-Uploaded version 2.0.x. Alternate mod now disables fast travel via script (copied from Horizon Zero Dawn Fast Travel) and enables fast travel when using Attunement Stones/Modules on the wayshrines. Some general goods merchants will now carry attunement stones on occasion.
DO NOT UPDATE TO 2.0.x IF USING ORIGINAL 2.0.0!
Start a new game or use mid playthrough with a save that never used the original mod. Thanks for sticking with me for so long, much love all!
@Durai Do you mind if I share? The CK edited version for Etac (Rorik Stead) is in the link. I couldn't do it in patch form, it's my first time using CK and I had a hard time moving the shrine. https://drive.google.com/file/d/1DOaTs3-z4eTc9xeaw-2RVkqwcrigNLfs/view?usp=sharing For "Etac 0.7 Complete".
Finally, is it possible to turn off the autosave process?
Not sure I feel bold enough to add wayshrines to other mods. Plus Midwood Isle isn't that big; I ran across most of it rather quickly the last time I played it. Who knows, if there was an actual demand it I might try.
EDIT: i am basically an idiot, when i read the description i understood that it was compatible with mods disabling fast travel, not the opposite lol now i am fucked ahhaahh what an idiot...
it crashes everytime i activate the shrines, no matter where i go, i think it's because i have fast travel disabled but i am not sure. I will try to remove the mod later on and check if that's the problem. I didn't read the description correctly, my bad
i feel so dumb but i really can't understand how to make these wayshrines work hahahaha please tell me... i was scared at first but now i found the courage to ask!
To teleport, you need either Attunement Stones or an Attunement Module. Stones you get/craft after talking to Arazlam outside of Whiterun. Modules you loot off of either Falmer or Dwarven Automatons (Spheres/Spiders/Centurion). The module has a low drop rate so you may need to farm enemies for a while.
oh well, i did go to the whiterun wayshrine and found her camp and books but i did not see Ahzlam, lol... thanks for the answer you saved my day cause i don't how when i would have found him honestly ^^
His sandbox allows him a bit of freedom, so he may be farming at the Pelagia farm. He wears a purple expert mage outfit and traders hat. Also if you're just starting he may run away due to the giant fight with the companions, but a day or two later he should reset.
Good idea. They have a problem that revolves around the mechanic that makes signpost interactable failing and breaking the mod.
This would be a complete non issue with the wayshrines and that mechanic would solve the problem of getting back to a kinda secluded player home without having/being able to rely on mark and recalls spells.
Sorry for the lack of updates but I'd been ignoring aspects of my life due to feelings of inadequacy. I'm doing better, so I thought I'd reply.
I had looked at SOS as well as others like Fingerpost and found them all to be very confusing. None of them were straightforward enough for me to replicate with my mod.
So over the next couple of days I'll be trying to implement their scripts (they give open permission on their mod page) into the wayshrines. If everything goes smoothly I'll release the update as 2.0b, an alternative for those who prefer using restricted fast travel. Fingers crossed!
I've seen the requests for patches, etc, and your replies. I've probably made a few requests myself over the course of the last few years. Unfortunately, this mod fights with others I have installed, like Dark's Whiterun Market, one of my Solitude mods, and probably a few others. How exactly do you move the Wayshrines? I would love to make this mod work by finding "open" areas for the locations, perhaps a bit further (out of the way) from commonly used city mods. I've sat on this mod for years hoping someone would take up the challenge to move them. I love the Wayshrine designs, so maybe its time for me to figure this out.
I made a patch for The Great City of Winterhold by moving the wayshrine and removing some of the extra decorations in the CK. You'll have to find a suitable open spot and just deal with the CK in order to move them.
That's a... complicated answer. The wayshrines themselves are not solid objects. Rather, I had to piece them together using the assets provided by the creation kit. You can't simply click on the wayshrine and every piece connected to it moves where you want. You'd have to select every individual piece and move them all at once.
