Suggestion: adding characters to the ports of daggerfall. World of daggerfall places ports in every town that should have them. Ports currently have no function since you cannot fast travel from said locations if I am correct.
Hmm, that's strange, do you have TravelOptions installed by chance? And if yes, is it above or below ImmersiveTravel in the load order? If it's above, please put it below and see if that fixes the issue. Also just in case, what version of DFU are you using?
Great mod! Could you add a setting that allows fast travel to temples and maybe farms? It’s understandable that a carriage driver wouldn’t wanna go anywhere near a dungeon, but those smaller settlements seem carriage worthy
Ask and you shall receive! I'm currently coding the next update (should be ready in a few days) and I just added an option to choose wether to allow or prevent travel to every location type.
Thank you that sounds great! I’m glad a mod like this is being developed as it will really adds immersion and more options for newer characters who won’t be able to buy a horse early on. No more bank loans at the start of every character.
This is an interesting mod, but I wish it was better integrated with Travel Options. Travel options lets you "fast travel" with sped up time rather than instantly. Using this mod, I can no longer travel through sped up time to locations unless I use a road. I wish this mod would instead simply remove the options to instantly fast travel in the world map screen, but still allow you to travel with the sped up time mode.
feeling much the same way. I'm thinking a work-around for this is to allow sped-up travel at any time through travel options, so you can still get around the map without having to follow roads or use the world map. I posted a comment on the travel options mod to see if it's possible to implement, but if there's anything the author of this mod can do that'd also be great.
this mod is so lovely !! i always love it when ppl work to make the game more lively and immersive :]
the only thing i would chime in with is agreeing w another commenter that it would be lovely if there was a mod menu option to make the carriages optional rather than required! the only reason i personally think so is because daggerfall unity has (i believe) an unfortunately persistent issue across many ppl's games where their character falls through the floor into the void -- without access to the fast travel menu its much more difficult to fix!
up to you whether u want to update or not, just figured id share some feedback too! ty for the mod overall! ^^
Thanks a lot for the kind words, and for the feedback! Based on your suggestion, I added an option that lets you choose wether to disable vanilla fast travel or not. It will be in the next update, which should come out in the next few days. For that bug that makes you fall through the map, you might also want to check out the brand new "falling down" mod by carademono.
I'm a big fan of the idea behind this mod, but it would be nice if the mod settings had an option which allowed for fast-travel even when not orchestrating it through a carriage driver. That and/or add carriage drivers to all of the smaller towns and villages that don't have city gates so you don't run the risk of accidently fast traveling to a location you can't fast travel back out of.
Oh, certainly. I can't wait for the option to pay money to a caravan to travel across the map, or have to go it along through throngs of monsters and brigands. I love it.
Awesome! I just took my first trip and... well it's worked!
Problem is that somehow it only cost 1 gold piece. Literally less expensive than the basic cost used to be. Less expensive than a meal or a drink. I was only going a few hours travel away, but still.
There should probably be some kind of slider to change how expensive these are for freaks like me who want them to be stupid expensive.
Edit: Also, it seems to remove the ability to use Travel Options' Fast Travel entirely. I rather like the concept that you could either pay a premium to use the Travel Guild, or go it for free on your own and face danger. Accelerated Travel does work, but only along roads. Load Order matters, here, and loading Travel Options last overrides ImmersiveTravel's block, but doesn't allow ImmersiveTravel to work.
I'll keep playing around with this to see what I can discover. Maybe you could add a toggle to allow Fast Travel to work anyways, which would leave ImmersiveTravel as a separate option to use.
Edit2: You can also select "Ship" as a travel type. Between any two locations. Warm Ashes - High Seas generated a random encounter with a ship full of pirates when going between two land-locked locations.
Thanks a lot for the detailed feedback! The travel cost slider is actually a great idea and it's definitely coming in the next update!
The ability to keep TravelOptions fast travel is a bit trickier to implement due to the way both mods work, but I'll see what I can do about it.
As for the ship attacking you in the middle of the land, unfortunately that's a bug in Warm Ashes - High Seas (i managed to replicate it in vanilla DFU with no other mods active). I went ahead and reported this in its nexus page.
One more thing. It appears that the Red Lantern Guild and the Iliac Bay Transportation Guild share an ID or something, because having both in my game nuked everything to do with the Red Lantern's quests, and when I uninstalled ImmersiveTravel to check, it turned out that I was now a member of the Red Lantern Guild.
I'm loving the idea of this mod, but there's still some "kinks" to work out, it seems.
On that note, do you have any quests planned for the guild? Caravan guarding could be fun.
Thank you so much for reporting this, I changed one of the mods ID's so that it should now be compatible with other mods that add new guilds.
And yeah there are definitely some things that are a bit rough around the edges, this is my first mod ever and my first time using Unity so i'm still learning but i think I'm slowly getting there xD
PS: I added the slider you requested to increase (or remove altogether) the travel fee (you can find it in the mod settings)
I see the slider, but the issue seems to still be present in the files you released for 1.3. The "Leave Guild" mod lets me quit the guild, but it's still registered as the Red Lantern, and when I try to rejoin, it gives me the blurb for that guild... I think either there's a script compilation error or the bad ID has infected my save. I made a new tester character, and everything seems to pick it up fine, but doesn't actually allow me to join. It offers, but then I'm not joined up.
