It isn't incompatible, so I've been told. Fast Travel from carriage drivers can be interrupted as usual, but if you cancel the journey after an encounter, there won't be a way to initiate fast travel again.
thanks for the answer. Have you tried Unleveled Enemy NPCs mod? I wounder how it would affect Things Betwixt, would it re-set NPC level in random encounter if loaded after Things Betwixt, or the latter still has precedence over it?
Hm not sure either about Unleveled Enemy NPCs. I haven't seen how it works under the hood. This mod has a custom FoeSpawner that spawns the enemy using the same way the base FoeSpawner does so I'm thinking it would still work if UENPCs only targets the base GameObjectHelper method.
Enemy spawns with 'rest at inns' option enabled look a bit clumsy sometimes. Skeletons or giant bats spawn right inside the building in a town or village, which looks not very logical. Would you consider to rework this mechanic somehow, or perhaps disable hostile encounters in the inns altogether? Also, the encounters are always settled either near dungeon entrance or inns/residences. Is it possible to make it happen in wilderness as such? Dungeon entrances are allegedly more dangerous than deep forests or something... Otherwise, a great and a long needed mod. I even managed not to lose the cart from Realistic Wagon mod so far.
There is a slight inconsistency with the travel options mod. I have it set that i can only use ships from ports to ports. Doing normal fast travel without the ship option available still spawns random encounters on ships. Could this be made more compatible for better immersion?
Travelling on foot across the bay still travels in a straight line, just taking longer for each water pixel along the path. If the end position of your travel on the map takes place on a water pixel, the encounter will be on a ship. DFU ship travel only makes water pixels take the same amount of time to cross as land pixels instead of a flat additional time per pixel.
I propose you manually fast travel around the bay area if you do not wish to have encounters on ships, or just headcanon the character stowing away or hitching a ride on a barge or ferry as a cook/cleaner/guard in lieu of travel fare, explaining the slower time.
Hello there!I really love this mod. I always hated Bethesda "fast travel". This thing makes it way better,However, I've found a funny incompatibility with the "Realistic Wagon" mod. When fast travel is interrupted, the chances of losing your mount are almost 100%. I tried to "game the algorithm" jumping on my horse before resuming fast travel. However, it does not seem to work. I have had alredy 4 "Roaches", like Geralt of Rivia.Do you think is there any way to solve this?Thanks in advance. And thank you very much for your hard work!
Use the console commands "horse_rescue" and "wagon_rescue" when in an exterior to recover your horse and wagon. Realistic Wagon does not allow other mods to call these functions so you have to do it yourself.
Mounting your horse before travel is still a good idea because it makes the resumed journey count as you owning a horse (and therefore take less time)
To be hoenst, I'm not a big fan of using the console, as I'm trying to roleplay my way through the game and that's a very immersion-breaking thing to do.
However, if that's the only way to save Roach, I'll take it into account.
That's just how it is considering these are two separate mods with a huge span of time between their individual creation. You can bet that if RW was updated to allow external mods to move the horse and wagon around, I'd update TB to take advantage of that in a heartbeat.
I love this mod, my only issue with it is that it's not very compatible with realistic wagon mod: when you make a random stop in a tavern during fast travel you lose both your horse and wagon. You can still summon your horse with an item that that mod ads, but not the wagon. I don't know if it's possible to make it so that the horse with the wagon would be waiting just outside the tavern, but that would totally fix the issue
The wagon and horse are actually placed in one of the location's Start Markers since the scenario starts off with you placed there and then later teleported into a tavern. You can use the console command "wagon_rescue" to teleport your wagon to yourself. Unfortunately, not something I can fix on my end since the horse mods don't allow for messing with their objects.
I keep a very light modlist, so I have zero bugs to report. Love this mod. Love how lite it is compared to the various encounter and additional critter mods. I have been playing with it for some time now and enjoying it.
neat mod. just want to report an incompatibility with Climates & calories. if enabled, the player will begin encounters from betwixt with 0 fatigue, usually resulting in instant death from exhaustion. otherwise haven't seen any issues.
if the Travel mode is set to Stay at Inns, the initial location will be set to the nearest town with an inn if any.
This is almost asking for an option to make the owners of isolated farms and homesteads actually offer accommodation, then put them on the list of possible inns. Otherwise the game offers little to no incentive to ever go there. Temples might be willing to help out wanderers, too? Rolling an encounter at a farmstead might trigger a farm raid event from SquidKamer’s Lives of Raiders?
Otherwise, a dungeon will be used for Camp Out.
Would be cool to add WoD landmarks like the various deserted camps and ruins to that list, too.
Exiting the Ship's hold despawns all the active enemies inside. This occurs whether the character owns a ship or not
This should trigger a pirate event with random passengers and guards on the ship at least if you have Warm Ashes — High Seas?
Great mod, possibly the greatest for immersion purposes. My DFU experience will never be the same.