Not only that, but I only had the foresight to make interior world spaces for the lesser shrines (labeled AC_ShrineRedone), not the major ones.
My advice for the Creation Kit would be to go to [Activator] under [WorldObjects], right-click AC_WRWayshrineActivator and select [Use Info]. That will bring up the [Use Report] list and identify every cell that I've use the activator in. From there select as many pieces as you can and control+z when you select an incorrect object. Then move to a new location if possible.
Sorry I can't do this myself, but I'll try to lend help as best I can so you can get this done.
Exactly. Luckily you made it very easy to find all the records associated with a particular wayshrine and i was able to move all associated assets (and get rid of any that didn't fit in anymore after moving them hehe.)
Thank you for the explanation. Might be something I need to play with now that winter is closing in and I am mostly homebound (snow and my balance don't mix). First I need to experiment with the CK. I haven't played with it since Morrowind. Yeah, yeah. I'm aging myself. Thanks again.
Probably not. The patch would use the scripts from the original version, and most likely overwrite the alternate version. The only way for it to work would be to create two patches. One that simply moves the shrines of the original and the other would move the shrines and use the new setup of the alternate mod. So there'd be the original, the alternate, and the alternate patch. It'd be a hot mess, but it'd it would potentially work.
I just came back again to tell you that your work is really appreciated. I practically mold my load order for city mods around it, not the other way around.
Thank you and hopefully everything goes well for you. Cheers.
Just came across this mod and I do prefer it to SWIFT, I noticed there doesnt seem to be a shrine for skyhaven temple, imo thats one of the areas in Skyrim in desperate need of one.
so the dude in the tent talks about potential unlimited fast travels? i checked the places he sugested but didnt find anything related to it. am i missing something? i also cant talk to him about it. since its an unmarked quest im guessing?
Basically there is like a 10-15% chance that killing a Falmer or Dwemer Automaton will drop a special item. Until then he'll sell you Attunement Stones or the materials to make attunement stones (cheaper and levels up your smithing) that will allow you to fast travel. Once you acquire the special item just return to him to advance his dialogue.
Hahah, yes it'll keep spawning indefinitely. In order to counteract this, Arazlam will offer to purchase excess of the item once you show it to him. That way they won't clutter your inventory or become irrelevant after your first find.
I love these shrines so much! I also play ESO and I like the way you gave each shrine a region matching aesthetic. I did find an incompatibility with DarkMaster06's Whiterun Market + Provincial Courier Patch. Both the Wayshrine and the NPC's Tent are right in the middle of two of the houses. :'(
I scouted out some decent locations to possibly move these things to, if you're willing to make a patch. The red circle is the problem area, and the blue rectangles look like they could work for relocating the Shrine & Tent. The one nearest the bridge will conflict with Elianora's Halla Home, however and Bridge overhauls may need a patch as well.
I really hope you'll consider making a patch, I also left a note with Dark on the conflict. I REALLY want to be able to use these mods together. Thank you!
Unfortunately I won't be making any patches at the moment. I've made an adjustment before due to being incompatible with Provincial Courier (dude keeps moving his building) so I'm done in that regard.
However, if you like you or someone you know can make a patch for my mod. You have my permission to do so.
Sorry I can't be of more help but if I keep trying to patch every mod that's incompatible with mine I'd go crazy!
That is completely understandable and I respect that. I like the idea of Provincal Courier as well, but ultimately it's not necessary for a playthourgh, at least for me, as a courier could be employed through a province without somewhere to show for it. I have replaced Dark's Market Place with Capitol Whiterun Expansion, which is compatible right out of the box. If ever I learn to use CK to make patches (it scares me), I would definitely make one between the Market and this, but I'm too much of a n00b and technically challenged for the time being. Again I love the style you've used and the approach you've taken with your Wayshrines. They're something I plan to keep in my Load Order for the foreseeable future. Thank you for the work you've done for this lore friendly addition.
