Hey Mr. Sock, its me again. Sorry to hassle you, but I have encountered an issue when using this mod with FrostFall.
Frostfall has its own feature of choosing whether or not to disable fast travel in the game, using a script as far as I can tell.
I know in your description you said it should enable compatibility with other mods that disable fast travel, as this will always re-enable it if you have enough gold, but from my testing the results varied.
If i left the Frost Fall setting for fast travel untouched (default - fast travel enabled), then I would be able to fast travel even If I was in debt, and once I had accumulated some debt, I would accumulate no more after that.
If I disable fast travel using Frost Fall (in the hopes that this mod would reactivate fast travel as long as I had gold), it remained disabled no matter what I tried. There were some glitchy exceptions where If i opened and closed the map two or three times it would work, but if chose to instead not fast travel in the message prompt when it did work, without doing anything else it would again disable fast travel.
Any chance there is something to be done about this issue? Your help would be much appreciated, as I haven't stopped using this mod, and I'm not about too.
Thanks again bro!
Edit: My assumption is that both mods have scripts that are affecting fast travel, and the Frostfall script is winning over this ones. My problem is I have zero experience in scripting, however what I can offer is that the FrostFall has a well documented API, and I read about some functions regarding "Fast Travel Expections". FrostUtil API | Skyrim Survival
My hope is that it is not something too difficult for you too whip together if you have the kindness in your heart, unless you are too busy playing Elden Ring lmao
I actually am playing Elden Ring lol. Yeah it sounds like Frostfall's disable script is more aggressive than mine and forcing mine into submission lol. Feel free to make a patch if you'd like (sounds like you would need to edit Frostfall's scripts to remove fast travel scripting all together), but I don't really have the desire to delve into Frostfall when I consider Sunhelm, the Frozen North, and Frostbite to all be superior mods IMO.
Dope dude! Soon as I have the cash Im gonna get it for myself, I honestly am so excited.
I made a post on Reddit, and some one (who I am assuming has more experience with scripting than I do, which wouldnt be hard because thats zero XD) mentioned that a better route to solve my problem would be to make this mod just re-enable fast travel after Frostfall disables it.
Would that be relatively simple to accomplish with your mod?
Is it something you might be willing to do?
If not, could you perhaps point me in the right direction?
Thanks for being so communicative around my queries, much appreciated.
The Narue version should work as-is for oldrim (it doesn't require an esp), but the RAB version will require someone to port it (shouldn't be hard, iirc the only change to the RAB esp is the addition of a Gold Debt global). Permissions are open for anyone wanting to port it.
Fantastic mod - really ought to have been a part of the two fast travel cost mods in the first place.
Downloaded, endorsed and can confirm it is working as advertised with no issues.
Pro (but not really) Tip: If you are using the RAB FTC version, but are not using RAB FTC No_Ineed edition, then you can just rename the ESP of RAB FTC so that the master for this mod no longer registers as missing!
@stickysock (also, gross btw XD) Could you confirm that this is safe to do (I haven't noticed any issues in my game so far)? Maybe you want to upload a version for the laziest of us?
Glad that you are enjoying it! Honestly, I forgot all about the iNeed version of RAB FTC... I had the vanilla version installed for months so I had just been working on it!
Unfortunately, while your method of changing the master will indeed keep the game from crashing, it will not have the correct scripts for RAB (the idea with the iNeed version is that both mods interact synergistically, which requires a different script than the vanilla). I have only edited the script on the vanilla version so far, but give me a day or two an I'll upload an edited version for iNeed compatibility.
Edit: I am having some trouble compiling the script for the iNeed version, probably a simple mistake with file structure or missing files or something, but I can't promise the iNeed version will be soon. Could be tomorrow. Could be a month. Could be never, IDK. I'll keep messing around with it every now and again though.
I hope something manages to come from it! Obviously no expectations tho, just appreciative of the work you have done so far, and it works up until the point I need it to no complaints here.
As a point of concern tho, considering your modified script relies on the vanilla version of RAB FTC, is there any danger to running it they way I am?
As far as I can tell it functions as intended? I am unable to travel if I am in debt, but I don't think the fast traveling uses my iNeed water skins or any food in my inventory, opting to charge me in travel expenses I believe. It seems iNeed still consumes my food, but doesn't use the water skins I have available.
So would it just make more sense to install the vanilla RAB FTC and then use your script as intended, instead of the Frankenstein hack I have going on?
If you can without too much trouble, I'd just switch to the vanilla version and use it if you want debt requirements, or just use the iNeed version if you need iNeed integration.
