FAQ: I find sometimes I travel arive destination but suddenly move to another place nearby and meet enermies...
Answer: yup. best we can do. fast travel cannot be stopped. cannot be interrupted. fast travel must finish, then i can move player some other place. i turn the screen black but there is a brief glimpse of where you are going. use your imagination and role play . Sleep was designed by bethesda to be interrupted, and has commands supporting start of and end of. bethesda never made that for fast traveling.
Change Log :
6.0 - MAJOR overhaul. New game, game without mod, or clean save required. Fast travel detection has been vastly improved using a new skse fast travel script command. Took them long enough, though we are super thankful. It was about 10 hours of work to rework the mod, so it was not trivial. Enjoy and endorse if you like it.
5.1 - Bug fixes. a) Addresses falsely triggered encounters while walking or running. Fast travel encounters were being triggered after walking for a while or going uphill or downhill. This was done by adding more code to detect player movement. b) Much improved detriggering of fast travel encounters when expected. So if odds are placed at 100, there are now 9 encounters for every 10 fast travels. This is improved from 7 out of 10. c) mod no longer needs to be used for a while before it kicks in. Works from the moment you load the save.
5.0 - The Jebbalon release! : Jebbalon added Dragon encounters! (nothing crazy) with menu options. The dragons can be toggled on and off, odds can be set for their spawning odds, and a cooldown period can be set.
Additonally, Jebbalon streamlined the code and cleaned up a lot of the scripts. Where possible, Fast Travel command instead of move to/place command is used for better support of horses and followers. Timing was tweaked for better results Text notications were timed better. Note: Upgrading will require a clean save or a new game.
4.5 - 1) Added check to avoid ambushes if riding a carriage or on Diplomatic Quest. 2) Added random cooldown to werewolf attacks. Mod will spawn a variety of wolfs instead until cooldown ends. This includes new wolf types: Starving Wolf Rabid Wolf Alpha Wolf Sick Wolf Brawler Wolf 4.1 - support for player horse!!! and clanking noise fixed, maybe. 4.0. Game changing feature! Fast travel ambush spots can now happen near the area where you start, somewhere in the middle, or towards the end! Really makes the mod more fun. On a long fast travel like whiterun to markarth you could have 4 or 5 ambushes, if your ambush odds are set to high. This is possible because of the formulas made for my by GJulian. Kudos to him!
3.3 - initial public release
Installation notes: Cannot be installed in a game where Fast Travel Consequences has been installed. This is the version released a while ago that has no ambush feature.
3.5 - Now with Bounty Hunters!!! Features: a) Odds of bounty hunters appearing depend on how large is your bounty. No bounty anywhere then no bounty hunters. Killing a chicken gives you a 5 percent chance of a bounty hunter. Killing a human gives you 60% chance. b) there is a cooldown to keep too many encounterts from being bounty hunters c) there are 4 new bounty hunters added to the skyrim vanilla 4, for a total of 8 possible bounty hunters. The new 4 hunters are much stronger and skilled . They are Bounty Hunter Brute, Bounty Hunter Master Archer, Bounty Hunter Battle Mage, Bounty Hunter Vigilante
Also new in 3.5 - distance traveled now affects number of enemy npcs that spawn. Mod default is 4 npcs, but from 1 to 4 additional enemies can spawn depending on distance traveled.
Apart from the fact that you have been registered on the Nexus for a year and a half, you have only given 8 Endorstments. I will not even mention that Nexus mods are available for free ... and Endorse mods costs nothing (well ... maybe just one mouse click, which can take us as much as 1 second of our lives. .. horrible ) I will also give you some good advice: Tastes are not discussed. What is a ceiling for you, is a floor for others.
and whats considered rude has a fine line with constructive critisism, none of what you said is constructive so youre just being rude bro. besides they have more Kudos and seem to be more liked than you
Hey, so I can't get this mod to work at all. Do you know of anything that may be stopping the mod from initiating? Here's a couple details and what I've done so far: -I'm not installing this on a brand new game, but I'm not upgrading - this is the first installation of the mod. I put it at the end of the load order so that I wouldn't change the location of any existing mods. -Using SkyTweak, I have fast travel time set to 0.5 (twice as many hours pass). I tried setting it to 1.0 (vanilla) and it didn't work. -I'm using the Fast Travel Cost mod, which costs gold relative to the distance traveled. I looked at TES5Edit and it didn't really seem to change much, just adds a script to track distance. I don't know enough about scripting to determine if this could be an issue. -I tried installing the previous version of this mod with just the food removal/diseases (version .5) and those features did work. -I didn't find any conflicts in TES5Edit.
