For those of you complaining that this is too fast im certain you have decreased your time scale. This mod is balanced if you use the vanilla time scale of 20.
I did a small test of running from Pelagia Farm -> Honningbrew Meadery It took me 10 mins to get there on foot It took me 15 mins to get there via fast travel with this mod.
If you're looking for a way to limit the use of fast travel organically, I'd suggest travel rations. It requires that you collect a (mcm configurable) set amount of specific food types like meat, veggies, (vanilla)drinks, etc (and for the meat requirements, it's raw meat, not cooked). When the ingredient requirements are in your inventory, you active the travel rations bag and you gain 3 fast travels until you have to refill!
This is an interesting idea, but I wonder if it's really an 'issue', or just perceived as one?
I'm personally not a big user of 'fast travel', tending to use mods like Touring Carriages that bring the travel mechanisms into realtime. Not talking bad about this mod for any reason, of course.
That being said, any time you see travelers in Skyrim, they seem to be traveling at a 'walking' pace (unless fleeing a hunter or chasing a fugitive, for example). I think this would be why this seemed as though it needed to be fixed.
Comparing the fast travel time to walking to a location (which would probably be the default fast travel speed) would probably give a better comparison, and a great deal less disparity between them. This is supported by the different movement speeds; a walk has a speed factor of '80', while a run has a speed factor of '370', or 4.625 times faster than the speed of walking.
If I had to guess, this is a bit of a throwback to Morrowind and Oblivion, where fatigue regeneration (or consumption) is affected by running, and thus, automatic travel would probably walk to conserve energy.
All of these things being said; I can imagine how it'd be annoying to see such a time lapse for those who use fast travel frequently.
My point was that if you -walk- the same path the carriage rider took, at the player's walking speed, (as in 'not run', you know, like I mentioned in the post you replied to) with the vanilla timescale, there is a fair likelihood that fifteen hours will pass. Since it's a carriage you mention, you'd probably want to be walking on a horse, since carriages supposedly move at the pace of the horse.
Did you, in fact, read my post? Or did you read the beginning and skip the rest? >.>
I didn't say there isn't disparity with fast travel time vs. running speed. I said it might be intended to use the walking speed, because 'fast travel' isn't actually supposed to be -fast from a gameplay perspective-, it's -fast from the player's perspective-. Your character likely walks that distance, in vanilla, which makes sense, because you're just -traveling-, why would you be running?
This is pretty consistent with previous iterations of TES. In Arena, you could spend months in-game traveling from place to place. A good example; you could travel from the Imperial City to Windhelm in about 22 days (and that was supposedly on horseback, though the speed similarly suggests a walking pace). Yes, nearly a month. The difference isn't as big as people exaggerate it to be if you take movement speed (and walking) into account.
I actually agree with you, UnmeiX. I figure that it's probably also factoring in things like food/camping/etc. stops. Those sorts of "necessities" aren't actually "necessities" while you're actively playing, of course, but I imagine that once the Dragonborn is off-screen, it's assumed that he/she does those sorts of things.
While this is an old post, for anyone finding this in 2016 allow me a brief rejoinder:
It isn't a perceived issue, it is an actual one. When you are playing Skyrim, the only time you have an enforced movement speed of "walk" is when you are over encumbered. The rest of the time the default is a running speed. You cannot fast travel when you're over encumbered. You can fast travel when your default speed is running or you're on horseback, which also defaults to a speed approximate to running.
Therefore it is logical to surmise that this is a bug that was overlooked by the devs, not an intended "slow" fast travel. If you can get somewhere quickly on foot, it stands to reason "fast traveling" there would not be slower. If you're over encumbered, and cannot fast travel, it stands to reason you should be moving slowly.
A more specialized fix would be to allow fast travel while over encumbered at a rate of 1.0 and a fast travel rate while not encumbered at 4.0, and a fast travel, ie: you're trying to get somewhere as fast as possible, on horse back of say 16.0, as a sprinting horse should be roughly 4 times faster than a running person.
While this mod is not that sophisticated, it does handle the base issue of fast travel time correctly, in that you can run, so you would run; it is -fast- travel. You're the dragonborn trying to save the world from destruction, or an officer of the empire trying to save Skyrim from the stormcloak rebellion. You're not lolly gagging about enjoying a nice walk in the flowers, and if you are, then you've no need to "fast travel" in the first place.