Maybe something didn't get compiled right?
Hope I'm not being a pain. I actually really am trying to help 😅
Edit: I have fixed my save. For anyone affected - The Save folder retains an entry for the Travel Guild in FactionData.txt in two places, search "Iliac" and remove the faction info and the index for it at the end. There will also be bad information in SaveData.txt under guildMemberships, Key 8 (if not already a member of Red Lantern, leave this otherwise). If you're not comfortable editing these files, ask someone knowledgeable for help. I suppose I volunteer.
If this just add paid travel on top of TravelOption's Mage Guild Travel for the full Morrowind vanilla experience, this mod would be on everyone's mod list.
This would go well with Travel Options for when it gets tedious to go to the other side of the region every other mission If only it was compatible with all the mods i consider essential to the game
Thanks for checking out the mod! TravelOptions compatibility is planned, but sadly the way TO works, it simply breaks if you change the travel map window, so it might be a bit tricky. I'll try to get in toucch with the creator and we'll se what we can do about it though. I also updated Immersive Travel, adding roads to the map similar to how they work in TO so at least now there's that.
As far as other mods go, Beautiful Cities of Daggerfall just released a compatibility patch that allows you to play with this mod.
BTW, if you are frustrated with having to go to the other side of the region for most quests, i recommend the quest offer locations mod, it allows you to choose a max distance for quests
36 comments
adding characters to the ports of daggerfall. World of daggerfall places ports in every town that should have them. Ports currently have no function since you cannot fast travel from said locations if I am correct.
It actually works for me when TravelOptions is above ImmersiveTravel, when i had it below it wouldn't work
And Im using v1.1.1
I posted a comment on the travel options mod to see if it's possible to implement, but if there's anything the author of this mod can do that'd also be great.
the only thing i would chime in with is agreeing w another commenter that it would be lovely if there was a mod menu option to make the carriages optional rather than required! the only reason i personally think so is because daggerfall unity has (i believe) an unfortunately persistent issue across many ppl's games where their character falls through the floor into the void -- without access to the fast travel menu its much more difficult to fix!
up to you whether u want to update or not, just figured id share some feedback too! ty for the mod overall! ^^
Edit: And since Beautiful Cities has posted a compatibility patch, it seems like I might give this a go.
This mod will be a literal game changer!
Problem is that somehow it only cost 1 gold piece. Literally less expensive than the basic cost used to be. Less expensive than a meal or a drink. I was only going a few hours travel away, but still.
There should probably be some kind of slider to change how expensive these are for freaks like me who want them to be stupid expensive.
Edit: Also, it seems to remove the ability to use Travel Options' Fast Travel entirely. I rather like the concept that you could either pay a premium to use the Travel Guild, or go it for free on your own and face danger. Accelerated Travel does work, but only along roads. Load Order matters, here, and loading Travel Options last overrides ImmersiveTravel's block, but doesn't allow ImmersiveTravel to work.
I'll keep playing around with this to see what I can discover. Maybe you could add a toggle to allow Fast Travel to work anyways, which would leave ImmersiveTravel as a separate option to use.
Edit2: You can also select "Ship" as a travel type. Between any two locations. Warm Ashes - High Seas generated a random encounter with a ship full of pirates when going between two land-locked locations.
The ability to keep TravelOptions fast travel is a bit trickier to implement due to the way both mods work, but I'll see what I can do about it.
As for the ship attacking you in the middle of the land, unfortunately that's a bug in Warm Ashes - High Seas (i managed to replicate it in vanilla DFU with no other mods active). I went ahead and reported this in its nexus page.
I'm loving the idea of this mod, but there's still some "kinks" to work out, it seems.
On that note, do you have any quests planned for the guild? Caravan guarding could be fun.
And yeah there are definitely some things that are a bit rough around the edges, this is my first mod ever and my first time using Unity so i'm still learning but i think I'm slowly getting there xD
PS: I added the slider you requested to increase (or remove altogether) the travel fee (you can find it in the mod settings)
Maybe something didn't get compiled right?
Hope I'm not being a pain. I actually really am trying to help 😅
Edit: I have fixed my save. For anyone affected - The Save folder retains an entry for the Travel Guild in FactionData.txt in two places, search "Iliac" and remove the faction info and the index for it at the end. There will also be bad information in SaveData.txt under guildMemberships, Key 8 (if not already a member of Red Lantern, leave this otherwise). If you're not comfortable editing these files, ask someone knowledgeable for help. I suppose I volunteer.
If only it was compatible with all the mods i consider essential to the game
TravelOptions compatibility is planned, but sadly the way TO works, it simply breaks if you change the travel map window, so it might be a bit tricky. I'll try to get in toucch with the creator and we'll se what we can do about it though. I also updated Immersive Travel, adding roads to the map similar to how they work in TO so at least now there's that.
As far as other mods go, Beautiful Cities of Daggerfall just released a compatibility patch that allows you to play with this mod.
BTW, if you are frustrated with having to go to the other side of the region for most quests, i recommend the quest offer locations mod, it allows you to choose a max distance for quests