I think I may know why. I back ported this. In se they finally added the command onfasttravelend. I thought it was universal. I was wrong. It was only for Skyrim se. So this oldrim version is using a command that does not exist. I am sorry.
I doubt it. I move the player and followers follow. But I don’t move carriages. I think jebbalon was toying with this, been a while and i don’t use carriages.
This mod is such a wonderful piece of art but i have ssues with it on character creation on live another life. It does not show the character I am editing. I tried placing it as early as I could or on the bottom of my load order but it was the same.
same here. MO user. Been adding and removing things in load order and hit black screen character creation bug, the deuces. i had this installed in between racemenu and LAL. Tried moving this down under LAL and same thing.
Hi Good to hear from you. Its kinda late but I still cannot resolve the dark character creation issue. I use enhanced camera and customized camera and tried to disable them but then i still have the same issue. I use race menu too by the way.
I think I remember that if you choose whatever in the creation menu, then use the console command to invoke again the character creation menu, that it then looks ok.
Every time I attempt to read the book my game freezes and this is with a new game as well... What could be the cause? Didn't use fast travel to test if encounters happen though.
Its just the time. But this one was overdue. And its easier to extract from SOT because it does not rely on the heartbeat script. But oh I miss skse. The ridiculous things I had to do to to make up for a missing skse command. Like, wow.Please let me know what you think.
I think you should have waited before porting SOT over to SE. Just think how much fun it'll be reworking SOTSE again when SKSE comes out.
As far as this module... well I never really used this part of SOT since my character is high magic and when she fast travels she's actually teleporting \o/
I wonder if the fact that this mod is much more endorsed on the se side means most of the battle loving users have migrated to that platform?
but no, i am not redoing this when skse is out. the method i use was hard as hell to get to work and sometimes get stuck requiring a backup function to "kickstart" it azgain, but never the less it makes it work with any mod that moves the player around. that makes it much easier to make patches for or just use it as is.
And no, you know I would update se mods first, old skyrim second if ever.
This simply doesn't work for me. I don't get any ambushes, no matter what I set in the book menu, or how I travel.
I'm happy to believe this is a load order problem, but LOOT made my load order, and I'm guessing there's not much to go on in terms of dependencies, so it just stuck it anywhere. As a general hint, should this load late or early? Are there mods you know it needs to follow, or precede? I don't have any other travel mods, or things that change the stable areas, or anything like that, but I do have LAL, Campfire, Frostfall, and Balanced Magic.
Just say that I don't understand the SOT mod derivates you are publishing individually, even with diferent versions. It is a nightmare to follow your path actually. Why not publish all derivates as one mod called SOT Genesis, with only one MCM menu, and all features ON/OFF, like in the full SOT? It would be great to see a Wait Encounters module and other SOT features in this new Genesis too, just to avoid the 1GB file in characters you do not want the new foes/weapons/aremors... I really encourage you to meditate about this, because what you are doing is not user friendly. Anyway, thanks for your awesome mods.
I don’t disagree with you. But I cannot redo my mods in the way yound scribe. Main reason is time. I do not have the great number of hours that would take. I also prefer my mods to,be modular. Many uses asked for that design.
93 comments
Answer: yup. best we can do. fast travel cannot be stopped. cannot be interrupted. fast travel must finish, then i can move player some other place. i turn the screen black but there is a brief glimpse of where you are going. use your imagination and role play . Sleep was designed by bethesda to be interrupted, and has commands supporting start of and end of. bethesda never made that for fast traveling.
Change Log :
6.0 - MAJOR overhaul. New game, game without mod, or clean save required. Fast travel detection has been vastly improved using a new skse fast travel script command. Took them long enough, though we are super thankful. It was about 10 hours of work to rework the mod, so it was not trivial. Enjoy and endorse if you like it.
5.1 - Bug fixes.
a) Addresses falsely triggered encounters while walking or running. Fast travel encounters were being triggered after walking for a while or going uphill or downhill. This was done by adding more code to detect player movement.
b) Much improved detriggering of fast travel encounters when expected. So if odds are placed at 100, there are now 9 encounters for every 10 fast travels. This is improved from 7 out of 10.
c) mod no longer needs to be used for a while before it kicks in. Works from the moment you load the save.