112 comments
-Uploaded version 2.0.x. Alternate mod now disables fast travel via script (copied from Horizon Zero Dawn Fast Travel) and enables fast travel when using Attunement Stones/Modules on the wayshrines. Some general goods merchants will now carry attunement stones on occasion.
DO NOT UPDATE TO 2.0.x IF USING ORIGINAL 2.0.0!
Start a new game or use mid playthrough with a save that never used the original mod. Thanks for sticking with me for so long, much love all!
I couldn't do it in patch form, it's my first time using CK and I had a hard time moving the shrine.
https://drive.google.com/file/d/1DOaTs3-z4eTc9xeaw-2RVkqwcrigNLfs/view?usp=sharing
For "Etac 0.7 Complete".
Finally, is it possible to turn off the autosave process?
now i am fucked ahhaahh
what an idiot...
please tell me... i was scared at first but now i found the courage to ask!
thanks for the answer you saved my day cause i don't how when i would have found him honestly ^^
Thanks and I'm glad you like the mod!
I continue to use the mod but it prevents vanilla or custom loading screens from working, at least that's how it has been since I started using it.
Unfortunately I have no idea what could be causing that. I don't touch *any* of the loading screen resources. Sorry I can't be of any more help.
Merry Christmas!
This would be a complete non issue with the wayshrines and that mechanic would solve the problem of getting back to a kinda secluded player home without having/being able to rely on mark and recalls spells.
I had looked at SOS as well as others like Fingerpost and found them all to be very confusing. None of them were straightforward enough for me to replicate with my mod.
However, I recently came across Horizon Zero Dawn Fast Travel and felt it to be exactly what I was looking for.
So over the next couple of days I'll be trying to implement their scripts (they give open permission on their mod page) into the wayshrines. If everything goes smoothly I'll release the update as 2.0b, an alternative for those who prefer using restricted fast travel. Fingers crossed!
Not only that, but I only had the foresight to make interior world spaces for the lesser shrines (labeled AC_ShrineRedone), not the major ones.
My advice for the Creation Kit would be to go to [Activator] under [WorldObjects], right-click AC_WRWayshrineActivator and select [Use Info]. That will bring up the [Use Report] list and identify every cell that I've use the activator in. From there select as many pieces as you can and control+z when you select an incorrect object. Then move to a new location if possible.
Sorry I can't do this myself, but I'll try to lend help as best I can so you can get this done.
Thank you and hopefully everything goes well for you. Cheers.
I did find an incompatibility with DarkMaster06's Whiterun Market + Provincial Courier Patch. Both the Wayshrine and the NPC's Tent are right in the middle of two of the houses. :'(
I scouted out some decent locations to possibly move these things to, if you're willing to make a patch. The red circle is the problem area, and the blue rectangles look like they could work for relocating the Shrine & Tent. The one nearest the bridge will conflict with Elianora's Halla Home, however and Bridge overhauls may need a patch as well.
I really hope you'll consider making a patch, I also left a note with Dark on the conflict. I REALLY want to be able to use these mods together.
Thank you!
Unfortunately I won't be making any patches at the moment. I've made an adjustment before due to being incompatible with Provincial Courier (dude keeps moving his building) so I'm done in that regard.
However, if you like you or someone you know can make a patch for my mod. You have my permission to do so.
Sorry I can't be of more help but if I keep trying to patch every mod that's incompatible with mine I'd go crazy!
I have replaced Dark's Market Place with Capitol Whiterun Expansion, which is compatible right out of the box. If ever I learn to use CK to make patches (it scares me), I would definitely make one between the Market and this, but I'm too much of a n00b and technically challenged for the time being.
Again I love the style you've used and the approach you've taken with your Wayshrines. They're something I plan to keep in my Load Order for the foreseeable future. Thank you for the work you've done for this lore friendly addition.