[WIPz] Tamriel Transportation Network

Post » Fri Feb 18, 2011 7:58 pm

Tamriel Transportation Network
A new travel network mod that uses the power of OBSE to provide never before seen features. Covers every city and village in tamriel (at least the ones that have been built).

Features:
Configurability
Configure travel costs.
Configure travel times.
NPC travel guides can be set to essential, or, for a world with consequences, mortal.

Realism
Travel guides come along with you when you travel, and will offer travel services at the new location. They will head home after a short time; you can tell them to wait, but you'll need to pay for their time.
Travel guides have permanent posts at the major cities. Smaller towns and villages won't have a resident guide, so if you want a return trip, you'll have to pay your guide to stick around.

Mod Support
Automatic support for locations added by mods, without any file dependencies. Currently supported mods:
-Elsweyr Anequina (Corinthe, Orcrest, Dune, Riverhold, Alabaster, King's Walk, Duncori Walk)
-Shezries Villages (Ravenview, Lakewood, Woodland villages)
-Arthmoor villages (Vergayun, Feldscar)
-Verona House Bloodlines (Verona Bay)
-The Elder Council (Arenthia)
-Bartholm (Bartholm)
-Knights of the Nine (Priory of the Nine)
-Open Cities Classic (enhanced ship travel)

Here's a poorly made image of the http://www.tesnexus.com/imageshare/images/778458-1273607910.jpg


What I could use help with:
1. Finding more mods to add support for.
2. I believe Better Cities already includes ship travel. Better Cities users: would it make sense to disable ship travel (or provide the option) if better cities is loaded?
3. A retexture of the Red Silk Robe/Hood to have some sort of guild insignia on it.
4. Ideas.
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*Chloe*
 
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Post » Fri Feb 18, 2011 9:50 pm

Here's a poorly made image of the http://www.tesnexus.com/imageshare/images/778458-1273607910.jpg

That looks a lot like http://tesnexus.com/downloads/images/31547-1-1273251978.jpg from http://tesnexus.com/downloads/file.php?id=31547, but with more travel options. When you say it's "compatible" with Elsweyr, Varona House, Elder Council, etc., does that mean it requires them to run, or will this work without them? In any case, it looks pretty good.
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mimi_lys
 
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Post » Sat Feb 19, 2011 12:59 am

I love the ideas listed under 'realism' , I can imagine worrying about the time as I clear out a dungeon, knowing that my lift home is standing there tapping his foot and (metaphorically) looking at his watch, like a taxi with the meter running.

Some ideas for locations. How about the Daedric shrines, providing you've located them on your map. Obviously the guides are going to charge a hefty premium for taking you into the middle of nowhere to visit a dubious location. What about DLC locations, Frostcrag Spire, Battlehorn Castle?

Could you extend the service into SI?

Mod added locations, how about Fort Akatosh, Glenvar Castle, Stirk, Windfall, Seaview Castle.
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jennie xhx
 
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Post » Sat Feb 19, 2011 12:42 am

Heh. Tis the season for travel mods! :)

If you're looking for more destinations, I don't see Faregyl Village on there. Being bigger than Vergayun I'd say it warrants it. You could also add a destination for Sutch.
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Kerri Lee
 
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Post » Sat Feb 19, 2011 12:39 am

When you say it's "compatible" with Elsweyr, Varona House, Elder Council, etc., does that mean it requires them to run, or will this work without them?


It will run without them, but if they are loaded, new travel locations are enabled.

Some ideas for locations. How about the Daedric shrines, providing you've located them on your map. Obviously the guides are going to charge a hefty premium for taking you into the middle of nowhere to visit a dubious location. What about DLC locations, Frostcrag Spire, Battlehorn Castle?

Could you extend the service into SI?

Mod added locations, how about Fort Akatosh, Glenvar Castle, Stirk, Windfall, Seaview Castle.


Adding service inside the shivering isles would make SI a requirement, something I'd rather not do. I might make a SI addon mod once things are finished.
Windfall itself includes a ship travel service from Anvil so I don't need to add it, but the other locations are good ideas.

If you're looking for more destinations, I don't see Faregyl Village on there. Begin bigger than Vergayun I'd say it warrants it. You could also add a destination for Sutch.


Yeah, I noticed your update. The more the merrier :)
Faregyl Inn is one of the included travel locations, so it will also service the village if the mod is loaded.

Locations to add: Stirk, Seaview Castle, Sutch, Glenvar Castle, Fort Akatosh (have to look this one up), Frostcrag, Battlehorn, maybe shrines.
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Breautiful
 
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Post » Fri Feb 18, 2011 8:08 pm

That sounds awesome! (Can't say I'm happy about that. :D)

So how will this work exactly, how many guides will you have in total? One for each major city of Cyrodiil, or one for each major city of Tamriel? And do they offer only a selection of the available destinations, or can you go everywhere from everywhere?
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Daniel Lozano
 
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Post » Sat Feb 19, 2011 7:29 am

That sounds awesome! (Can't say I'm happy about that. :D)

So how will this work exactly, how many guides will you have in total? One for each major city of Cyrodiil, or one for each major city of Tamriel? And do they offer only a selection of the available destinations, or can you go everywhere from everywhere?


Your travel mod is what motivated me to start this :) . I was originally going to make a couple modifications to it so I could travel to Elsweyr, but I hate making dialogues, so I started my own mod.