5.0 - The Jebbalon release! : Jebbalon added Dragon encounters! (nothing crazy) with menu options. The dragons can be toggled on and off, odds can be set for their spawning odds, and a cooldown period can be set.
Additonally, Jebbalon streamlined the code and cleaned up a lot of the scripts.
Where possible, Fast Travel command instead of move to/place command is used for better support of horses and followers.
Timing was tweaked for better results
Text notications were timed better.
Note: Upgrading will require a clean save or a new game.
4.5 - 1) Added check to avoid ambushes if riding a carriage or on Diplomatic Quest.
2) Added random cooldown to werewolf attacks. Mod will spawn a variety of wolfs instead until cooldown ends. This includes new wolf types:
Starving Wolf
Rabid Wolf
Alpha Wolf
Sick Wolf
Brawler Wolf
4.1 - support for player horse!!! and clanking noise fixed, maybe.
4.0. Game changing feature! Fast travel ambush spots can now happen near the area where you start, somewhere in the middle, or towards the end! Really makes the mod more fun. On a long fast travel like whiterun to markarth you could have 4 or 5 ambushes, if your ambush odds are set to high. This is possible because of the formulas made for my by GJulian. Kudos to him!
3.3 - initial public release
Installation notes: Cannot be installed in a game where Fast Travel Consequences has been installed. This is the version released a while ago that has no ambush feature.
**********************************************************************************************************************************************************************************************************************
3.5 - Now with Bounty Hunters!!!
Features:
a) Odds of bounty hunters appearing depend on how large is your bounty. No bounty anywhere then no bounty hunters. Killing a chicken gives you a 5 percent chance of a bounty hunter. Killing a human gives you 60% chance.
b) there is a cooldown to keep too many encounterts from being bounty hunters
c) there are 4 new bounty hunters added to the skyrim vanilla 4, for a total of 8 possible bounty hunters. The new 4 hunters are much stronger and skilled . They are Bounty Hunter Brute, Bounty Hunter Master Archer, Bounty Hunter Battle Mage, Bounty Hunter Vigilante
Also new in 3.5 - distance traveled now affects number of enemy npcs that spawn. Mod default is 4 npcs, but from 1 to 4 additional enemies can spawn depending on distance traveled.
****************************************************************************************************************************************************************************************************************
Thanks for trying the mod. Consider endorsing, it fuels new updates.
Upgrading from 3.x to 3.5: a so called clean save is required or a new game.
So boring.
Apart from the fact that you have been registered on the Nexus for a year and a half, you have only given 8 Endorstments. I will not even mention that Nexus mods are available for free ... and Endorse mods costs nothing (well ... maybe just one mouse click, which can take us as much as 1 second of our lives. .. horrible )
I will also give you some good advice: Tastes are not discussed. What is a ceiling for you, is a floor for others.
-I'm not installing this on a brand new game, but I'm not upgrading - this is the first installation of the mod. I put it at the end of the load order so that I wouldn't change the location of any existing mods.
-Using SkyTweak, I have fast travel time set to 0.5 (twice as many hours pass). I tried setting it to 1.0 (vanilla) and it didn't work.
-I'm using the Fast Travel Cost mod, which costs gold relative to the distance traveled. I looked at TES5Edit and it didn't really seem to change much, just adds a script to track distance. I don't know enough about scripting to determine if this could be an issue.
-I tried installing the previous version of this mod with just the food removal/diseases (version .5) and those features did work.
-I didn't find any conflicts in TES5Edit.
Fish biter. Join us in se.
I could try to modify the script to work with LE but no promises
SSE version looks for the dialogue menu to open then the fast travel end event when you arrive. There is also toggle option in menu.
As far as this module... well I never really used this part of SOT since my character is high magic and when she fast travels she's actually teleporting \o/
j/k tony, we both know you would only add new features to the original version.
but no, i am not redoing this when skse is out. the method i use was hard as hell to get to work and sometimes get stuck requiring a backup function to "kickstart" it azgain, but never the less it makes it work with any mod that moves the player around. that makes it much easier to make patches for or just use it as is.
And no, you know I would update se mods first, old skyrim second if ever.
I'm happy to believe this is a load order problem, but LOOT made my load order, and I'm guessing there's not much to go on in terms of dependencies, so it just stuck it anywhere.
As a general hint, should this load late or early? Are there mods you know it needs to follow, or precede?
I don't have any other travel mods, or things that change the stable areas, or anything like that, but I do have LAL, Campfire, Frostfall, and Balanced Magic.
https://www.nexusmods.com/skyrim/mods/91787/?