Cyrusmagnus, it's mainly a matter of opinion, but quite frankly; there isn't an issue. Unless you suddenly have decided personally that Skyrim is many times smaller than TES has already established it to be, the fast travel time makes sense, and the only issue is the perceived one of 'but why doesn't my Dovahkiin run like lightning when he's traveling across an entire province'? What people fail to take into account is that fast travel is just normal travel; you go where you go like any other NPC would.
It's really silly to try to argue otherwise when every traveling NPC you find is walking, unless running *from* something (or a companion/quest character following you to a location). That sorta screams 'this is the travel speed' and everything adds up if you take that into account.
There isn't really an issue. 'Fast Travel' in all Bethesda games takes much longer than actually running to the location for this reason. It's consistent, and there's no 'issue' created by it. It's sensible. To put it into perspective, though; you have a journey that is (supposedly, at least, according to Tamriel's lore) many miles. Do you run it at full speed? Take it at a jog? No, you probably walk, so you can conserve energy, because that's how people work.
As mentioned in my previous posts; 'fast' travel is not 'fast' from the character's perspective, but that of the player. Imperial City to Windhelm in Arena was a 22 day journey; what exactly about that fast travel says 'fast' to you? The 'fast' part is that you don't have to watch the journey happen. Yes, it is intended to take longer to fast travel to a location than to run to that same location.
Worth noting that in Oblivion, fast travel time changed depending on whether you were in walk mode, run mode or on a horse at the time you clicked on the map. I don't use fast travel much myself, but I think I preferred it that way.
Ok for those who keep arguing about it. I'm using the mod the drunken dragon where the burnt down house near whiterun is for this test. Also I'm using the horse you buy from whiterun and for the fast horse run It wasn't the entire way as I wasn't using unlimited stanima but ran the horse as much as I could. Also note that I stayed on the roads so no taking shortcuts threw the field or anything.
From whiterun gates just as you exit start time 7:22 am
Finish times Fast travel 9:28 am Slow Walking 10:53 am (Think encumbered but slightly faster) Default run/jogging 8:10 am Horse Walking 9:08 am Horse Default run/jogging 7:52 am Mix of horse fast run except for when needing to build stamina then default run/jog 7:47 am
I found it interesting that walking slow like the npc's still took longer in game time but everything else was faster than fast travel. Even the horse default walking speed was faster by 30 min and it's not even that far. So the farther out you go the longer fast travel will take but all other forms of travel except for slow walking will just save you more and more time. I would do the times from Riften to Solitude but I don't got that much time on my hands.
Really the way I think the way they should have made fast travel is whether or not the player owned a horse, was near the horse, and/or if not in a major city with horse outside gates along with the default run/jog speed. I don't really like using fast travel and almost always don't but there are times I have to because I want to finish a quest before having to do rl stuff. This mod is so far the closest I seem to be able to find that resembles what I need.
UnimeiX, your points are taken, but you forget some aspects.
Thank you subzero22, you said it best with your time scale calculations.
Fast travel is more like a Sunday Stroll, so "Fast Travel" is incorrectly labeled, as when you think of fast, you are moving as fast as you can to get from point A to point B. Also, Fast Travel ONLY follows the path of the "Clairvoyance" spell, which you will notice, will often do some horrible back tracking in some points as it follows the Navmesh, and if you exit onto a mountain side, "Fast Travel" Will send you through the area you just came out of, even tho you can easily climb down the side of the hill as a shortcut, and will remain your destination location (that door you just exited) till you go through another door. (or cave)
As for carriages, I don't expect them to move fast at all, they are just for convenience to move around. No one said they were fast, a nice slow and steady pace, and that makes me wonder why they are never hit by bandits on the road while traveling...
^This. I have my timescale set to 12 so I was able to jog from morthal to solitude in about 40 in game minutes, however i cut throught the swamp and swam across the river to get there. A carriage ride from solitude to morthal takes a little over two hours. But if I casually jog along the road that the carriage takes from solitude to morthal, with no interruptions, the journey takes me about 1hour 30 in game minutes, so a little faster than carriage, but overall pretty fairly balanced. Because yeah the carriage isnt taking shortcuts or speeding, its going at a very casual sunday stroll pace along a designated road
First, thank you! This is a very necessary mod. <3
i decided to conduct a little experiment on the speed of fast travel vs. running (not sprinting) the whole way. I'll be using in-game time (that's the whole point), so it's relevant to note that my timescale is set to 10. I found this to be a very good value to go with iNeed; it's half as fast as vanilla, so I do not have to eat constantly but still regularly. The timescale does affect the fast travel time as well, in case you were wondering. (I was.) I tested this is between Riften and Markarth, although I fasttravelled from inside to inside, while I ran from outer gate to outer gate.