The one thing I will mention: have you tried Sunhelm? It is the newest, and as far as I can tell, best survival/needs mod and can replace iNeed, Frostfall, and other similar mods in your load order. I'd recommend running the vanilla version of RAB and Sunhelm together. They won't interact in any positive or negative ways, but sometimes mods can act synergistically without the authors necessarily intending them to.
pretty ingenious. You solved something others were not able to. Great script. Going to try this. Maybe this can also be done to improve on another mod called "RAB fast travel cost".
I'm sorry. Let me clarify. What I meant was that I would like you to delete the post since I was unable to delete it, even though nobody had made any comments on it earlier. I even made the mistake of posting this earlier on the wrong comment thread. Don't know why it ended up getting posting on that comment thread, but I had to edit it as well with ".." since I'm unable to delete that mistake also. So sorry for the misunderstanding. I was not my intension to look like I was making a rude single word comment about your mod. Honestly, I don't know what I posted originally. All I do remember is that I intended that as a request to delete the comment. So feel free to delete or lock it. You can also delete my other on muizzsiddique comment, since that was another error on my part as well. LOL!
26 comments
Would you be willing to do the same for https://www.nexusmods.com/skyrimspecialedition/mods/23383 ?
Cheers,
Frostfall has its own feature of choosing whether or not to disable fast travel in the game, using a script as far as I can tell.
I know in your description you said it should enable compatibility with other mods that disable fast travel, as this will always re-enable it if you have enough gold, but from my testing the results varied.
If i left the Frost Fall setting for fast travel untouched (default - fast travel enabled), then I would be able to fast travel even If I was in debt, and once I had accumulated some debt, I would accumulate no more after that.
If I disable fast travel using Frost Fall (in the hopes that this mod would reactivate fast travel as long as I had gold), it remained disabled no matter what I tried. There were some glitchy exceptions where If i opened and closed the map two or three times it would work, but if chose to instead not fast travel in the message prompt when it did work, without doing anything else it would again disable fast travel.
Any chance there is something to be done about this issue? Your help would be much appreciated, as I haven't stopped using this mod, and I'm not about too.
Thanks again bro!
Edit: My assumption is that both mods have scripts that are affecting fast travel, and the Frostfall script is winning over this ones. My problem is I have zero experience in scripting, however what I can offer is that the FrostFall has a well documented API, and I read about some functions regarding "Fast Travel Expections". FrostUtil API | Skyrim Survival
My hope is that it is not something too difficult for you too whip together if you have the kindness in your heart, unless you are too busy playing Elden Ring lmao
I made a post on Reddit, and some one (who I am assuming has more experience with scripting than I do, which wouldnt be hard because thats zero XD) mentioned that a better route to solve my problem would be to make this mod just re-enable fast travel after Frostfall disables it.
Would that be relatively simple to accomplish with your mod?
Is it something you might be willing to do?
If not, could you perhaps point me in the right direction?
Thanks for being so communicative around my queries, much appreciated.
Downloaded, endorsed and can confirm it is working as advertised with no issues.
Pro (but not really) Tip: If you are using the RAB FTC version, but are not using RAB FTC No_Ineed edition, then you can just rename the ESP of RAB FTC so that the master for this mod no longer registers as missing!
@stickysock (also, gross btw XD) Could you confirm that this is safe to do (I haven't noticed any issues in my game so far)? Maybe you want to upload a version for the laziest of us?
Thanks a mil, broski. Keep that sock sticky.
Unfortunately, while your method of changing the master will indeed keep the game from crashing, it will not have the correct scripts for RAB (the idea with the iNeed version is that both mods interact synergistically, which requires a different script than the vanilla). I have only edited the script on the vanilla version so far,
but give me a day or two an I'll upload an edited version for iNeed compatibility.
Edit: I am having some trouble compiling the script for the iNeed version, probably a simple mistake with file structure or missing files or something, but I can't promise the iNeed version will be soon. Could be tomorrow. Could be a month. Could be never, IDK. I'll keep messing around with it every now and again though.I hope something manages to come from it! Obviously no expectations tho, just appreciative of the work you have done so far, and it works up until the point I need it to no complaints here.
As a point of concern tho, considering your modified script relies on the vanilla version of RAB FTC, is there any danger to running it they way I am?
As far as I can tell it functions as intended? I am unable to travel if I am in debt,
but I don't think the fast traveling uses my iNeed water skins or any food in my inventory, opting to charge me in travel expenses I believe.It seems iNeed still consumes my food, but doesn't use the water skins I have available.So would it just make more sense to install the vanilla RAB FTC and then use your script as intended, instead of the Frankenstein hack I have going on?
Thanks for the help mate.
The one thing I will mention: have you tried Sunhelm? It is the newest, and as far as I can tell, best survival/needs mod and can replace iNeed, Frostfall, and other similar mods in your load order. I'd recommend running the vanilla version of RAB and Sunhelm together. They won't interact in any positive or negative ways, but sometimes mods can act synergistically without the authors necessarily intending them to.