[RELz] Tamriel Transportation Network

Post » Sat Feb 19, 2011 2:43 am

Download and screenshots:
http://tesnexus.com/downloads/file.php?id=31991
http://www.invision.tesalliance.org/forums/index.php?/files/file/463-tamriel-transportation-network/



Name: Tamriel Transportation Network
Version: 1.0
Date: 5/29/2010
Requirements: Oblivion Script Extender (OBSE)
Author(s): statttis

Description
===========
A new travel network mod. Covers every city and village in tamriel (at least the ones that have been built). Uses OBSE to provide realism features, many configuration options, and support for mod-added locations.

Details
=======
You will find travel guides wearing red robes in various locations. To use their services, speak to a guide and buy a ticket to the destination you wish to travel to. Time will pass and you will be transported to your destination.

Three types of travel:

Horse
At the entrance to major cities you will find travel guides mounted on horses. When you purchase their services, they come along with you, 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. 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. Travel by horse is cheap and can be used to reach all locations in Tamriel, but can be time consuming.

Ship
At cities along the water you will find travel guides on the docks. Travel by ship is more expensive and than by horse and can only reach coastal cities, but is faster.

Guild Guide
Guild guides are posted inside Mages Guild buildings. When you buy a ticket, the guild guide will instantly teleport you to your destination. However travel by guild teleport is very expensive and only reaches other mages guild buildings. As you move up the ranks in the mages guild, guild guides will charge you less.


Misc. notes:
- Since you will be buying tickets, your Personality, Speechcraft, and Mercantile skills will help you get better prices.
- Horse mounted guides travel with you to your destination, so if you want, you can pay one NPC to guide you all over Tamriel. Just be aware that your guide may take many hours/days to return to their post if you travel to the far ends of Tamriel.
- To travel by ship to Anvil, you will need to change ships at Leyawiin.
- A complete list of travel destinations can be found in Destinations.txt.


Configuration
In TamrielTransportationNetwork.ini there are a number of settings that can be changed:
- travel time
- travel cost
- enable/disable having guides travel with you
- enable/disable your horse travelling with you
- enable/disable companions travelling with you
- enable/disable travel to daedric shrines
- set travel guides to be killable
More details are in the .ini file.


Mod Support
Automatic support for locations added by mods, without any file dependencies. That means it will run without them, but if they are loaded, new travel locations are enabled.
Supported mods:
-Elsweyr Anequina (Corinthe, Orcrest, Dune, Riverhold, Alabaster, King's Walk, Duncori Walk, Fort Riverkeep, Fort Seaplace)
-Shezries Villages (Ravenview, Lakewood, Woodland villages)
-Arthmoor villages (Vergayun, Feldscar)
-Verona House Bloodlines (Verona Bay)
-The Elder Council (Arenthia)
-Bartholm
-Knights of the Nine (Priory of the Nine)
-Open Cities Classic (enhanced ship travel)
-Glenvar Castle
-Castle Seaview
-Sutch
-Fort Akatosh
-Hoarfrost Castle
-Battlehorn Castle
-Kvatch Rebuilt (guild guide for rebuilt mages guild)
-Integration (guild guides are integrated into the guild guide quests)


Shivering Isles
ShiveringIslesTransportationNetwork.esp adds the Shivering Isles to the travel network, with a route to the doorway as well as guides and travel destinations inside the Isles. Obviously you need to have the Shivering Isles expansion to use this.


Install
=======
1. Make you that you have installed and are using OBSE v18 or newer.
2. Extract the files to \Oblivion\Data\
3. Activate TamrielTransportationNetwork.esp with Wrye Bash, OBMM, or the Oblivion launcher.
4. If you have the Shivering Isles expansion installed, you may also activate ShiveringIslesTransportationNetwork.esp. It should be placed after TamrielTransportationNetwork.esp in your load order.
5. If you want, edit TamrielTransportationNetwork.ini to change settings.

Uninstall
=========
1. Delete the files/folders associated with the mod.

Important: if you changed the horseTravelsWithPlayerSI setting in the ini, be sure to travel with your horse outside of the Shivering Isles before uninstalling. Otherwise your horse will be trapped in the Isles.


Incompatibility
===============
This mod has been designed and tested to work with heavily modded installs. It should be compatible with just about everything.
Specifically, it has been tested compatible with all the mods listed under "Mod Support" as well as Better Cities, Unique Landscapes.

