Travel fee for boats seems bugged

Post » Tue Jan 19, 2016 7:50 pm

This http://www.theassimilationlab.com/forums/gallery/image/6938-morrowind-2016-01-17-132921937/ show you what I mean and I want to know what's wrong. I dunno if a script changes the travel fees or not, but I wonder if anyone know if any mod in my loadorder affect the travel fees like that.




Spoiler
_001_ Morrowind.esm

_002_ Tribunal.esm

_003_ Bloodmoon.esm

_004_ Morrowind Patch v1.6.4.esm

_005_ Better Heads.esm

_006_ Better Heads Tribunal addon.esm

_007_ Better Heads Bloodmoon addon.esm

_008_ Book Rotate.esm

_009_ TR_Data.esm

_010_ TR_Mainland.esm

_011_ Better Bodies.esp

_012_ Dragonbone_Pauldrons.esp

_013_ Lost pieces of unknown armor - Class 04.esp

_014_ Secret_Master's_Alchemy_Equipment_v1.0.esp

_015_ ChaniBalmoraVendor.esp

_016_ Better Balmora river.esp

_017_ Arthmoors_Merchants.esp

_018_ Ashlander_Transports.esp

_019_ Mana_Regen_v13.esp

_020_ 20books.esp

_021_ Better Clothes_v1.1_nac.esp

_022_ More Better Clothes.ESP

_023_ More Exquisite Clothes.esp

_024_ vince_robe_drakescale.esp

_025_ vince_robe_haazheel.esp

_026_ atronach_robe.ESP

_027_ Sleepers Robe.esp

_028_ LotsOfRings.esp

_029_ LotsOfRingsPlus.esp

_030_ acsSaviorArmor.esp

_031_ Amulet of Icarian flight.esp

_032_ ImprovedAdamantiumArmor.esp

_033_ CleanAreaEffectArrows.esp

_034_ CleanBitterCoastSounds.esp

_035_ CleanMasterIndex.esp

_036_ Master Index Upgrade.esp

_037_ Adamantium Roundshield.esp

_038_ Glass Gauntlets 10.esp

_039_ Ghostgate_Sactuary.esp

_040_ LOCH_Strider_Hovel.esp

_041_ Maar Gan Hut.esp

_042_ abotSiltStridersTR.esp

_043_ abotWhereAreAllBirdsGoing.esp

_044_ abotRainSplash.esp

_045_ Book Rotate - Tribunal v5.3.esp

_046_ Book Rotate - Bloodmoon v5.3.esp

_047_ Book Jackets - Tribunal - BookRotate.esp

_048_ Book Jackets - Bloodmoon - BookRotate.esp

_049_ abotBoatsTR.esp

_050_ DM_DB Armor Replacer-Exp.esp

_051_ abotTRWaterSound.esp

_052_ abotRiverStridersTR.esp

_053_ Passive Wildlife Vvardenfell.esp

_054_ Westly's Master Headpack X.esp

_055_ Stalhrim Stuff.esp

_056_ abotThunders&Lightnings.esp

_057_ The regulars - Sitting NPC's v2.02.esp

_058_ Bloodmoon Vendor.esp

_059_ md_magebane_replacer.esp

_060_ BB_Grimoires.esp

_061_ abotLava&Steam.esp

_062_ Westly_Presents_Unique_Winged_Twilights.esp

_063_ UFR_v3dot2.esp

_064_ XE Sky Variations.esp

_065_ New Randagulf's Fists.ESP

_066_ New Lord's Mail.ESP

_067_ abotSkarPlatforms.esp

_068_ New Umbra.ESP

_069_ Books of Vvardenfell.esp

_070_ COI.ESP

_071_ Graphic Herbalism.esp

_072_ Graphic Herbalism Extra.esp

_073_ Graphic Herbalism TR.ESP

_074_ Graphic Herbalism TR Extra.ESP

_075_ Redaynia Village.esp

_076_ Village of Mora Uvirith v1.2.esp

_077_ Uvirith's Legacy_3.41.esp

_078_ UL_3.4_MWSE_Add-on.esp

_079_ UL_3.4_TR_15.12_Add-on.esp

_080_ ASH 2.0.esp

_081_ TR_BedRentFix.ESP

_082_ Salit Camp_Yakaridan Camp - Fixed Door Marker.esp

_083_ Hlormaren - Fixed Dome building.esp

_084_ Dock Walkway_No Building.esp

_085_ Mashed Lists.esp



If a mod affect the travel fees then I would like to know, if I can fix it and how to fix it. I also use MCP 2.2 patched to MCP 2.3 if that's important. :)

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Farrah Barry
 
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Post » Tue Jan 19, 2016 12:11 pm

I'm not sure, but I THINK that the travel cost can be controlled by one GMST... I might be wrong,though.

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Pixie
 
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Post » Tue Jan 19, 2016 3:23 pm

Yeah, 'fTravelMult'.


If you want to know which mod you have that changes, simply make a new mod that resets the GMST back to its default and then do a comparison of that mod against your load order on TESPCD.


Or, if you don't care which mod is changing it, simply set it back to its default value and put it last in your load order.

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sexy zara
 
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Post » Tue Jan 19, 2016 10:39 am


And what mod has that GMST at least I haven't heard of that before. Although, the same thing happen in my previous game but back then I use TR-14.08 and now I use TR-15.12.

