Skyrim Special Edition
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Gnago

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31 comments

  1. hoangdai94
    hoangdai94
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    @Gnago Thanks for this great mod, but any chance we can have an optional ESPFE version ?
  2. ZachariaszPL
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    Unfortunately, it does not work in VR. At least not for me. And I was so looking forward to getting lost in a woods and discovering some ancient ruins by chance :(
    1. Gnago
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      I don't know much (anything) about the differences between VR and SE, so I'm not sure if I can be of much help.
      I'll do a bit of research to try to identify what the difference is between SE and VR is that might cause this to not work, but for now all I can say is to make sure that you have both SKSE and SkyUI. Sometimes the MCM menu needs some time to load (Opening up the main MCM menu and closing it usually helps when some MCMs don't register for me), so it could just be that. I'll post another reply if I find out anything.
    2. ZachariaszPL
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      Hi, thanks for your reply. It's OK even if you won't manage to figure anything out, we on the VR side already accepted the thought that there are a lot of stuff we cannot run; if you do however it would be swell.
      I do have SKSE, but it's SKSEVR and I think that could be the problem.
      I tried to lower the minimum time travel to 1h and safty net to 0 objects, but no matter the distance I travel, I just always get to my destination.
      That could also be a problem with my setup, so it would be cool if another VR user could test it out.
      Take care!
    3. ZachariaszPL
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      OK, I got a bit of time to debug it and I found what's wrong
      https://www.creationkit.com/index.php?title=OnPlayerFastTravelEnd_-_Actor
      "Member of: Actor Script (Requires SSE 1.5.3) "

      So yeah... that's it. Shame, I really look forward to play with Get Lost.

    4. Gnago
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      Darn, I forgot that VR wasn’t as up to date as SSE. Unfortunately that event is the only function (at least with to my knowledge and in papyrus. Maybe those fancy .net scripts have something) that indicate any fast travel event.

      Thanks a lot for doing some debugging yourself, definitely saves me a lot of time in an already busy schedule.
    5. ZachariaszPL
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      OK, enough crying, time to do something.
      Here's version fixed for VR:
      https://drive.google.com/file/d/1_zXj0gdxYLweKKemgumSnUZ6djEF2sm5/view?usp=sharing
      Feel free to include it if it passes your standards.

      Note however that:
      +I don't know neither this API nor SDK nor engine. Generally speaking, I don't really know what I'm doing. Therefore feedback is appreciated.
      +As there is no end-of-fast-travel event, I had to do it by polling game time every 1s. This shouldn't be much of additional workload but I can't say for sure because (see above)
      +I haven't tested in on carriages because I think it's BS.
      +There are some "features" which I don't know whether are presents in original. Like getting lost, but than it turns out the place you are is familiar so you're not really lost.
      +"It just works"


      EDIT: I take it back. The crap is bugged as hell. And the more I try to fix it, the less it's working. Use at your own risk.
    6. Gnago
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      I know it's crossed out, but I do want to acknowledge that there is a bug in the original where on occasion you will spawn in a familiar area but it won't be registered as such. I haven't been able to consistently replicate it, but it's there.
    7. ZachariaszPL
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      Problem with my version is much more severe: script is deciding that you should get lost, offset calculation is going right (about few thousends off), but at the end you are still in correct (correct as in "not lost") position as if moveto() didn't do anything. My guess is that OnLocationChange is not working as I assumed or it's called more than once during regular fast travel (therefore more than twice during getting-lost fast travel). Not sure thought, I need some more testing as the documentation is very poor.
    8. ZachariaszPL
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      OK, I think I got this.
      Aside from a few bugs on my side, the main culprit was SetPosition(). As it turns out, it may move the player to desired position, don't move it at all, or move a bit. Setting Z to value a bit closer to the original position seems to be working a lot better.
      I'll test it a bit more and post it again.
    9. Gnago
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      Nice! If you get it working I can upload it to the files tab and credit you for it (or you have my permission to upload it as a separate mod if you'd prefer, as long as you provide a link back here)
  3. tonycubed2
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    In response to post #81550168.


    Spoiler:  
    Show

    FrankeyLing wrote: Real nice mod, but I wonder if it's possible to determine the radius by the number of times I travel to a same destination. You know, few people get lost in the same place every time.


    In theory I could do that, but it would require me to keep track of how many times someone has visited every location myself (unless there's some hidden tracker already implemented, but I honestly doubt there is), and I doubt my "good programmer" side would be content with whatever hacky solution I would come up with to avoid hardcoding it all. Good concern though, I'll keep it at the back of my mind and I might think up a solution sometime.

    Currently my in-game justification for it will just be that bandits/dragons/forces of nature run you off the familiar path and you get lost.
     

