[Relz] Andromeda's Fast Travel

Post » Tue May 08, 2012 6:47 am

From the Readme:
The Elder Scrolls III MORROWIND:
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Andromeda's Fast Travel
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By SGMonkey
1. Description
2. Requirements
3. Installing the plug-in
4. Playing the plug-in
5. Save games
6. Conflicts/Known Errors
7. Credits/Permissions received
8. Contact and Information
9. Legal Stuff/Disclaimer
10. TO-DO / ANYTHING ELSE
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1. DESCRIPTION
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The idea is something my girlfriend Shelley (aka Andromeda) had. The idea was to add some form of simple fast travel into Morrowind. The mod is intended as a immersive form of fast travel, allowing the player to travel to whatever location is shown on a signpost. Ehh.... that's kind of it really, it does exactly that. If you see a road sign you can click on it, be prompted with a menu asking weather you wish to fast travel to that location or not.
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2. Requirements
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Morrowind
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3. INSTALLING THE PLUGIN
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Simply drag and drop the file "Andromeda's_Fast_Travel.esp" into your Data Files directory.
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4. PLAYING THE PLUGIN
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From the Morrowind Launcher, select Data Files and check the box next to the Andromeda's_Fast_Travel.esp
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5. SAVE GAMES
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Should not invalidate any save game.
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6. CONFLICTS / KNOWN ERRORS
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The mod simply attaches scripts to all of the vanilla "active_signposts" so shouldn't conflict with anything unless any other mod has attached scripts to them also. Nothing in the actual world space has changed, so any mod that moves any of the signposts will still be compatible.
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7. CREDITS / PERMISSIONS RECEIVED
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Thanks go to Andromeda, for the idea, Jac for the initial script help, and Chainy for helping with more advanced scripts.
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8. CONTACT AND INFORMATION
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Can be contacted as "Numidium187" at www.gamesas.com, and "SGMonkey" at www.fliggerty.com
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9. LEGAL STUFF / DISCLAIMER
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Feel free to use the scripts provided in this mod however you like. No contacting necessary. It wont break your mod, but if you feel it has then stop modding...
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10. TO-DO / ANYTHING ELSE
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Currently fast travelling only forwards the time by 6 hours, regardless of starting location and destination. I plan to incorporate some form of distance calculation make the times more varied depending on destination, and also make the hours passed per cell configurable by the player.
I also intend to disallow the fast travel if you are being attacked or over-encumbered.
Also, maybe some form of penalty for using the signs would work well. Drain a skill or something along those lines.
And lastly, if I get the distance calculation script working I would like to add different forms of travel. Such as "direct" less safe route and "main roads" safe route. Something similar to Daggerfall maybe, I dunno, I'm open to suggestions.

As mentioned above, the mod was just an idea my girldfriend suggested as a kind of, "You know what would be good..." kinda thing. Mod is only small and most of the credit goes to Jac for his script help at Fliggerty's forum. Hope you like the idea and try it out. There will probably be an update soon.

Download:
http://www.tesnexus.com/downloads/file.php?id=41542
PES & Fliggerty coming soon

Enjoy!
User avatar
rebecca moody
 
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Post » Tue May 08, 2012 5:56 am

I really like this idea. There are numerous mods that add fast travel to Morrowind, but this one is beautifully simple, and as you said, reasonably immersive, particularly compared to the other fast travel mods out there. Downloading to try out now!
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Sasha Brown
 
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Post » Tue May 08, 2012 3:38 am

terrific SGM, nice idea!
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Jade Barnes-Mackey
 
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Post » Tue May 08, 2012 6:53 am

I had EXACTLY the same idea some time ago... click ona a sign and travel there... though I'm unsure if I posted that. Anyway, congrats on the release!
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Jenna Fields
 
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Post » Tue May 08, 2012 1:07 am

So this turns all the signs into silt strider like travel? Do the signs teleport you to the silt strider drop offs or to the entrances to the cities?
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Wayne W
 
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Post » Mon May 07, 2012 8:01 pm

I'm glad you got this working, SG. I'm sorry that I couldn't help you with the math, but as I said, math was never a strong subject for me. :yuck:
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Kill Bill
 
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Post » Mon May 07, 2012 9:36 pm

So this turns all the signs into silt strider like travel? Do the signs teleport you to the silt strider drop offs or to the entrances to the cities?
Yeah kind of. The sign posts teleport you to just outside the destination town and as close to a sign post you can be, whilst still on the path.
I'm glad you got this working, SG. I'm sorry that I couldn't help you with the math, but as I said, math was never a strong subject for me. :yuck:
I really appreciate the help Jac. I cant take much credit for it as you pretty much gave the exact script i needed and my girlfriend came up with the idea. I simply implemented it and annoyed the hell out of Chainy asking for extra scripting help.

Hope you all like the idea anyway. Expect an update soon too.
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Kaley X
 
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Post » Mon May 07, 2012 9:59 pm

If you are still working on this, I've come up with a script to calclulate distance and adjust time penalties accordingly. How many hours travel do you think is appropriate per MW distance unit(s), if a cell is 4096?
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Laura Cartwright
 
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Post » Tue May 08, 2012 5:04 am

If you are still working on this, I've come up with a script to calclulate distance and adjust time penalties accordingly. How many hours travel do you think is appropriate per MW distance unit(s), if a cell is 4096?
Thats cool. I would suggest taking like a speed of ~50(thats about average for many NPCs) and then walking across a cell and seeing how long it takes. I think this would represent a nice walking pace for traveling.
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Daniel Brown
 
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Joined: Fri May 04, 2007 11:21 am

Post » Mon May 07, 2012 11:35 pm

Thats cool. I would suggest taking like a speed of ~50(thats about average for many NPCs) and then walking across a cell and seeing how long it takes. I think this would represent a nice walking pace for traveling.

It takes 2-3 minutes for me to walk across a cell. Would that translate as around 2-3 game hours for a reasonable penalty?

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Melung Chan
 
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