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
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.
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?
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!!
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 ?
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.
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!
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.
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.
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
50 comments
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
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.
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!!
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 ?
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.
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.
Can't wait to start a new journey in skyrim with this must-have mod. Thanks again.
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.