Known Issues or Bugs
====================
There are some animation bugs with the Elytra mounts used in the Shivering Iles. If you know how to fix them, please let me know.

History
=======
1.0 5/29/2010 - Initial release.

Contact
=======
You can find me on gamesas forums and TES Alliance as 'statttis'

Credits
=======
Thanks to Bethesda for creating Oblivion.
Thanks to LHammonds for the Readme Generator this file was based on.
Thanks to Pufthemajicdragon for the invisible activator resource.
Thanks to kerlyenai for the elytra mount resource.
Thanks to Mr_Siika for the camel and boat model resources.
Thanks to Vouivre and nottlong for their help with testing.

User avatar
Jamie Moysey
 
Posts: 3452
Joined: Sun May 13, 2007 6:31 am

Post » Sat Feb 19, 2011 7:39 am

Have you thought about including all the knight fortresses (some yet to be made) in LOSING MY RELIGION as possible travel destinations?

EDIT...and how about COLDSTONE, a town created in the northeast end of Cyrodiil?
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CHANONE
 
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Post » Sat Feb 19, 2011 12:48 pm

Have you thought about including all the knight fortresses (some yet to be made) in LOSING MY RELIGION as possible travel destinations?

EDIT...and how about COLDSTONE, a town created in the northeast end of Cyrodiil?


Certainly, I would be glad to include them.
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Sophie Louise Edge
 
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Post » Fri Feb 18, 2011 8:50 pm

Congratulations on release :celebration:

It's an odd thing to say - as if I doubted you... which I didn't!

Anyway - Instant download!
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Britney Lopez
 
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Post » Sat Feb 19, 2011 1:23 pm

Bump :whistling:

I just saw the Tales From Elsweyr release and might be adding more locations in Elsweyr in the future. Always open to more suggestions, of course.
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Astargoth Rockin' Design
 
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Post » Sat Feb 19, 2011 7:46 am

Thanks for bringing back Morrowind's way-of-travel to fill the missing aspect of Oblivion. Th red-hooded travel guides are kind of creepy and cult-like, though. :sb:
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Rach B
 
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Post » Sat Feb 19, 2011 12:18 am

Congrats on the release :) I wonder why this gets so little attention? :huh:

Your transportation network is now definitely the best choice for people who use new landmasses. For transportation within Cyrodiil, it is simply a matter of taste, I guess (personally, I like to have guides in some small villages too, and generally have them not be part of a guild).

Some little nitpicking: I think your guild outfit could be improved a little bit. When you see one of those guides, you should immediately think of a person who travels around a lot and also knows how to defend himself. I think a cape or a cloak would be a good idea, and maybe a guild rapier or something. And of course, some insignia would be cool.
Edit: For example, http://tesnexus.com/downloads/images/13033-4-1261682332.jpg from the mod http://tesnexus.com/downloads/file.php?id=13033 comes close to what I have in mind (including the stuff on the saddle).
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Luis Longoria
 
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Post » Sat Feb 19, 2011 2:57 am

I agree that the guild outfit could be improved. What I'm thinking would look good is a cape with an insignia on the back, rough (but not cheap) looking travel clothes, and maybe a staff. I'll need to see what resources are available. Mages guild guides would keep the robes.

When you see one of those guides, you should immediately think of a person who travels around a lot and also knows how to defend himself


I actually thought the opposite would make more sense. Why would a tough adventurer waste his time leading people around for a few coins? I see the guides as more like taxi drivers - they know the best routes to travel quickly, but they're not warriors. To stay safe from bandits they formed a guild, which collects dues and uses them to bribe the bandits/pirates.
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Kortniie Dumont
 
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Post » Sat Feb 19, 2011 2:42 am

I actually thought the opposite would make more sense. Why would a tough adventurer waste his time leading people around for a few coins? I see the guides as more like taxi drivers - they know the best routes to travel quickly, but they're not warriors. To stay safe from bandits they formed a guild, which collects dues and uses them to bribe the bandits/pirates.

