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AbbaddoN33

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AbbaddoN33

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30 comments

  1. Nigolau
    Nigolau
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    • 6 kudos
    Definitely gonna try this mod. Pelagiad and Ebonheart will be no more a boresome task to travel to.
  2. Edeldios
    Edeldios
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    • 25 kudos
    There are compatibility issues with The Stolen Sweetrolls quest mod. Unfortunately the mod author for it is no longer active, but it does have a nice string of quests. With both mods installed the cart in Seyda Neen will clip through one of the new houses added by that mod. The cart will still work, but it will not look good.
    1. AbbaddoN33
      AbbaddoN33
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      Thanks for report. I´ll fix it soon. 
  3. Edeldios
    Edeldios
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    Getting missing cart textures while using this with OpenMW


    Update: Looks like I installed 1.1b without installing 1.1, issue was on my end
    1. AbbaddoN33
      AbbaddoN33
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      Sorry for late response. I'm glad you found the solution. Cheers!
  4. zsouza13
    zsouza13
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    To anyone that uses RandomPal's Stonewood Pass, it's important to load Cart Travel Redux before Caldera Mine. If loaded after, there will be a land conflict above the pass. https://ibb.co/Ky9BmgS
    1. AbbaddoN33
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      Thank you so much for your advice!
  5. Venk55
    Venk55
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    Really great mod, little additions like these are often among my favorites. Thanks for this one!
    1. AbbaddoN33
      AbbaddoN33
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      You're welcome! I'm glad you liked my mod. Thanks!
  6. InnosVult
    InnosVult
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    • 26 kudos
    You even made some new voice lines for the mod. Cool!
    1. AbbaddoN33
      AbbaddoN33
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      I'm glad you liked my mod. The voices feature are small and experimental. I wanted to do it because it seems to me a technology that promises too much in terms of creating mods for games, especially Morrowind. Can you imagine mods like Julan fully spoken?
    2. InnosVult
      InnosVult
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      • 26 kudos
      I used voice clonning before to make a personal soundset for Baldurs Gate 2. It's awesome and i agree. Also love when modmakers use it and they totally should do it more to breathe life into old games.

      If it's possible i have a small request for the future versions. Could you make a cart travel to Ebonheart? I use BCoM and the likes and it made getting there on boat a bit inconvenient. Because the Vivec ship captain that goes there is in temple district docks now.
    3. AbbaddoN33
      AbbaddoN33
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      This mod allows you to travel to Ebonheart. It is one of the places that appears on the list of places to travel. :)
    4. InnosVult
      InnosVult
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      • 26 kudos
      Hmm, i haven't noticed. Thank you.
  7. zsouza13
    zsouza13
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    Is this safe to install midgame? And it looks to be bcom compatible? Ty
    1. AbbaddoN33
      AbbaddoN33
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      Yes. It´s safe to install midgame. BCOM compatible too.
    2. zsouza13
      zsouza13
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      Does it matter in terms of load order, such as before or after bcom? Tyvm
    3. AbbaddoN33
      AbbaddoN33
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      You're welcome!
      I don't think it matters, but just in case, put my mod after BCOM.
    4. zsouza13
      zsouza13
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      Great mod. I love the Immersion and quality of life added by your mods. They just make sense. 
    5. AbbaddoN33
      AbbaddoN33
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      Thank you so much!! 🙇‍♂️
  8. Demanufacturer87
    Demanufacturer87
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    Neat idea. I always hated traveling by foot to Ebonheart :) Looks like the mod works with BCOM am I right?
    1. AbbaddoN33
      AbbaddoN33
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      Thank you! To be honest, I haven't verified it. I'll do the test and comment on it.
    2. deleted194694953
      deleted194694953
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      • 2 kudos
      I did some testing with classic MW/BCOM. My results:

      + Placement-wise everything is perfect, including Ebonheart, due to how the carts are sitting just outside the towns

      - New game or continuing an existing game throws 5 errors: Unable to find reference object "a_cart_Caldera" (as well as other 4 locations) in script a_caldera_guar_script; it doesn't stop the game/mod from working though; might be an issue with just legacy MW

      - I had a one time issue where I travelled via cart from Ebonheart to Gnisis, and the Gnisis cart operator was missing, and did not return with the RA command; this happened only one time and I could not get it to happen again (weather feature, not bug)

      - lastly, a VERY humorous issue between Small Quality of Life Improvements - MWSE's Face Me component and the guar in this mod. When you interreact with the guar they turn out of proper alignment to look at the player. Funny and harmless.

      Overall, great mod. Hopefully that script error can get resolved. I tried by moving the mod around my load order to no avail. Still, this one is a solid keeper if you want even more immersion.
    3. AbbaddoN33
      AbbaddoN33
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      Thank you very much for your report. The errors are due to how the original Morrowind engine processes references to other objects within a script. I need to find another way to run certain task within a script on the object itself, without referencing it.

      As for the missing NPC, perhaps it was raining at the time? If so, it is correct that he has disappeared, it is part of the mechanics of my mod. If not, was it just the NPC missing?

      Thank you again!!
    4. deleted194694953
      deleted194694953
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      • 2 kudos
      Ah! I see. I didn't realize there was some weather reactivity. Thanks. That explains why he was gone in the instance.
    5. AbbaddoN33
      AbbaddoN33
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      Done. I fixed the bug in morrowind vanilla. Thank you!
    6. deleted194694953
      deleted194694953
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      • 2 kudos
      Nice. Everything working great.
  9. korootz
    korootz
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    Noice. You might want to correct the typo ("these conditions" or "this condition", not "this conditions").
    1. AbbaddoN33
      AbbaddoN33
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      Thank you so much! I will make the correction after seeing if there are no more problems to resolve. English is not my first language, sorry.
    2. AbbaddoN33
      AbbaddoN33
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      Typo corrected! Thanks!