I haven't tried it yet but for the description and convenience you deserve a medal. Imagine combining with the mod where you can drop map markers anywhere.
When I read "cartography skill" I almost immediately thought of the end content of Path of Exile, with "map" drops that you could apply crafting crap to, and use them to travel to the endgame areas...
But it's not gonna happen in this game. Not from me. No sir. Nope.
Is it difficult to add a new skill with menuque? I'm surprised you're the only one whose done it so far that I can see. I'd give it a shot myself if I knew where to begin. (And wow, that game looks awesome, gonna download it now xD)
Adding a new skill is trivial, just boot the CS with AddActorValues and MenuQue, create a new dynamic actor value of the "skill" type to name your skill, assign it to a new skill entry, pimp it out, and it's done. Having that skill do anything at all, that's the tricky part. You need scripts to simulate advancing it with TriggerPlayerSkillUseF or the like. You'll generally need a lot of imagination and scripting to create and integrate the new skill into a gameplay system. So it's not just "Imma create a cartography skill", but more like "Imma create a cartography gameplay system, and a cartography skill to represent it could be neat!"
Migck, while doing this mod could you expand it to enable fast travel in interior too ? I think it can be achieved since using the same syntax maybe? thx b4
If you mean clicking somewhere in the local map and appearing there, I think it won't work like that. Only thing in the local map are the door icons and there's no way to retrieve their reference that I know of.
the only syntax that I can think about is GetMapMenuMarkerRef and you already used it I see... so it can't be done as for now the indoor fast travel thx for your reply !
if youre advertising FTL, you might be better off NOT using special relativity, special relativity can only be applied to objects near speed of light. Try casimire effect.
I seem to recall, from reading one of Feynmann's books, that if you travel outside the timecones you end up in Elsweyr. Which, of course, proves he was from the future himself.
Anyway, nice one! Looking forward to actually trying it (well, I did, but that was tomorrow...)
Migck, if I hadn't already given you kudos, I would have for your Description page alone! Brandy, same, for your post. People, you're killing me. And not just with space-time, spooky action-at-a-distance type stuff!
Quick real question though Migck. I've read that using a mod that allows fast travel out of an interior cell can break certain quests. I don't know what the reason for that is; perhaps you've addressed it. Do you know if I'd run into that problem using this?
By the way, sooo glad to see you back to modding Oblivion!!
Saying that using this thing "can break certain quests" is a bit of an understatement. The only criteria I had when making this is to show that I can do it. So, I guess a "Use at your own risk" disclaimer needs to be more clearly stated.
well done Astonishing ! Amazing ! Superb!! then it is decided finally AFT mod is deprecated, FTLT definitely superseded my mod thank you very much for doing this, because my weak point is menu xml & menu event handler ALAS, I don't need to go all the way back to entrance when inside dungeon (my hunch is right, you really can do it lol)
I have questions 1. why no time passing? it is possible to make it the same like vanilla? 2. FTLT compatible with MMO? because Map Marker Overhaul modify fast travel behavior, and many users is using it. so I'm asking just in case 3. is purge cell buffer needed before fast travel? I heard that pcb can be risky sometimes ... 4. do you think syntax MessageBoxEX dangerous? because I saw your script separate the string so you can clean it with sv_Destruct
Glad you like it. As for your questions: 1. Time pass calculations in fast travel is engine magic no one has looked into. How the game knows where you are in the world, how far you are from the destination even if it's in a city subworldspace (GetDistance checks simply fail in that case), and the time it takes to travel that, is anyone's guess. Hell, even moving the player to another cell while he's mounted is impossible in scripts. I can't replicate it, so I haven't. It's simply instant. 2. Huh, hadn't thought about good old MMO. I recall it could set restrictions to fast travel distances, but it did so with vanilla fast travel. This mod disables vanilla fast travel and just moves you with scripts, so MMO alterations will be ignored. I'll take a look into it anyways, maybe I learn something. 3. I figured it couldn't hurt, truth is while testing I was getting endless crashes until I started to test without OR installed, shame that it's making my game more unstable. I tried PCB to see if it helped a bit, and I just left it there afterwards. No idea about issues with it. 4. Nothing dangerous that I can see, I build a string, I pass it as argument, I delete it afterwards.
22 comments
Imagine combining with the mod where you can drop map markers anywhere.
Has a nice ring to it.
But it's not gonna happen in this game. Not from me. No sir. Nope.
Having that skill do anything at all, that's the tricky part. You need scripts to simulate advancing it with TriggerPlayerSkillUseF or the like. You'll generally need a lot of imagination and scripting to create and integrate the new skill into a gameplay system.
So it's not just "Imma create a cartography skill", but more like "Imma create a cartography gameplay system, and a cartography skill to represent it could be neat!"
while doing this mod
could you expand it to enable fast travel in interior too ?
I think it can be achieved since using the same syntax maybe?
thx b4
and you already used it
I see... so it can't be done as for now
the indoor fast travel
thx for your reply !
Anyway, nice one! Looking forward to actually trying it (well, I did, but that was tomorrow...)
Brandy, same, for your post.
People, you're killing me. And not just with space-time, spooky action-at-a-distance type stuff!
Quick real question though Migck. I've read that using a mod that allows fast travel out of an interior cell can break certain quests. I don't know what the reason for that is; perhaps you've addressed it. Do you know if I'd run into that problem using this?
By the way, sooo glad to see you back to modding Oblivion!!
Astonishing ! Amazing ! Superb!!
then it is decided
finally AFT mod is deprecated, FTLT definitely superseded my mod
thank you very much for doing this, because my weak point is menu xml & menu event handler
ALAS, I don't need to go all the way back to entrance when inside dungeon
(my hunch is right, you really can do it lol)
I have questions
1. why no time passing? it is possible to make it the same like vanilla?
2. FTLT compatible with MMO? because Map Marker Overhaul modify fast travel behavior, and many users is using it. so I'm asking just in case
3. is purge cell buffer needed before fast travel? I heard that pcb can be risky sometimes ...
4. do you think syntax MessageBoxEX dangerous? because I saw your script separate the string so you can clean it with sv_Destruct
1. Time pass calculations in fast travel is engine magic no one has looked into. How the game knows where you are in the world, how far you are from the destination even if it's in a city subworldspace (GetDistance checks simply fail in that case), and the time it takes to travel that, is anyone's guess. Hell, even moving the player to another cell while he's mounted is impossible in scripts. I can't replicate it, so I haven't. It's simply instant.
2. Huh, hadn't thought about good old MMO. I recall it could set restrictions to fast travel distances, but it did so with vanilla fast travel. This mod disables vanilla fast travel and just moves you with scripts, so MMO alterations will be ignored. I'll take a look into it anyways, maybe I learn something.
3. I figured it couldn't hurt, truth is while testing I was getting endless crashes until I started to test without OR installed, shame that it's making my game more unstable. I tried PCB to see if it helped a bit, and I just left it there afterwards. No idea about issues with it.
4. Nothing dangerous that I can see, I build a string, I pass it as argument, I delete it afterwards.