function of adding/changing a tag on a marker by clicking on it. But that works, right?


By this if you mean any other functionality of MMO, then yes those are there. I can place markers (using M button), I'll double check the add/changing.

could you try a few more FT with vanilla to see what happens when the debug message says you pass a total distance of 50 (the fast travel when the distance is passed is allowed, but the next should be stopped).


I'll try this again with debug on, although I'm pretty sure I went over + 1 more fast travel.
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David Chambers
 
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Post » Mon Mar 21, 2011 12:58 pm

A little progress in tracking down my issues, while I still haven't found what mod is stopping the MMO Fast Travel debug from coming up at all I did find out my issue with the Set Time Restriction.

I don't know if this is on your end or some tangle of folders creating it on mine, but it does indeed work. As I kept traveling, I saw the number limit increase in the console, and once I passed it, I had to wait 48 hours, waiting a few hours would then reduce the time count on that message.

However...it does not appear to count the extra distance added by ride multiplier. As such if I were to travel 4 cells on foot, it would increase it four cells, but if I were to Ride Fast Travel 20 cells (the max I allow at a multiple of 5) it would only count as 5 cells traveled.

[Edit - Found the mod allowing me to fast travel]

Hey TheNiceOne,

So after some sifting I discovered the mod causing my grief, it was Thieves Arsenal. This would allow fast travel either when doing a vanilla install, along with MMO, or with my full load order. In both cases removing it rid me of the problem, and I could then properly not fast travel to locations outside of my range. I tried this with both a ThievesArsenal.esp that was cleaned, and one that wasn't. So it isn't a matter of accidentally removing some reference (although I don't know enough about these things anyway, that's probably impossible).

Sleep time. Night
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Zoe Ratcliffe
 
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Post » Mon Mar 21, 2011 4:14 pm

Thanks for the help PetrusOctavianus, that worked perfectly. The alternate start mod I'm using is http://www.tesnexus.com/downloads/file.php?id=23757, the esp is StartChoices.esp. I'm not sure if it would be worth the bother of trying to make it compatible since there's such an easy fix via the console. Just making a note of that in the read me or OP would be fine I would think.
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City Swagga
 
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Post » Mon Mar 21, 2011 6:18 am

A little progress in tracking down my issues, while I still haven't found what mod is stopping the MMO Fast Travel debug from coming up at all I did find out my issue with the Set Time Restriction.

I don't know if this is on your end or some tangle of folders creating it on mine, but it does indeed work. As I kept traveling, I saw the number limit increase in the console, and once I passed it, I had to wait 48 hours, waiting a few hours would then reduce the time count on that message.

However...it does not appear to count the extra distance added by ride multiplier. As such if I were to travel 4 cells on foot, it would increase it four cells, but if I were to Ride Fast Travel 20 cells (the max I allow at a multiple of 5) it would only count as 5 cells traveled.
This is intended. The distances you fast travel is divided by "fastTravelRideFactor", both for the purpose of maximum single fast travel distance, and for the cumulative max distance within a time.

So after some sifting I discovered the mod causing my grief, it was Thieves Arsenal. This would allow fast travel either when doing a vanilla install, along with MMO, or with my full load order. In both cases removing it rid me of the problem, and I could then properly not fast travel to locations outside of my range. I tried this with both a ThievesArsenal.esp that was cleaned, and one that wasn't. So it isn't a matter of accidentally removing some reference (although I don't know enough about these things anyway, that's probably impossible).
Thanks for doing the work to find out. I will look at ThievesArsenal and see what I can find of conflicting scripts, and hopefully make MMO work around it if Thieves Arsenal is installed.

Btw, did you check if you could change a Map Marker tag by clicking on the marker in the world map. I would think that any mod blocking MMO's new fast travel feature would block that too.


The alternate start mod I'm using is Start Choices, the esp is StartChoices.esp. I'm not sure if it would be worth the bother of trying to make it compatible since there's such an easy fix via the console. Just making a note of that in the read me or OP would be fine I would think.
I can take a peek at Start Choices and see if specific support is simple to add. But you're right that I should mention it in the readme anyway.
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Isabell Hoffmann
 
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Post » Mon Mar 21, 2011 1:54 pm

Good to know I thought the TimeRestriction issue was in fact an issue, but I see why you did it the way you did, it allows for more flexibility. I'll just have to bring down my max distance allowed to a much lower level, and then reduce the time wait as well, and everything will be in good order. In fact it makes more sense too!

Hopefully a fix will be found for TheivesArsenal, it is quite a good, if not older mod. However, depending if the conflict is on MMO's side or TA's side, it makes me worried if it could be affected other things unknowingly as it was somewhat of an odd conflict.

As for right clicking, I actually don't think I tested that with my full load order, but I do remember trying it and right clicking on an icon opened a rather large list. I'll have to get back to you on this one.
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Miranda Taylor
 
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Post » Mon Mar 21, 2011 11:26 am

Hopefully a fix will be found for TheivesArsenal, it is quite a good, if not older mod. However, depending if the conflict is on MMO's side or TA's side, it makes me worried if it could be affected other things unknowingly as it was somewhat of an odd conflict.
I've found the cause, and it was a (IMHO) quite severe incompatibility problem within TA. TA disables the attack key in some instances, and then makes sure to enable it whenever a menu is opened, which is sound, but one of the places it makes sure to enable the attack key, it does so every frame the mod runs in menumode, without doing any check first.