There are currently 20 or so guides, stationed at each city that has orange or blue lines going to it. Your available destinations depend on where you are, guides will offer new locations when they travel with you.
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Rinceoir
 
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Post » Fri Feb 18, 2011 8:39 pm

Added support for Sutch, Fort Akatosh, Glenvar Castle, Castle Seaview, Battlehorn Castle, and Hoarfrost Castle. I'm going to limit travel destinations to significant settlements with multiple buildings and resident NPCs. Otherwise things would just get silly, like having 25+ destinations available from Skingrad. If there are any significant mod added settlements I've missed, I'd like to know.

Also added the option to have your horse come along with you, just like when fast travelling.
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Star Dunkels Macmillan
 
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Post » Sat Feb 19, 2011 12:39 am

With a couple new Elsweyr locations and Daedric shrines added, there are now 65 locations to travel to. Daedric shrines require that you find them first and cost more to travel there, thanks to S'lider for the idea. http://www.tesnexus.com/imageshare/images/778458-1273782415.jpg

Some screenshots:
http://www.tesnexus.com/imageshare/images/778458-1273782439.jpg
http://www.tesnexus.com/imageshare/images/778458-1273782460.jpg
http://www.tesnexus.com/imageshare/images/778458-1273782477.jpg
http://www.tesnexus.com/imageshare/images/778458-1273782494.jpg (credit to mr_siika for the camel model resource)

Land and sea routes are done, so now I'm working on a guild guide system.
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Marcus Jordan
 
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Post » Fri Feb 18, 2011 10:05 pm

The Guild Guide system is complete, with support for all vanilla mages guilds as well as the ones in Corinthe, Riverhold, Bartholm, Arenthia, and rebuilt Kvatch. Support has been added for Integration, so new guild guides and destinations will appear only as you complete the quests from it.

With that done the mod is pretty much complete. Just need to work out support for Better Cities and do some compatibility testing. Any volunteers to help with that will have my thanks, and a mention in the credits :deal:
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Shae Munro
 
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Post » Sat Feb 19, 2011 9:18 am

So is this real time travel, as in physically travelling along the route in realtime on horseback/cart/ship? I have seen a few of these mods where they just "fast-travel" you to your destination, but that's not really what I was hoping for.
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kitten maciver
 
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Post » Fri Feb 18, 2011 8:15 pm

This is one of those fast travel replacement mods, sorry. I know there is a sailing mod that will let you do autopilot if you search for "sailing" on tesnexus.

I forgot to update this with the latest additions:
- Optional support for Shivering Isles, with a full travel network inside the Isles.
- Support for companions to travel with you.

I'm working with the helpful people at the TESAlliance BTA Guild to do testing and bug fixes. Once that's done (should be soon) I will be releasing the mod.
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rheanna bruining
 
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Post » Fri Feb 18, 2011 7:57 pm

This is one of those fast travel replacement mods, sorry. I know there is a sailing mod that will let you do autopilot if you search for "sailing" on tesnexus.

I forgot to update this with the latest additions:
- Optional support for Shivering Isles, with a full travel network inside the Isles.
- Support for companions to travel with you.

I'm working with the helpful people at the TESAlliance BTA Guild to do testing and bug fixes. Once that's done (should be soon) I will be releasing the mod.

Oh well, seeing those screenshots of characters riding on mounts kinda got my hopes up, but I appreciate your work on this mod anyway. I may still try it, especially with the support for companions and bringing your horse with you. It seems like it still adds more immersion to the game instead of just fast travelling with the game map. I haven't really played Oblivion in a while, but to be honest I think I burned myself out a little of travelling everywhere on horseback (never using fast travel at all!) This can be especially painful with companions who may or may not decide to use their horse (if they have one) and insist on attacking every imp, bear, will-o-the-wisp, etc. within a half-mile of the road. This could give me a way to save time without compromising my immersion factor. :thumbsup:
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Tessa Mullins
 
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Post » Sat Feb 19, 2011 3:41 am

Okay...I have a small question....what if you don't play with all the addon mods listed in your mod? For instance, I do not have or want Sutch in my game...would that screw the pooch?
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John Moore
 
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Post » Sat Feb 19, 2011 6:26 am

no it's fine you do not need the other mods.
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Rachel Hall
 
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Post » Fri Feb 18, 2011 11:30 pm

The Guild Guide system is complete, with support for all vanilla mages guilds as well as the ones in Corinthe, Riverhold, Bartholm, Arenthia, and rebuilt Kvatch. Support has been added for Integration, so new guild guides and destinations will appear only as you complete the quests from it.
Curious though, when you say support for Integration how will that be translated ingame? I mean, will your (vanilla)guild guides be disabled or will you disable the ones from Integration? Or will both exist (assuming the associated quest is completed ofcourse) and will the new locations also appear in the Integration Guild Guides?
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JUDY FIGHTS
 
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Post » Sat Feb 19, 2011 3:14 am

Curious though, when you say support for Integration how will that be translated ingame? I mean, will your (vanilla)guild guides be disabled or will you disable the ones from Integration? Or will both exist (assuming the associated quest is completed ofcourse) and will the new locations also appear in the Integration Guild Guides?

If Integration is installed, the guild guides will be disabled to start with. When you complete an Integration guild guide quest, both the Integration guide and TTN guide will show up (to "assist" the Integration guide. It actually kind of fits in with whats going on). When all the quests are completed, the full network opens up (minus Bruma of course). I do it this way to avoid messing with anything from Integration.
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Alexxxxxx
 
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