Skyrim Special Edition
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digitalApple

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digitalApple

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  1. digitalApple
    digitalApple
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    In case you are adding your own rules to modded map markers, here's a small list of the hold IDs to save you some time:


    • Tamriel = 0x000130FF
    • Solstheim = 0x04016E2A
    • Eastmarch Hold = 0x0001676A
    • Falkreath Hold = 0x0001676F
    • Haafingar Hold = 0x00016770
    • Hjaalmarch Hold = 0x0001676E
    • The Pale Hold = 0x0001676D
    • The Reach Hold = 0x00016769
    • The Rift Hold = 0x0001676C
    • Whiterun Hold = 0x00016772
    • Winterhold Hold = 0x0001676B

    
  2. abhayrajan1
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    seems to be working in 1170.8, and great job on this, it is the right kind of limitations without much down sides.
  3. luchogaming96
    luchogaming96
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    Works in 1.6.1170?
    1. Dahveed
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      Would be nice to know
  4. BrandoniussLeeus
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    Hello, firstly thanks for the mod, I appreciate the work that goes in to many of them, and they are staples in my LO.

    I do have a question regarding adding custom markers though: If i'm adding my own modded map markers to json, but the marker is from an ESPFE,  and i wrote it down in the json file referencing its position in the load order: for example FE002801 is a marker, based on current load order of ESPFE i write the markerID in the json as 0xFE002801 which would assumedly be correct.

    However Lets say I change my load order and now the marker is FE003801, now I have to change the markerID in the json to reference this. Is there any elegant solution to this, so that I don't have to change the json every time i might add a new mod that changes the order of ESPFEs
  5. GhoulSmasher
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    I'm not sure how feasible this is, but I thought about a cool optional setting: 

    A setting that allows fast travel (within the hold) to a non-habitation location, as long as its marked as "cleared". Mainly for travelling to dungeons you've cleared, as they would be safe, in a sense.
    1. Solikar
      Solikar
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      This would be really cool!
  6. macnitrolpost
    macnitrolpost
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    good mod endorses. Thing is though i reckon it should be destination not destiny
  7. JadeMythriil
    JadeMythriil
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    For some reason I can't fast travel when out in the  wilderness unless I'm close to a location. It keeps saying it's in a different hold. Is the mod supposed to act like that?
    1. GhoulSmasher
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      This is correct. You'll need to be near a cell with a location attached to it for the mod to kick in.
  8. Combatagenttoast
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    ignore might need to test again
  9. mr53
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    I love your mod. Cheers to your idea! Is there any compatible method with this mod?
    https://www.nexusmods.com/skyrimspecialedition/mods/81792

    I want to fast travel under limited rules and when I meet a sign on the street, I want to fast travel freely! 
    If that happens, my travel path will be perfect.
    Thank you again for creating this mod!!
  10. GhoulSmasher
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    A true game changer. Not too harsh, not too forgiving. I highly recommend people try this out.
  11. XsyousX123
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    Brilliant idea! I would have to say it has found the subtle balance point between immersion and convenience.

    BTW, could it possible to make the guild/towns/cities' map-marker more remarkable afte unlock the fast travel condition? Like borrowing UI from Pastel Map Markers ?
    1. digitalApple
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      That would be extremely cool, but I'm afraid I don't know how to implement such functionality at the moment :(
    2. XsyousX123
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      Thanks for the feedback, still cool from my perspective.

      Anyway, I have another suggestion: Could it possible to disable fast travel as a whole, then give people the right to choose their preferred fast travel keywords? for example,

      for now in the .ini

      ; Allows fast travel to locations that doesn't have the 'LocTypeHabitation' or 'LocTypeDwelling' keywords.
      Habitation Fast Travel = false

      it might can be

      ; Allows fast travel to locations that have the keywords:
      LocTypeHabitation
      LocTypeDwelling
      ....

      People can choose any KWD to fill in the list, if none, it is the same as disable fast travel in skyrim. By doing so, it can give people more options to choose their fast travel style (for me I just want to fast travel between LocTypeCities for instance). And I think it could be helpful to avoid many bugs or incompatibilities in locations introduced by mods.
    3. digitalApple
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      That I could do, and I did plan to implement it like that at first but back then I felt like it would drive my attention away from the important aspects of the mod. At some point in the future I'll do some code cleanup and I'll see if I can also implement something like that. Thanks for the suggestion!
    4. XsyousX123
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      Again, now it is still a very cool fast-travel mod, thanks for your effort.
    5. XsyousX123
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      I‘m sorry to bother you again, but could I make a further request for seperating LocTypeHabitation' and 'LocTypeDwelling' into two options in .ini?

      The reason I say so is because I made more tests and checks and found that the 'LocTypeDwelling' is not a convincible label. For instance the Angi's Camp is labelled as Dwelling thus can be fast travel to while other camps are not, so it is really clumsy to make me choose the proper fast travel location when my map a full of different markers.
    6. digitalApple
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      It's a bit late in here so I won't be able to do it right now, but tomorrow I'll do it. 
    7. XsyousX123
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      Thanks again, may you have a good night.
    8. digitalApple
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      I added an option to both change the existing keywords and add new ones. Will upload soon! Thanks for the patience.
    9. XsyousX123
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      GJ! I can imagine what kind of effort you have done to fulfill our 'greedy requests'. :)

      Can't wait to start a new journey in skyrim with this must-have mod. Thanks again.
    10. XsyousX123
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      Not really a bug but a little suggestion, that is to let the [Custom Markers] setting has a higher priority than [location keywords] setting. For instance,

      Suppose you're a  member of Dawnguard, and wanna travel to Dawnguard Fort, the game will crash.

      This is because Dawnguard Fort is not a legal haibitant (lack of LocTypeHabitation). However, if you let the [Custom Markers] setting has a higher condition judgement priority(that is, to judge  whether a location is in the custom markers or not. If it is, ignore the keywords judgement. If it is not, judge if it has the legal keywords), I think by doing so maybe the crash can be avoided. 
    11. digitalApple
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      This is probably some oversight of my part, I'll be releasing a new version today to implement what's in the fixed post and take a look at that too. thanks for reporting
    12. XsyousX123
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      Glad to know that. Thanks again.