THE RUN 2 hours, 48 minutes My Khajiit is slightly faster than vanilla (a value of 110 instead of 100), plus he may have collected a bonus or six that are hidden via things like achievements (Achive That! is a fun mod). I started at Riften's West gate, god mode enabled to avoid being forced to stop, hit the run key and ran all the way to Markarth's gate. Amazing how many bears, troll, and random muggers hound you - one right after the other. The road between the two cities is fairly straightforward, only winding a little in the mountainous area. No real obstackles. Only once was I forced to stop when a thief intent on robbing me initiated conversation. Did not take long to get going again. Checking the map now and then might also account for slight delays. On the whole, though, if I had run without enabling god mode, all the fights would have made the trip a hell of a lot longer - even if I were to slice through my enemies like through butter, or if I had tried to run away. Being hit slows ya down, normally. I did not count all the attacks on me, but there had to have been at least twenty, probably quite a few more.
FAST TRAVEL WITH THIS MOD (value of 4) slightly over 2 hours on average (for some reason it varied)
FAST TRAVEL with value adjusted to 2 4 hours, 35 minutes
VANILLA FAST TRAVEL (value of 1) 9 hours 8 minutes
Keep in mind, all of the above goes by timescale 10 rules, not the vanilla 20.
Just for fun, with the vanilla timsecale with vanilla fast travel the trip took a little more than 23 hours. Which is insane, given that I should have been able to make the run in less than 6 hours (vanilla time). (Although I might be wrong. At least the fast travel result is more than simply doubled.) But I can appreciate that this is part of the attempt to make Sykrim bigger than it is. Time does pass fast in vanilla, so that events can make more sense. *shrug* Still, for a modded game it's utterly silly.
Okay, so by the above results I'd say that a value of 3 might be the most accurate setting for fast travel - but only if you discount a good part of the battles on the way, and if you assume your character can run the entire time. I think I am going to stick with 2, but the beauty of modding is that everyone can pick what suits them best. Damn, I love this game.
The funny thing is that I don't normally use fast travel at all. Yet I now need this - just in case.
Value of 4 taken by this mod is completely irrealistic. My test: Timescale 8 Trajectory: Whiterun Gate to Windhelm stables
1) Time for fast travel in vanilla settings = 3h 22 mins 2) Time running a direct line using TCL (i.e flying like a airplane) = 50 mins 3) Time for fast travel using this mod = 51 mins
Do you think when we fast travel with cart we fly like a airplane? surely not. First cart run at speed of walk, second cart travel using roads which take longer time, third cart can have road accidents, bandit ambushes, horse that need some rest and food between roads ... etc.
Short story a more realistic value of fast travel should be of 2 or 2.5.
From what i saw reading the comments on the sse mod "Timescale" that gives 2 timescale options, 6 or 10: timescale 6 seems to be the minimum without running into actual problems, according to most of the comments.
(if you dont go through the vanilla intro scene that is, I believe)
Is there a way to have this just apply to carriages? I like on-foot fast travel taking longer cuz I see Skyrim as kind of a mini version where things are closer then they would be, and I like time to progress faster in game to go through seasons which effect the weather in my mods.
Of course I can always just wait more lol just curious.
I think it doen't matter what timescale you using. Mult means multiplier and it will calculate based on timescale if my guess correct. vanilla(timescale 20) with this mod(fFastTravelSpeedMult 4) makes 20x4=80 time to be passed while your setting(timescale 12) with this mod(fFastTravelSpeedMult 4) makes 12x4=48 time to be passed at same distance. all of these are just my 'guess'. but many games using named "Mult" working as multiplier.
Whoa, great catch. Never bothered to check this really. This mod should be essential IMO for any setup where fast travel is being used (the click on map location kind...I am aware there are mods that cut the fast travel time down to a few seconds). I disabled the fast travel option via mod (intentionally) anyway, but still, KUDOS!
181 comments
This mod is balanced if you use the vanilla time scale of 20.
I did a small test of running from Pelagia Farm -> Honningbrew Meadery
It took me 10 mins to get there on foot
It took me 15 mins to get there via fast travel with this mod.
That's pretty balanced to me
I'm personally not a big user of 'fast travel', tending to use mods like Touring Carriages that bring the travel mechanisms into realtime. Not talking bad about this mod for any reason, of course.
That being said, any time you see travelers in Skyrim, they seem to be traveling at a 'walking' pace (unless fleeing a hunter or chasing a fugitive, for example). I think this would be why this seemed as though it needed to be fixed.