This means that TA effectively is incompatible with any other mod that needs to disable the left mouse button in any menu. Map Marker Overhaul disables the LMB when the mouse points at a map marker and enables it as soon as the mouse is moved away, but then TA's script immediately enables the LMB, thus preventing MMO from working correctly. This also means that TA is incompatible with some of Enhanced Economy's features, and with a WIP mod I have where you cannot repair equipment past 80% if you're out in the open - and with any other mods that do its tricks by temporarily disabling the LMB while in menumode.

The fix is very simple, but it needs to be done by updating one of TA's scripts. I have created a patch for this myself (which can be merged into the Bashed Patch), but will try to contact the creator of TA before I decide whether to upload it.
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Marnesia Steele
 
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Post » Mon Mar 21, 2011 1:00 pm

I've found the cause, and it was a (IMHO) quite severe incompatibility problem within TA. TA disables the attack key in some instances, and then makes sure to enable it whenever a menu is opened, which is sound, but one of the places it makes sure to enable the attack key, it does so every frame the mod runs in menumode, without doing any check first.

This means that TA effectively is incompatible with any other mod that needs to disable the left mouse button in any menu. Map Marker Overhaul disables the LMB when the mouse points at a map marker and enables it as soon as the mouse is moved away, but then TA's script immediately enables the LMB, thus preventing MMO from working correctly. This also means that TA is incompatible with some of Enhanced Economy's features, and with a WIP mod I have where you cannot repair equipment past 80% if you're out in the open - and with any other mods that do its tricks by temporarily disabling the LMB while in menumode.

The fix is very simple, but it needs to be done by updating one of TA's scripts. I have created a patch for this myself (which can be merged into the Bashed Patch), but will try to contact the creator of TA before I decide whether to upload it.


Very good to know, as you said not just for the sake of MMO. With all the mods I have running (and many other people as well) using TA in conjunction is likely to cause some issue somewhere. If I remember correctly scruggs from over at OBSE was the creator of it, so he is still very much active. Hopefully he allows the release, or does it himself if you give the patch, being the prominent community member he is, I assume some course of action that is for the best will happen.

What features of EE use this function as well? and that WIP sounds interersting...I hope like all your mods, it will be alterable for the %
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Rozlyn Robinson
 
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Post » Mon Mar 21, 2011 7:37 am

Are there any known compatibilty problems or install order advice for http://www.tesnexus.com/downloads/file.php?id=22163?
Looking forward to using this mod to its fullest in my new game! :tops:

EDIT: no problems detected.
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Taylrea Teodor
 
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Post » Mon Mar 21, 2011 9:22 am

Since there is no way (AFAIK) to differensiate the map marker detection range for a cave hidde behind a bush and a large Aylied Ruins, how about this:
Make a spell or Lesser Power that detects the nearest map marker and puts it on you map. That way you can turn off, or lower to minimum, the automatic detection of map markers.
This would make things more immersive, and would not autoplace on the map that cave behind those dense bushes that you missed. Once you actually see a cave, you can then use the spell or power to put it on the map.
I have no idea if this is possible, though.
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Mario Alcantar
 
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Post » Mon Mar 21, 2011 7:20 am

There is a mod like that actually. I advised a guy a year or so ago on a method. http://www.tesnexus.com/downloads/file.php?id=16111

What it does, if I recall correctly, is set your detection range to nearly zero. Then, when you find a location you "cast a spell" (which is meant to simulate marking your map), and the mod briefly expands your detection range to allow the map marker to be found and added to your map. Then it resets it back to near zero.

The effect is that it is nearly impossible to have a map marker "pop up" on your map without you locating the place yourself (unless you randomly run around casting the spell).

Might not be a bad thing to add to MMO, actually. Set location distance to zero, then when the player finds a location, they go to their local map, use a modifier key - click on the map, and the system expands your range to add the marker. Probably only add it after you've gone back to gamemode, though.
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Danel
 
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Post » Mon Mar 21, 2011 3:32 pm

There is a mod like that actually. I advised a guy a year or so ago on a method. http://www.tesnexus.com/downloads/file.php?id=16111


Excellent; that seems to be just what the doctor ordered! I'll give that one a try.
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Rachel Hall
 
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Post » Mon Mar 21, 2011 6:23 am

Might not be a bad thing to add to MMO, actually. Set location distance to zero, then when the player finds a location, they go to their local map, use a modifier key - click on the map, and the system expands your range to add the marker. Set location distance to zero, then when the player finds a location, they go to their local map, use a modifier key - click on the map, and the system expands your range to add the marker. Probably only add it after you've gone back to gamemode, though.
MMO already knows when there are undetected map markers outside your detection range, and is even able to add them to your map without increasing the general detection distance. So I think it should be possible to make this more immersive, maybe something like: When seeing a undetected loacation in gamemode, click a specific marker detection key, and MMO will make the hidden marker in front of you (only) undetected. Some places have markers quite close to each other, and this would place only the one you see on the map.

The only slightly difficult part of this would be to find out which markers that are directly in front of you, but I assume that is doable too with a little math.


Anyway, the mod that showler linked to should work fine with MMO.
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Krista Belle Davis
 
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Post » Mon Mar 21, 2011 10:36 am

I tried Cartographers Unite and MMO together and it worked purrfectly! :)

In the MMO ini file I set all the values to 0 under
; --------- Settings to control view distance for map markers
so nothing, except the direction, appeared on the compass either, for maximum immersion.

All that is missing now is a mod that lets you have a compass only after aquiring one.
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April
 
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