You piqued my curiosity so I looked into adding the Home-type locations to the possible "camp" locations. After some mild testing, it's possible but aside from requiring a separate handler for scenario setup due to the non-tavern interiors not having "Rest" markers, it'd also be impossible for the player to continue resting after being interrupted, unlike if the encounter had taken place in a tavern. I'll probably look into it more in the future when I have time for new features.
I am currently working on WOD compatibility. There's a basic integration right now with TB being able to recognize WOD locations as "locations" for the seeking procedure, but it's still unable to distinguish what kind of location it is (bandit camp, fort, ruins, watch-towers, etc). Look forward to this in some time.
due to the non-tavern interiors not having "Rest" markers, it'd also be impossible for the player to continue resting after being interrupted
That's why I proposed making all the homesteads Rest locations, or is that impossible? Like being able to talk the owner of any farm or manor into letting you stay overnight for a neat sum of money depending on your speechcraft, reputation, the quality of a home and its owner’s affiliations, etc. If it's an event, a resting place is considered rented until dawn.
P.S. A bunch of other ideas off the top of my head, but probably only tangential to this mod: WoD has currently non-interactive farmhouses of its own dispersed through the wilderness, those could be given basic interiors and procedurally generated owners to act as discoverable emergency inns for this mod; Basic Roads could have likewise generated Basic Roadside Inns attached, hundreds of them, to similarly act as places for the player to wake up during a Rest At Inns random event; Hunting events from Warm Ashes should pop up rather often during Camp Out travels, if enabled in both mods; similar to how Lives of Raiders lets the player join the raiders, a criminal type of player character should have the option of rolling various robbery / ambush events where he's the assailant and not the victim (like maybe attempting robbery on a rich traveler with an entourage of bodyguards).
Unsure if its possible to make them rest locations without a whole lot of work. They'd at least need new interiors for additional rest marker (which would conflict with any interior overhauls) and maybe even RMB overrides to change building types or whatever. Either way, way way out of scope for this mod. If another mod does what you want to farmhouses and such, then I'll work my ass off to make Things Betwixt compatible with it. Bet on it.
Once Warm Ashes Wilderness 1.6 comes out, WA "quest encounters" also have a chance of running during encounters in the wilderness (including the hunting prompt and the bandit raids in towns).
We'll have to see how Warm Ashes High Seas turns out to see what we can do for integration.
They'd at least need new interiors for additional rest marker
Wouldn't it be possible to introduce an alternate "renting" mechanic where if the location type is "home" (purple) its "owner" can be talked into an event where "you can't rest in other people's homes" status is lifted for N hours, deducing X gold from the player's inventory? So essentially anything within a homestead type location is treated like the interior of a dungeon.
I don't know if its possible or not because I haven't looked into it. And probably will not be able to in the near future. Again, if someone else makes it work, I'll have TB compatible with it as best as I can. Otherwise, it's not within the scope of this mod.
Yes. Warm Ashes Wilderness 1.6 requires the upcoming DET update and it will release after that does. In the meantime, there won't be any problems with using Things Betwixt and WA 1.5 together as long as you keep the Encounter Pool set to Vanilla. The worst that can happen if you select Warm Ashes is that nothing will spawn during encounters because 1.5 does not have the mod messages allowing TB to call it for spawns.
Your mod is absolutely fantastic once I turned the encounter chance up to 100. Having an event occur every day/night really extends the feeling of travelling long distances without having to watch 2D trees flash by at warp speed. I did not expect to find myself in front of a mysterious castle during my early travels and the sudden opportunity to stop and explore was a nice addition!
For anyone who likes the immersion of TravelOption but don't want to stare at hyperspace travel on your phone for 15 minutes, I recommend this mod with encounters turned up to 100. You will feel the weight of travel but without the time sink and turning your phone into a hotplate.
NOTE: Currently encounters in Inns at night seem to result in me waking up but no encounters/spawns. I'm running around checking under beds and stables outside just in case. But I do like waking up at the Inn every morning before continuing travel which is very immersive. You should include an option that you always start the next day of travel at the Inn instead of just only on an encounter roll.
Hm, encounters at an inn depend on whether you're surprised or not. If surprised, the enemies will attempt to spawn around you. If not, they'll spawn near one of the entrances to the inn. That encounter not spawning anything at the inn is strange. Might be an error happening under the hood preventing the encounter spawn code from triggering. Does it allow you to resume travel once you exit the inn? When this occurs again, can you send me a player log from that session?
EDIT: Oh no, you're on Android. Hm. There's no player log for Android builds as far as I know. Mod list should be fine, I think.
EDIT2: I looked around and it seems like Android handles interior spawns differently from Desktop builds. I'm going to see if that's what's causing the issue because I use a custom FoeSpawner class based off the desktop project. Hang tight.
UPDATE: I've uploaded a DFMOD of the Android port (1.0.1) with a tentative fix for enemies not being spawned properly in interiors. I forgot that Android uniquely culls enemies that are far away from the player for increased performance and it was causing newly-spawned enemies to be immediately culled since the default FoeSpawner would first spawn them at the world origin before placing them where they needed to be.
