Changelog: - Implement inn locations exclusion in MCM
You no longer need to use xEdit or another mod to fill your list of excluded inn locations.
If updating the mod during your playthrough, please wait outside for the innkeeper dialogue and carriage NPC to reset. Do not remove a mod when you added one of its locations in the exclusion list. First clear the list in the MCM, then uninstall the other mod.
I am not a native English speaker, so if you know how to improve the lines of WCI to make them sound more "natural and immersive", please hit me up.
This is a great mod to give back a bit of fun to a survival oriented modding list. I use CFTO and my Carriage costs are way higher. How can i increase the costs in this mod?
This is from CTFO description. There is for sure another mod increasing your prices. But anyway CTFO probably uses some custom variables to set the carriage prices. Your only option is to open SSEDIT and modify the game default values manually, or use a mod (there might probably be one).
Hello, I love this mod. It fit perfectly in a survival mod list, but I have a question : Why force us to sit on a chair to trigger the NPC driver appear ? Why not just SpawnCarriageDriver just after the dialog with the innkeeper ?
I tried to make it kinda "immersive" by forcing the player to wait for a driver. In a "realistic world" a driver would not always be present or appear when you enter an inn.
I guess both options are correct, just a matter of preferences.
The values are : carriageCost, carriageCostSmall and carriageCostHouse if I remember correctly. You can also use an economy mod to increase these costs.
Hi, I am on Skyrim 1.5.97. I installed your mod, but the dialogue option to wait doesn't seem to appear. I tried this out in Riverwood's Sleeping Giant Inn, any idea whats up?
- Are you using SKSE and SkyUI? If so, check that the mod menu appears in your MCM panel. - If the MCM is loading, then can you try on a new game? - If you know how to activate papyrus debug mode, can you check that the line "WCI: script has been initialized (OnInit)" is in your logs?
81 comments
Changelog:
- Implement inn locations exclusion in MCM
You no longer need to use xEdit or another mod to fill your list of excluded inn locations.
If updating the mod during your playthrough, please wait outside for the innkeeper dialogue and carriage NPC to reset.
Do not remove a mod when you added one of its locations in the exclusion list. First clear the list in the MCM, then uninstall the other mod.
I am not a native English speaker, so if you know how to improve the lines of WCI to make them sound more "natural and immersive", please hit me up.
I hope for next update you could add cc home support for destination. Anyway, Thank you for the mod!
I use CFTO and my Carriage costs are way higher. How can i increase the costs in this mod?
This is from CTFO description. There is for sure another mod increasing your prices. But anyway CTFO probably uses some custom variables to set the carriage prices. Your only option is to open SSEDIT and modify the game default values manually, or use a mod (there might probably be one).
Keep it up !!!
Why not just SpawnCarriageDriver just after the dialog with the innkeeper ?
Thanks for your mod. It's wonderfull !
I guess both options are correct, just a matter of preferences.
You can also use an economy mod to increase these costs.
- Are you using SKSE and SkyUI? If so, check that the mod menu appears in your MCM panel.
- If the MCM is loading, then can you try on a new game?
- If you know how to activate papyrus debug mode, can you check that the line "WCI: script has been initialized (OnInit)" is in your logs?