Comparing the fast travel time to walking to a location (which would probably be the default fast travel speed) would probably give a better comparison, and a great deal less disparity between them. This is supported by the different movement speeds; a walk has a speed factor of '80', while a run has a speed factor of '370', or 4.625 times faster than the speed of walking.
If I had to guess, this is a bit of a throwback to Morrowind and Oblivion, where fatigue regeneration (or consumption) is affected by running, and thus, automatic travel would probably walk to conserve energy.
All of these things being said; I can imagine how it'd be annoying to see such a time lapse for those who use fast travel frequently.
Did you, in fact, read my post? Or did you read the beginning and skip the rest? >.>
I didn't say there isn't disparity with fast travel time vs. running speed. I said it might be intended to use the walking speed, because 'fast travel' isn't actually supposed to be -fast from a gameplay perspective-, it's -fast from the player's perspective-. Your character likely walks that distance, in vanilla, which makes sense, because you're just -traveling-, why would you be running?
This is pretty consistent with previous iterations of TES. In Arena, you could spend months in-game traveling from place to place. A good example; you could travel from the Imperial City to Windhelm in about 22 days (and that was supposedly on horseback, though the speed similarly suggests a walking pace). Yes, nearly a month. The difference isn't as big as people exaggerate it to be if you take movement speed (and walking) into account.
It isn't a perceived issue, it is an actual one. When you are playing Skyrim, the only time you have an enforced movement speed of "walk" is when you are over encumbered. The rest of the time the default is a running speed. You cannot fast travel when you're over encumbered. You can fast travel when your default speed is running or you're on horseback, which also defaults to a speed approximate to running.
Therefore it is logical to surmise that this is a bug that was overlooked by the devs, not an intended "slow" fast travel. If you can get somewhere quickly on foot, it stands to reason "fast traveling" there would not be slower. If you're over encumbered, and cannot fast travel, it stands to reason you should be moving slowly.
A more specialized fix would be to allow fast travel while over encumbered at a rate of 1.0 and a fast travel rate while not encumbered at 4.0, and a fast travel, ie: you're trying to get somewhere as fast as possible, on horse back of say 16.0, as a sprinting horse should be roughly 4 times faster than a running person.
While this mod is not that sophisticated, it does handle the base issue of fast travel time correctly, in that you can run, so you would run; it is -fast- travel. You're the dragonborn trying to save the world from destruction, or an officer of the empire trying to save Skyrim from the stormcloak rebellion. You're not lolly gagging about enjoying a nice walk in the flowers, and if you are, then you've no need to "fast travel" in the first place.
For What i read, the mod is good to go right?
It's really silly to try to argue otherwise when every traveling NPC you find is walking, unless running *from* something (or a companion/quest character following you to a location). That sorta screams 'this is the travel speed' and everything adds up if you take that into account.
There isn't really an issue. 'Fast Travel' in all Bethesda games takes much longer than actually running to the location for this reason. It's consistent, and there's no 'issue' created by it. It's sensible. To put it into perspective, though; you have a journey that is (supposedly, at least, according to Tamriel's lore) many miles. Do you run it at full speed? Take it at a jog? No, you probably walk, so you can conserve energy, because that's how people work.
As mentioned in my previous posts; 'fast' travel is not 'fast' from the character's perspective, but that of the player. Imperial City to Windhelm in Arena was a 22 day journey; what exactly about that fast travel says 'fast' to you? The 'fast' part is that you don't have to watch the journey happen. Yes, it is intended to take longer to fast travel to a location than to run to that same location.
Anyway, just my 2 bits.
From whiterun gates just as you exit start time 7:22 am
Finish times
Fast travel 9:28 am
Slow Walking 10:53 am (Think encumbered but slightly faster)
Default run/jogging 8:10 am
Horse Walking 9:08 am
Horse Default run/jogging 7:52 am
Mix of horse fast run except for when needing to build stamina then default run/jog 7:47 am
I found it interesting that walking slow like the npc's still took longer in game time but everything else was faster than fast travel. Even the horse default walking speed was faster by 30 min and it's not even that far. So the farther out you go the longer fast travel will take but all other forms of travel except for slow walking will just save you more and more time. I would do the times from Riften to Solitude but I don't got that much time on my hands.
Really the way I think the way they should have made fast travel is whether or not the player owned a horse, was near the horse, and/or if not in a major city with horse outside gates along with the default run/jog speed. I don't really like using fast travel and almost always don't but there are times I have to because I want to finish a quest before having to do rl stuff. This mod is so far the closest I seem to be able to find that resembles what I need.