UPDATE: Issue has been resolved on Android. Taverns are turning into midnight slaughter houses!
I have a request: is it possible to add an option where if no encounter occurs, you still always start the morning in the tavern or break camp? This would break travel down to day-by-day and make the journey more immersive.
I have encounter chance set to 100 to simulate this somewhat but a quiet morning to have breakfast before heading out without having to step around the blood and gore would add a lot to the experience.
Right now I'm just leaving a trail of bodies in every town I visit. 😄
Lmao on the 100% encounter chance. Hm, the idea is interesting, but it's not really in the scope of the mod. Maybe a different mod can re-use the "interrupt/resume journey" mechanics for that kind function. Sorta like a "day-by-day survival" kind of gameplay when fast travelling that lets you buy supplies or hunt each day depending on where you land on that day of the journey.
55 comments
Fast Travel from carriage drivers can be interrupted as usual, but if you cancel the journey after an encounter, there won't be a way to initiate fast travel again.
I propose you manually fast travel around the bay area if you do not wish to have encounters on ships, or just headcanon the character stowing away or hitching a ride on a barge or ferry as a cook/cleaner/guard in lieu of travel fare, explaining the slower time.
Mounting your horse before travel is still a good idea because it makes the resumed journey count as you owning a horse (and therefore take less time)
However, if that's the only way to save Roach, I'll take it into account.
I don't know if it's possible to make it so that the horse with the wagon would be waiting just outside the tavern, but that would totally fix the issue
Unfortunately, not something I can fix on my end since the horse mods don't allow for messing with their objects.
Great mod, possibly the greatest for immersion purposes. My DFU experience will never be the same.
I am currently working on WOD compatibility. There's a basic integration right now with TB being able to recognize WOD locations as "locations" for the seeking procedure, but it's still unable to distinguish what kind of location it is (bandit camp, fort, ruins, watch-towers, etc). Look forward to this in some time.
P.S. A bunch of other ideas off the top of my head, but probably only tangential to this mod: WoD has currently non-interactive farmhouses of its own dispersed through the wilderness, those could be given basic interiors and procedurally generated owners to act as discoverable emergency inns for this mod; Basic Roads could have likewise generated Basic Roadside Inns attached, hundreds of them, to similarly act as places for the player to wake up during a Rest At Inns random event; Hunting events from Warm Ashes should pop up rather often during Camp Out travels, if enabled in both mods; similar to how Lives of Raiders lets the player join the raiders, a criminal type of player character should have the option of rolling various robbery / ambush events where he's the assailant and not the victim (like maybe attempting robbery on a rich traveler with an entourage of bodyguards).
Once Warm Ashes Wilderness 1.6 comes out, WA "quest encounters" also have a chance of running during encounters in the wilderness (including the hunting prompt and the bandit raids in towns).
We'll have to see how Warm Ashes High Seas turns out to see what we can do for integration.
This is perfect for Android. Will give it a test run.
Thank you!
For anyone who likes the immersion of TravelOption but don't want to stare at hyperspace travel on your phone for 15 minutes, I recommend this mod with encounters turned up to 100. You will feel the weight of travel but without the time sink and turning your phone into a hotplate.
NOTE: Currently encounters in Inns at night seem to result in me waking up but no encounters/spawns. I'm running around checking under beds and stables outside just in case. But I do like waking up at the Inn every morning before continuing travel which is very immersive. You should include an option that you always start the next day of travel at the Inn instead of just only on an encounter roll.
That encounter not spawning anything at the inn is strange. Might be an error happening under the hood preventing the encounter spawn code from triggering. Does it allow you to resume travel once you exit the inn? When this occurs again, can you send me a player log from that session?
EDIT: Oh no, you're on Android. Hm. There's no player log for Android builds as far as I know. Mod list should be fine, I think.
EDIT2: I looked around and it seems like Android handles interior spawns differently from Desktop builds. I'm going to see if that's what's causing the issue because I use a custom FoeSpawner class based off the desktop project. Hang tight.
UPDATE: I've uploaded a DFMOD of the Android port (1.0.1) with a tentative fix for enemies not being spawned properly in interiors. I forgot that Android uniquely culls enemies that are far away from the player for increased performance and it was causing newly-spawned enemies to be immediately culled since the default FoeSpawner would first spawn them at the world origin before placing them where they needed to be.
I'll give the update version a run and report later.
Don't every stop Red!
I have a request: is it possible to add an option where if no encounter occurs, you still always start the morning in the tavern or break camp? This would break travel down to day-by-day and make the journey more immersive.
I have encounter chance set to 100 to simulate this somewhat but a quiet morning to have breakfast before heading out without having to step around the blood and gore would add a lot to the experience.
Right now I'm just leaving a trail of bodies in every town I visit. 😄
That aside, glad it's working well for you!