[REQ] Interlinking Transportation

Post » Sat Jul 03, 2010 10:54 am

So I looked around on PES for this, but didn't really see what I am looking for. If it does exist and I missed it, point it out please.. otherwise I have a request, which I hope won't be impossible. So onward to the explanation!

As we all know, MW is a vast and pretty exciting place, especially with mods. And if it suits you, there is plenty of plunder to behold; to collect even. I mean otherwise, why would house mods be so popular? But as your travels take you from place to place, as the map is uncovered and more places fall before your blade, you may find a few places that you take a liking to. The resident is gone, leaving this vast cave or eerie den out in the middle of nowhere.

Well, he's not using it now, and you have more than enough loot, so you dress it up, take a couple of companions there and role play it out. I'm sure we've all done it. Yep, I've done it a lot.. but there is something I noticed. When all is said and done, something is missing! Via mods, you can hire guards, cutthroats, blacksmiths.. the works. And your cave goes from being abandoned to bustling.

Yet with all that manpower, fame, and wealth, you still have to walk a long ways to get back. Sure mark works, but your prolly using it for somewhere else, and if not, how are the rest of your crew getting to your little hideout? No, mark just doesn't do the job. That right, you have everything you need.. maybe even some furniture and storage.. but no transportation!

This bothers me. So I have an idea if someone skilled enough is willing.

How about some sort of custom transportation!

Maybe it could be done via some npcs that link to one another somewhat the way striders do.. for example, you set one down in a cave and one down in your home. They now can warp the player to each other, because they can take you to any spot where similar npcs have been placed.

Now I don't intend for this to be a cheat, so these NPCS should still charge a fee based on the usual factors, and like stiders, might take more than one to get to your stop. These NPCS should not be free to gain either. Perhaps they can be sold a lot like NPCS are in "A Lord's Men." It would be nice for them to have companion share too, so you can dress them in proper style of your base. Random generation would be cool too, so they don't always look alike, but is obviously not a must.

In fact, on the topic of not being a cheat, I don't even mind them being a benefit of being a proper rank in a guild or house, such as telivani or the mages guild. Or even if I have to gather a bunch of ingredients and build them in some fashion.. I just want to feel like I have a proper staff, who can warp me to my base(s). I dislike having to walk to many of these remote, but ideal locations.


As a side note, I am aware the mod "A Lord's Men" adds a service mage, but her transportation is poor. Not only does it not achieve my goal of coming back to an area, but she doesn't even have all the mage's guild stops in her list.

Again, I am unsure if my idea is possible, but anything along these lines would be great. It just seems like an awfully big hole to have in otherwise complete staff. :)
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Chloe Mayo
 
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Post » Sat Jul 03, 2010 10:45 am

If it's a concrete cave allways, it's not that hard at all. Otherwise I have no idea.
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-__^
 
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Post » Sat Jul 03, 2010 3:46 pm

Arcimaestro Antares' http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5685 might fit some of your criteria.
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ShOrty
 
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Post » Sat Jul 03, 2010 5:06 pm

You can't really have anything transport you to a cave you want at any point of the game, every place that you'll want to be transported to will have to be added to some script or something, so it needs to be more specific than that.
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Kay O'Hara
 
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Post » Sat Jul 03, 2010 2:13 pm

Persistent NPC can be used to track positions. MWSE has some functions for positioning objects like that, but I'm not sure if the player is positionable.
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Daniel Brown
 
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Post » Sat Jul 03, 2010 2:56 pm

Hmm.. well I hope it can be figured out in some fashion. I figured that I would get an answer like that. Too bad too. Could be used to add a lot more to the game and even modded towns. Not to mention, it would fix some issues like places that should have transportation that doesn't. (the Tel stronghold for example) All with one mod. And of course, staff would seem more useful.

Scout services looks like it has some promise.. not really what I was aiming for, but it might do in a pinch. It doesn't really say if it costs to use the scouts or not though.
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Cassie Boyle
 
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Post » Sat Jul 03, 2010 6:46 pm

I would actually like to see if I can do this. I'll let you know what I find out.
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D LOpez
 
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Post » Sat Jul 03, 2010 4:49 pm

Scout services looks like it has some promise.. not really what I was aiming for, but it might do in a pinch. It doesn't really say if it costs to use the scouts or not though.