  4. NikiRandom
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    I just came here this morning to ask about whether there was any kind of adjustable likelihood of getting lost, and lo there's an update doing exactly that : ) Great stuff.
  5. IchBinKeinRoboter
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    I wish the MCM had an option to configure the likelihood of this feature to occur
    1. Gnago
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      Sure, if I make another update (which is likely, I just don’t know when), I’ll definitely add a % chance of the event occurring at all.

      Edit: Quit my other project, did this instead. Newest version now has the likelihood slider
  6. Astronamy82
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    While a fun idea I don't think I can use this anymore. I have a mod that adds carriage stops outside cities, towns and settlements https://www.nexusmods.com/skyrimspecialedition/mods/10434 and using that to go somewhere would suddenly drop me from a height I guess as I would drop dead upon loading in, happened 3 times in a row trying to travel between Winterhold and Morthal and while funny the first time it got frustrating pretty quickly. But it was fun the few times it dropped me somewhere I wasn't expecting and went off for a wander, I shall give my endorsement still as despite dropping dead, when it did work it was nice. :)
    1. Gnago
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      Did you only ever die when your destination was Winterhold? How I handled players not spawning too high was I just set their vertical position to be underground (Skyrim auto places them to ground level), but it turns out the Winterhold chasm is even lower than that number, so if you were spawned in the chasm you would probably die if your health is already low enough.

      Side note, I'm working on an update that gives you the option to disable getting lost with carriage rides so there'll also be that option too this doesn't work and you still want to use the mod.
    2. Astronamy82
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      Hey ya, I only ever died on loading in when going from Winterhold to Morthal, the other locations I tried; Whiterun to Solitude, Solitude to Winterhold were fine and I was at full health each time I tried to travel with that carriage mod, I was only level 1 though as this was a brand new game. It looked to drop me near Morthal I recognised being somewhere in the the swamp before the game reloaded but first time I hit the ground and died, second landing in water and died and third time again on ground and once again died.

      That update sounds like a good idea as I tend you use that carriage mod most of all, I'll track this and when you are able to get the update out I'll try it again and see if I get killed on loading as it was fun not knowing where I would end up if I fast travelled, I liked that unpredictability. :)
    3. Gnago
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      Hmm, weird. I have no idea why going to Morthal would have killed you from falling. Hopefully if it is an issue with my mod someone else will be able to replicate it and give me more info. But anyway, the carriage addition has already been released.
    4. Astronamy82
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      It was an odd one that's for sure but awesome you got new version out I'll download it tonight and try it out tomorrow and let you know. :)
  7. frankieocnarf
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    Hey, thanks for this!
  8. crowncard
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    Damn~this is neat!
    with NEED mod , it sure do complete my dream


    GET LOST IN THE MOUNTAIN AND STARVE TO DEATH
    so I can get away from my responsibility

    Sovngarde awatis me
  9. NikiRandom
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    This is a great idea : ) I think it should work fine with SoT Fast Travel ambushes? That mod also works on a "dice roll" during fast travel to trigger an event.

    I love these mods that make Skyrim more realistically diificult and interesting.
    1. Gnago
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      I’m not sure. The one other fast travel ambush mod I looked at uses the same event as I do (on fast travel end), and on that event the ambush starts in their mod, but with this mod it teleports you away. So I would think that the ambush would start, but then my mod teleports you away. I would probably need to mess around with the other mod’s scripts to make the ambush occur after my teleport.
      It’s possible that maybe my script will fire first and then theirs will, but I can’t say for sure, I would need to do some more research on how Skyrim handles that kind of stuff.
    2. NikiRandom
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      Thanks for the reply : ) Yes I see what you mean. I know next to nothing about modding but that makes sense.

      I'm just building a new load order at the moment anyway so I'll install both and see what happens : ) If it's just a case of getting lost overriding ambushes if both events get triggered, I'd be fine with that as long as it doesn't CTD or stop either mod from working. I'll experiment and see how it goes.

      This is the fast travel ambush mod - https://www.nexusmods.com/skyrimspecialedition/mods/9550 - Maybe the same one you looked at as it also works at the end of fast travel.

      Edit; I wonder what would happen to the characters/creatures that get spawned for an ambush, if an ambush is triggered but then your mod teleports me away somewhere else. I suppose they would probably stay in the game looking for someone to attack. Great stuff : )
  10. Tritach
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    Right after getting the mod I went from Riften Stables all the way to the Apprentice stone and I got lost just above Broken Tower Redoubt, quite amusing. Because of how the mod teleports after getting fast traveled it seems to work just fine with mods that make fast travel cost something. Only issue I have is with the multiple loading screens but I've got a fast enough machine so it isn't too much of a bother. Overall I'd say it's nicely done from a first impressions, good work.
    1. Gnago
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      Thanks. Yeah unfortunately the multiple load screens are unavoidable because fast travel cannot be interrupted (based on the research I’ve done you can only do anything with fast travel after it’s already finished. There’s no “starting fast travel” indicator).