I wasn't thinking about "tough adventurers" - just some sort of indication that they aren't going to be helpless and that would also be part of their guild outfit. For example, a guild rapier or something like that. After all, there might still be the occasional mudcrab or land dreugh to deal with. :D

Yes, a cape would be a good thing. I think those from Travelers Cloaks look pretty good, you'd just need a decent image of something that could be the guild's insignia. Maybe a map of Tamriel with a horse rider embedded in it? Whatever you choose, it should be no problem to find someone who can put it on the cape for you if you don't know how to do it.
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Robert DeLarosa
 
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Post » Sat Feb 19, 2011 11:32 am

I wasn't thinking about "tough adventurers" - just some sort of indication that they aren't going to be helpless and that would also be part of their guild outfit. For example, a guild rapier or something like that. After all, there might still be the occasional mudcrab or land dreugh to deal with. :D

Yes, a cape would be a good thing. I think those from Travelers Cloaks look pretty good, you'd just need a decent image of something that could be the guild's insignia. Maybe a map of Tamriel with a horse rider embedded in it? Whatever you choose, it should be no problem to find someone who can put it on the cape for you if you don't know how to do it.

A guild rapier would look nice. The ship guides could get a cutlass, mages just get a dagger.

I've gotten good at pasting together textures so I think I can make something decent. I like the horse+tamriel map idea.
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Rude_Bitch_420
 
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Post » Fri Feb 18, 2011 11:46 pm

Fantastic work and very good job on the mod support !

Thx for this :-)

regards

onra
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Kara Payne
 
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Post » Sat Feb 19, 2011 12:42 pm

Fantastic work and very good job on the mod support !

Thx for this :-)

regards

onra

You're welcome :) . I'm looking forward to adding support for the new towns people make based on your heightmaps.


Bad news on the capes. They clip badly while riding a horse, and it looks even worse with saddle bags. Definitely a serious issue considering the guides spend most of their time riding a horse... any ideas?
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Colton Idonthavealastna
 
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Post » Sat Feb 19, 2011 4:00 am

Does the mod have an option to disabled map fast travel or will I need some other way to do that?
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Sweet Blighty
 
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Post » Sat Feb 19, 2011 2:17 am

Hi, I've only begun playing but it seems I already spotted a couple of problems.

First of all, it seems upon my character first meeting with the red-hooded travel guy (in Cheydinhal) he has "Wait Here" dialogue. I'm not sure if this is supposed to happen but I haven't bought any ticket or make any transaction yet and when I clicked it he immediately demand some money. Next, when I open the "trade" menu, I was able to buy his red outfit and dagger as well. He happened to be on horseback and that might prevent him to become fully "unclothed". Also, I can "invest" some money on him as well, although I'm not sure if this is supposed to be like that.

Thanks, I'll do more bug-hunting when I play it again! :D
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luis ortiz
 
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Post » Sat Feb 19, 2011 11:13 am

Hi, I've only begun playing but it seems I already spotted a couple of problems.

First of all, it seems upon my character first meeting with the red-hooded travel guy (in Cheydinhal) he has "Wait Here" dialogue. I'm not sure if this is supposed to happen but I haven't bought any ticket or make any transaction yet and when I clicked it he immediately demand some money. Next, when I open the "trade" menu, I was able to buy his red outfit and dagger as well. He happened to be on horseback and that might prevent him to become fully "unclothed". Also, I can "invest" some money on him as well, although I'm not sure if this is supposed to be like that.

Thanks, I'll do more bug-hunting when I play it again! :D

The Wait Here dialogue is meant to be available all the time. They are not meant to sell their clothes though. The guides use one of the standard trader classes, and I'm guessing you have a mod that changes what that class sells. It's an easily avoided incompatibility and I'll change it in the next version. Thanks for the report :thumbsup:
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Phillip Brunyee
 
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Post » Sat Feb 19, 2011 9:26 am

The fact that this mod enable us to travel along with companions is what attracted me most. No more leaving companions behind! :hugs:

But don't you think it's strange if my character, along with two companions, and a travel guide, is able to ride on a single horse? ;)

Anyway, sometimes I noticed the "trade" menu doesn't appear (once after exiting then re-entering dialogue, and sometimes after a combat near the city gate which sends the travel guide running for his life :bolt: ). Do you know what might caused this? Again, thanks for making this mod!
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Miguel
 
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Post » Sat Feb 19, 2011 12:36 am

But don't you think it's strange if my character, along with two companions, and a travel guide, is able to ride on a single horse? ;)

http://www.eastafricaforum.net/wp-content/2008/10/overloaded.bmp

Anyway, sometimes I noticed the "trade" menu doesn't appear (once after exiting then re-entering dialogue, and sometimes after a combat near the city gate which sends the travel guide running for his life :bolt: ). Do you know what might caused this? Again, thanks for making this mod!

That sounds like normal AI behavior. NPCs in or near combat tend to have their AI packages get interrupted.
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Jynx Anthropic
 
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