Unfortunately doesn't work for me. Installed it, activated it, but it doesn't do anything. Assumed it interfers with transporter lights, but that's not the case. I don't have other transport-altering mods. This one here is a great idea, but from my viewpoint unfortunately completely useless.
OK, why not just have reset actors run after leaving a cell - or after being "x" number of cells away? Just seems it would eliminate a lot of NPC weirdness.
This was a good solution so we don't need to worry about people moving to weird places when going through the game. I also made myself a version where I also applied the script to Mages guild transport guides as well. Thanks!
Hello, There seems to be an incompatibility between your mod and Morrowind Rebirth: when I travel from Balmora to Ald'Ruhn, I appear in mid air (kind of in the silt strider). I assume that your mod forces the spawn of the player after a fast travel to its original location, which is changed by Rebirth; unless it's an effect of the RA command itself?
EDIT: after checking, while the issue is specific to Morrowind Rebirth, it also seems to happen only when using OpenMW, so it's probably rather an issue related to it.
It shouldn't, from what I can tell. As it only runs the script once per travel, it'll have the same level of impact as if the PC ran it on their own after a fast travel break. I.e., impact should be relatively minimal.
That sums it up, thanks for posting that Pikachuno! Should be (literally) no performance impact, as all it does is tell the game to run one console command when traveling.
Thanks for the update! While cleaning the mod isn't difficult, it saves time when having to rebuild a playthrough! Endorsed for its simplicity and effectiveness!
My only issue with it is that, when changing cells, you'll visibly see the NPCs reset. It's a little immersion breaking, but not painful.
This is because of an issue with how the script is set up.
Currently with this: } begin RA_Travel
if ( CellChanged == 1 ) ResetActors endif
end RA_Travel { It will reset actors any time a cell is changed. While not a huge issue (and effective in resetting actors), it does get a little annoying. While I'm no script master (in fact, I'm terrible at scripting), but there is probably some way to call forth a variable that will ensure that some form of RA will only occur when traveling. As it stands, because scripts work by being called every frame, the moment a PC changes cells all actors will be reset, instead of the intended "on travel" reset.
Until that's corrected, there's no point in editing the NPCs, as adding the script to them makes no changes whatsoever.
I'll help out if I can, but for now this is still a very useful .esp, if not working how intended.
I do apologize if what I'm writing's a little confusing... it's a little late here, so if you need any clarification, feel free to ask :3
I honestly hadnt noticed that, but I also havent had much time to playtest lately. I'm fairly new with scripting in Morrowind, (scripting in general even,) so I'm still working on learning/understanding some of the logic. (Glad I know about scripts being called every frame now! ) I'll script a resolution and get a new version up hopefully by tonight.
Alright, the script and mod have been updated. I think I over complicated my solution attempt at first, but then found a more simplistic method that resolved the constant RA command on cell change.
- PikachunoTM, thanks again for noting this, as this was an obvious major issue that I overlooked! (I feel like an idiot for not noticing it, so glad you did and mentioned it!)
- Johanrosen, if you still are interested in using this within Rebirth, feel free to! Just make sure to use this latest version of the script. (Version 1.1's)
Lastly, I know I mentioned I'd have it up some time ago, sorry for the delay in the update.
thank you! so many times i had these npcs end up places they shouldnt be.
i can confirm that this mod will deactivate reznods all silt strider ports 1.0 it not crash the game or anything just prevents reznods mod from working.
Glad you like it! And thanks for confirming about reznods mod. I'll work out a compatibility patch for it. As I mentioned in a previous comment, I've been swamped with work lately, bare with me and I'll get it out asap!
I'm not sure, I haven't tested with Abot's travel mod, but I feel there would be an impact. I will, however, look into working a patch for the mod with this script. Bare with me, I'll get it out asap, new job has had me swamped.
22 comments
There seems to be an incompatibility between your mod and Morrowind Rebirth: when I travel from Balmora to Ald'Ruhn, I appear in mid air (kind of in the silt strider). I assume that your mod forces the spawn of the player after a fast travel to its original location, which is changed by Rebirth; unless it's an effect of the RA command itself?
EDIT: after checking, while the issue is specific to Morrowind Rebirth, it also seems to happen only when using OpenMW, so it's probably rather an issue related to it.
Oh and btw, you should clean the plugin. Noticed it while browsing through the changes in TES Advanced Mod Editor.
My only issue with it is that, when changing cells, you'll visibly see the NPCs reset. It's a little immersion breaking, but not painful.
This is because of an issue with how the script is set up.
Currently with this:
}
begin RA_Travel
if ( CellChanged == 1 )
ResetActors
endif
end RA_Travel
{
It will reset actors any time a cell is changed. While not a huge issue (and effective in resetting actors), it does get a little annoying. While I'm no script master (in fact, I'm terrible at scripting), but there is probably some way to call forth a variable that will ensure that some form of RA will only occur when traveling. As it stands, because scripts work by being called every frame, the moment a PC changes cells all actors will be reset, instead of the intended "on travel" reset.
Until that's corrected, there's no point in editing the NPCs, as adding the script to them makes no changes whatsoever.
I'll help out if I can, but for now this is still a very useful .esp, if not working how intended.
I do apologize if what I'm writing's a little confusing... it's a little late here, so if you need any clarification, feel free to ask :3
Thanks!
~P.K. Chuno
I honestly hadnt noticed that, but I also havent had much time to playtest lately. I'm fairly new with scripting in Morrowind, (scripting in general even,) so I'm still working on learning/understanding some of the logic. (Glad I know about scripts being called every frame now! ) I'll script a resolution and get a new version up hopefully by tonight.
Thanks again for pointing this out Pikachuno!
- PikachunoTM, thanks again for noting this, as this was an obvious major issue that I overlooked! (I feel like an idiot for not noticing it, so glad you did and mentioned it!)
- Johanrosen, if you still are interested in using this within Rebirth, feel free to! Just make sure to use this latest version of the script. (Version 1.1's)
Lastly, I know I mentioned I'd have it up some time ago, sorry for the delay in the update.
i can confirm that this mod will deactivate reznods all silt strider ports 1.0 it not crash the game or anything just prevents
reznods mod from working.
Downloading as soon as I'm off mobile and back to an actual computer.
Good job!
One small question, if I'm using Abot's travel mods... Will one interfere with the other? (Silt Striders, Boats, and Gondoliers are all popular mods.)
I'm not sure, I haven't tested with Abot's travel mod, but I feel there would be an impact. I will, however, look into working a patch for the mod with this script. Bare with me, I'll get it out asap, new job has had me swamped.