Thank you subzero22, you said it best with your time scale calculations.
Fast travel is more like a Sunday Stroll, so "Fast Travel" is incorrectly labeled, as when you think of fast, you are moving as fast as you can to get from point A to point B. Also, Fast Travel ONLY follows the path of the "Clairvoyance" spell, which you will notice, will often do some horrible back tracking in some points as it follows the Navmesh, and if you exit onto a mountain side, "Fast Travel" Will send you through the area you just came out of, even tho you can easily climb down the side of the hill as a shortcut, and will remain your destination location (that door you just exited) till you go through another door. (or cave)
As for carriages, I don't expect them to move fast at all, they are just for convenience to move around. No one said they were fast, a nice slow and steady pace, and that makes me wonder why they are never hit by bandits on the road while traveling...
- I don't use Sunday Stroll myself -
i decided to conduct a little experiment on the speed of fast travel vs. running (not sprinting) the whole way.
I'll be using in-game time (that's the whole point), so it's relevant to note that my timescale is set to 10. I found this to be a very good value to go with iNeed; it's half as fast as vanilla, so I do not have to eat constantly but still regularly. The timescale does affect the fast travel time as well, in case you were wondering. (I was.)
I tested this is between Riften and Markarth, although I fasttravelled from inside to inside, while I ran from outer gate to outer gate.
THE RUN
2 hours, 48 minutes
My Khajiit is slightly faster than vanilla (a value of 110 instead of 100), plus he may have collected a bonus or six that are hidden via things like achievements (Achive That! is a fun mod).
I started at Riften's West gate, god mode enabled to avoid being forced to stop, hit the run key and ran all the way to Markarth's gate.
Amazing how many bears, troll, and random muggers hound you - one right after the other. The road between the two cities is fairly straightforward, only winding a little in the mountainous area. No real obstackles. Only once was I forced to stop when a thief intent on robbing me initiated conversation. Did not take long to get going again. Checking the map now and then might also account for slight delays.
On the whole, though, if I had run without enabling god mode, all the fights would have made the trip a hell of a lot longer - even if I were to slice through my enemies like through butter, or if I had tried to run away. Being hit slows ya down, normally. I did not count all the attacks on me, but there had to have been at least twenty, probably quite a few more.
FAST TRAVEL WITH THIS MOD (value of 4)
slightly over 2 hours on average (for some reason it varied)
FAST TRAVEL with value adjusted to 2
4 hours, 35 minutes
VANILLA FAST TRAVEL (value of 1)
9 hours 8 minutes
Keep in mind, all of the above goes by timescale 10 rules, not the vanilla 20.
Just for fun, with the vanilla timsecale with vanilla fast travel the trip took a little more than 23 hours. Which is insane, given that I should have been able to make the run in less than 6 hours (vanilla time). (Although I might be wrong. At least the fast travel result is more than simply doubled.) But I can appreciate that this is part of the attempt to make Sykrim bigger than it is. Time does pass fast in vanilla, so that events can make more sense. *shrug*
Still, for a modded game it's utterly silly.
Okay, so by the above results I'd say that a value of 3 might be the most accurate setting for fast travel - but only if you discount a good part of the battles on the way, and if you assume your character can run the entire time.
I think I am going to stick with 2, but the beauty of modding is that everyone can pick what suits them best.
Damn, I love this game.
The funny thing is that I don't normally use fast travel at all. Yet I now need this - just in case.
My test:
Timescale 8
Trajectory: Whiterun Gate to Windhelm stables
1) Time for fast travel in vanilla settings = 3h 22 mins
2) Time running a direct line using TCL (i.e flying like a airplane) = 50 mins
3) Time for fast travel using this mod = 51 mins
Do you think when we fast travel with cart we fly like a airplane? surely not. First cart run at speed of walk, second cart travel using roads which take longer time, third cart can have road accidents, bandit ambushes, horse that need some rest and food between roads ... etc.
Short story a more realistic value of fast travel should be of 2 or 2.5.
(if you dont go through the vanilla intro scene that is, I believe)
Of course I can always just wait more lol just curious.
Maybe the default fast travel times would be "realistic" if skyrim would not be a miniature.
(1 real minute = 5 game minutes).
vanilla(timescale 20) with this mod(fFastTravelSpeedMult 4) makes 20x4=80 time to be passed while your setting(timescale 12) with this mod(fFastTravelSpeedMult 4) makes 12x4=48 time to be passed at same distance.
all of these are just my 'guess'. but many games using named "Mult" working as multiplier.