I am fairly certain that you have to pay a little bit of cash for the services - I could be wrong, as it has been a moment since I have played, but I am pretty certain.

Granted, since it is done through scripts and not travel service, it is not 100% Companion friendly, though AA did make a patch to allow the transport of one NPC in follow mode to be pulled along. I suppose if you peeked at that particular patch with the mod you could expand it to be even more Companion friendly and transit up to a few in follow at a time (not sure what the upward limits of this would be as it seems you have a build with LOTS of potential Companions).

The other issue would be transit back from the location, as the mod does not place any type of Scouts at those locations - they can get you there, it is up to you to get back. I suppose you could fix this with making a small mod yourself to add a Travel NPC to the specific location with transit off to a few locations, but that doesn't really help in the middle of a game (unless you are willing to toss mods into a game in the middle of a run).

I do have to wonder if it would be possible to tweak A Lord's Men to have the option to hire Travel NPCs that you could drag places - I would just imagine they would have to come with preset destinations that they can send you to. Might be something worth a shot.

Over all, I think Scout's Services is your best bet in this situation, and personally I would just recommend getting AA's Big Mod (has all his Service Mods bundled together and it is a great RP addition).

Well, that's my two cents, for what it's worth :)
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TIhIsmc L Griot
 
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Post » Sat Jul 03, 2010 8:36 am

Thanks Skaeps, I wish you the best of luck.

Red Eye, your assessment follows my own thinking pretty closely, which is why scout services is only a "pinch" solution. Besides it's much cooler if you could set up a route on the fly. I did notice the companion patch when I looked at the page that was linked for me, but hadn't actually looked at it. I was unaware I could only bring a single companion with me. That's a bit of a problem, since I usually travel with two or more when moving them about. I have VE as well, so it's not unheard of me to set up "feeding dens" or small coven type places.

So the probability of me traveling with more than a single companion is higher than normal. I can bring only one at a time if I must, because some NPCS can be awful to lose, and if I had a way back it wouldn't be too bad.. but I would like for transportation to be able to handle 3 or more like the mages guild can if possible. Anyways, it would have been a bad discovery to find out that one companion limit in game to be sure. So thank you for the warning. :)
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Kay O'Hara
 
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Post » Sat Jul 03, 2010 6:35 pm

Red Eye, your assessment follows my own thinking pretty closely, which is why scout services is only a "pinch" solution. I noticed the companion patch when I looked at the page that was linked for me, but hadn't looked at it. I was unaware I could only bring a single companion with me. That's a bit of a problem, since I usually travel with two or more when moving them about. I have VE as well, so it's not unheard of me to set up "feeding dens" or small coven type places.

Indeed, though I can't imagine it would be too hard to adjust the script quick in the CS to better accommodate your style of play. If you need any help with it, AA might be able to help himself, otherwise I am sure someone in the CS Forums could help you out with it if you need.

So the probability of me traveling with more than a single companion is higher than normal. I can bring only one at a time if I must, because some NPCS can be awful to lose, and if I had a way back it wouldn't be too bad.. but I would like for transportation to be able to handle 3 or more like the mages guild can if possible. Anyways, it would have been a bad discovery to find out that one companion limit in game to be sure. So thank you for the warning. :)

Well, barring the multiple Companion transit, since as we worked out above it should be fairly easy for you to get that setting adjusted to accommodate, it looks like we are left with two final problems. One of those is basically self solving, as the Scouts all offer way more location options then any normal game transit can hope to provide since it is done through scripts and dialogue rather than the travel option. Usually, an individual Scout can take you to nearly any location in their given region of knowledge (West Gash, Bitter Coast, etc). Since that problem is out of the way with the combo, the only real issue you would have left is the lack of transit back to the cities. I suppose something you could look into would be to see how AA developed the mod. If the transit dialogue is simply added to all Scout NPCs, then it would just be a matter of ensuring you can hire Scout's from A Lord's Men as they will then have the transit options available to them too (though I am curious how that would all work out if the Scout was in follow mode and then subsequently used to transit you...wonder if he game would flip out or just transit the Scout too without problem). If that is the case, I think Scout's Services (provided a little tweaking) is exactly what you are looking for (though you might want to do a little safe testing around first).