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A Dardzz
 
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Post » Tue Jan 19, 2016 4:13 pm

I just double checked, and TR does not affect the variable 'fTravelMult'. TR does not use it in any scripts nor does it redefine it in any of its files.

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Lexy Corpsey
 
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Post » Tue Jan 19, 2016 8:21 pm


You can find out by using TESPCD as Greatness7 suggested. Or I think it should be sufficient to just do a search for 'fTravelMult' in TESPCD.

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Pumpkin
 
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Post » Tue Jan 19, 2016 8:59 am

And how do I reset the fTravelMult GMST back to vanilla. Anyway, I took two pictures since the list for active gobal variabes are too long for one screen after I typed the "sv" command in the console.



http://www.theassimilationlab.com/forums/gallery/image/6939-morrowind-2016-01-17-140138034/ http://www.theassimilationlab.com/forums/gallery/image/6940-morrowind-2016-01-17-140146033/




I forgot to mention that I've had already meet the http://www.theassimilationlab.com/forums/gallery/image/6941-morrowind-2016-01-17-141311024/ and now the travel fee is what it is in vanilla.



So how can the travel fee be triple after one conversion and the only thing I know is that the fTravelMult GMST is somehow activated in my second conversion with the shipmaster in Ebonheart. :unsure:





@WH-Reaper: I tried to search for the fTravelMult in TESPCD, but no I couldn't find it in any esm that might affect the travel fees in-game.

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Isaac Saetern
 
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Post » Tue Jan 19, 2016 6:58 pm


Open up Morrowind.esm in MWEdit and go to GMSTs>fTravelMult then double click that and press save.

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M!KkI
 
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Post » Tue Jan 19, 2016 12:28 pm

I just open Morrowind.esm in MWEdit and the value for fTravelMult is 4000. This is my first time I open MWEdit and doing such a thing to change a GMST, so I dunno what to do in here. :shrug:



Do I need to change that value or do as you just said and save it in MWEdit?

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Nicole Mark
 
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Post » Tue Jan 19, 2016 5:07 pm


Yep, just click save. You don't want to change the value, the idea is to just create a new plugin containing the default value so that you can load it later in your load order and override any other mods that alter the same GMST.

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JERMAINE VIDAURRI
 
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Post » Tue Jan 19, 2016 9:33 pm

I did that but the travel fee are still triple.



I also suspected that MCP could change it, so when I extracted the archive for MWEdit I notice the customfunctions.dat file was created by MCP in the Morrowind\mwedit subfolder.



I'll remove the customfunctions.dat file and see if the travel fee is back to normal or not. But if it's not back to normal then I'm more or less certain that a global script has changed the fTravelMult GMST, which breaks the game IMO.

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+++CAZZY
 
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Post » Tue Jan 19, 2016 1:15 pm


customfunctions.dat is just a file containing mwse/mge-xe function definitions for compiling scripts. It won't affect anything in-game.



Make sure that the mod you created does include the GMST change and that it's last in your load order. If after that the prices are still off, then either some global MWSE script is changing the settings in real time or some other mod has buffed the travel provider's statistics enough to significantly alter their calculated travel costs.

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saharen beauty
 
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Post » Tue Jan 19, 2016 7:48 am

You know, I am certain of that MCP does change the travel fee for boats, because I removed the "Travel Fix" patch in MCP 2.3 and now the http://www.theassimilationlab.com/forums/gallery/image/6942-morrowind-2016-01-17-161125031/ not normal as it is in vanilla. :blink:



What's going on in my game. :confused:

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FoReVeR_Me_N
 
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Post » Tue Jan 19, 2016 9:05 am


Do you have a companion in your game?

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~Sylvia~
 
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Post » Tue Jan 19, 2016 8:42 am

No, I do not have a companion not yet.

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Melly Angelic
 
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Post » Tue Jan 19, 2016 10:02 pm

I've seen minor changes in fees, but I've always attributed the change to reputation or disposition relative to the transport person. The times where I see big changes have been when I'm escorting freed slaves to safety or that lost merchant from the Ascadian Isles to Molag Mar (might be an LGNPC mod re: that one).

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Mariaa EM.
 
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Post » Tue Jan 19, 2016 10:05 pm

I have no idea what happen, but now the travel fees for boats in-game seems to be back to normal and I do hope it stays that way. Yesterday, I installed RoHT 1.52 and I think the installation of RoHT reset the travel fees for boats.

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Jack Walker
 
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Post » Tue Jan 19, 2016 7:30 am

I just discover that the dialogue for at least two Blades members e.g http://www.uesp.net/wiki/Morrowind:Surane_Leoriane, http://www.uesp.net/wiki/Morrowind:Gildan doesn't recognize me as a Blades member instead both say "Yes, I offer training but only to the Blades." after I finished my first quest "Report to Caius Cosades".



My loadorder is about the same as I posted earlier with one exception and that's RoHT 1.52 along with UL 3.4-RoHT 1.52 addon which I installed yesterday.



I find that a bit odd though, because before I installed RoHT I got a journal update for Blades Trainers when I talked to Elone in Seyda Neen. So why has the dialogue for those Blades members changed out of sudden.

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Justin Bywater
 
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