Otherwise you could look into grabbing http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6859 by Casey Tucker, and simply convince some Scout in the game to travel along with you. Then you can position some in places that you need them for reverse transit, while leaving others in tact to get to where you want in the first place.

EDIT: Oh, and not a problem for the heads up, just trying to be helpful. Also, I hope it doesn't seem like I am trying to convince you into liking Scout's Services more, would just like to get you to a quick resolution to get back to playing :)
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rebecca moody
 
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Post » Sat Jul 03, 2010 12:54 pm

One question: What about that mod that allows multiple Mark & Recall? If I remember correctly it allows you to store about 10 locations. Does that mod have any requirements like MWSE or MWE? (And would such requirements be a problem?)

Because, if technically this is the kind of mod you're looking for, only with a different type of transportation, then that would be no problem at all. For example, one could make a mod where you can place NPCs in the wilderness, and via dialogue you can teleport from one to the other. Or simply place "guar cart" activators instead, which you can activate to select one of the other guar carts you've placed in the game.

I don't know what Scout Services does, but it... kinda sounds like you'd hire scouts to get you to your location, and that seems a bit odd from a roleplaying perspective. Like hiring a tourist guide to bring you home, instead of a cab.
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Joie Perez
 
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Post » Sat Jul 03, 2010 4:02 pm

Took me a bit to grasp what you were saying. Didn't get a lot of sleep. I believe I understand now that I've had a nap. lol

To be honest, it would be best if you could set up npcs somewhat on the fly, much like how you move companions around. In this way, different saves could also mean more RP possibility. If something has to be in a fixed location for it to work, then no it's not really what I had in mind. The idea is to be able to set up transportation to where ever, for a fee or something. In this way, if your using a mod that added new landmass, has nice homes, but is way out there, you can role play a shady salesman who lives in town.. even if the mod skipped out on town services.

By the same token though, if you are a loner sort, and are living in some cave in the wilderness with your band of thugs, you can get back to that cave in no time. Come in by night, have a drink at the pub.. maybe even shake down some locals, and by morning, when the guards hear of your misdeeds, your back in the cover of your hideout.

And of course, even honest folks can make use of such services. You decide as a telvani that your sick of flying to all those towers all the time. Well, you have rank, and are a skilled mage, so you hire a few transport folks. One stands in your tower, one stands in sadrith mora so you can see to your duties, and one stands near say, ghost gate. (Someone has to gather all those samples!) Later on, when you have enough pull and money, you decide the council needs brought together. No more hermits! So you hire enough to form your own personal transportation ring. Whatever suits your fancy.


Now, that said, if you can place the transportation in the game as you go, then yes this would be just fine. I mean the whole idea of linking them together is to create custom travel lanes if you will. Frankly, I like to avoid having to pre-place everything. I usually load a few "possibility" mods when I roleplay, just to be ready for the unknown. Part of the fun of roleplay is adapting with what happens. (IE an unplanned vampirism) In this case, I'm also trying to look out for others too. If someone is gonna put together a mod, it takes a bunch of work, so might as well make sure it's useful to more than just me. That way the modder sees his creation honored. :)

Because of this, I want to avoid a limit of how many of these can be set down.. just in case. But if ten is the number, than so be it. In fact, whether it be your take on the idea or if skaeps figures out something, the modding community is always up for some more choices. So I guess, in a nutshell, I am game for anything that holds the spirit of my idea and works well.

I must say though, you certainly hit on a key reason I want a way back and forth.. I don't need a trail guide if I am the one who built the place to what it is! :ninja:
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Naughty not Nice
 
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Post » Sat Jul 03, 2010 10:49 am

One question: What about that mod that allows multiple Mark & Recall? If I remember correctly it allows you to store about 10 locations. Does that mod have any requirements like MWSE or MWE? (And would such requirements be a problem?)


You're thinking of Improved Teleportation (though there's one or two other mods that are similar), which requires MWSE. While you need to purchase special versions of Mark and Recall from a specific NPC, it allows you to store up to ten locations and even transport your companions with you. Even when I don't have anyone (or anything) tagging along with me, it's incredibly handy for moving between different bases of operation, or just making a quick jump to a Guild Guide.
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Love iz not
 
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