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  1. tonycubed2
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  2. tonycubed2
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    Showcasing of fast travel encounters by Sinitar Gaming:

    (starting from 09:11)

  3. tonycubed2
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    FAQ: I find sometimes I travel arive destination but suddenly move to another place nearby and meet enermies...

    Answer: yup. best we can do. fast travel cannot be stopped. cannot be interrupted. fast travel must finish, then i can move player some other place. i turn the screen black but there is a brief glimpse of where you are going. use your imagination and role play . Sleep was designed by bethesda to be interrupted, and has commands supporting start of and end of. bethesda never made that for fast traveling.

    Patches: Realistic Needs and Fast Travel Food Patch in optionals section

    Change Log :

    Version 7.0

    Fast Travel Ambushes & Consequences
    2019 UPDATE 7.0
    ==============================================
    ==============================================
    NEW GAME WILL BE REQUIRED - sorrynotsorry - ....This may not be true.....If you have to update mid save you might be okay. Give your game time to get rid of old stuff, or use save cleaner.
    Cleaned up mod ...
    - Removed worldspace 'wild edits' such as trees turned slightly unrelated to this mod
    - Carried over USSEP edits to water flow, and survival mode
    - removed Navmesh record
    - Prefixed all records with FTA_ (fast travel ambushes) - makes it infinitely easier to find things in CKit
    - Removed 2 of 4 quests - Cell Change and Carriage related
    - Removed 7 of 11 scripts...
    TrackInSameCell = not used
    conseqfragment = not needed
    FastTravelInit = empty
    FastTravelCarr = not needed
    FastTravelConsRE = not used
    FastTravelFork = not used
    FastTravelSiren = not used
    - Added FTA_ to remaining scripts and renamed for consistency...
    FTA_FastTravelAmbushSpawner - was - FastTraveEnemies = spawner attached to EncounterMachine quest
    FTA_FastTravelBookMenu - was - FastTravelTMenu = menu script attached to book
    FTA_FastTravelConsequences - was - consequencesQST = sleep event handler attached to Sleep monitor quest
    FTA_FastTravelPlayerAlias - was - FastTravGive = player alias script attached to Sleep monitor quest
    Cleaned up scripts for efficiency, readability, removed unused variables and changed variables to have the FTA_ prefix
    ==============================================
    FTA_FastTravelConsequences renamed to FTA_FastTravelRecovery - to better reflect what is actually going on - recovery from travel exhaustion after sleep
    Further cleanup of unused records in esp and script reorganizing
    ===============================================
    Cleaned up Form lists for Food and enemies.
    - Food list - removed alcohol and raw meats - you now need cooked items, fruit, veggies and milk - RND patch updated
    - Enemy lists - removed several from each list - Will be more leveled and less issues.
    Adjusted distances for spawns
    - Dragons spawned too far away most times
    - Enemies sometimes spawned out of sight - which is ok but they would often find something else to fight and not 'ambush' the player.
    Added Form List and script check for Forbidden Locations
    - At destination it does a quick check to see if location is in the list - if it is then ambushes are forbidden.
    - Included is the Thalmor Embassy, Throat of the World and a few others. We can add more if there are locations that shouldn't have ambushes.
    More tweaks and clean up of mod and scripts.
    Edited wording on menus and notifications for clarity.
    Test test test...
    ===============================================
    Current Forbidden Locations (no ambushes will happen if fast traveling there)
    If you know of other locations that ambushes should not or it would not make sense to have ambushes there - let us know!
    ThalmorEmbassyLocation "Thalmor Embassy" [LCTN:00018C92]
    ThroatoftheWorldLocation "Throat of the World" [LCTN:000192BB]
    SkuldafnLocation "Skuldafn" [LCTN:000192AB]
    DLC1FalmerValleyLocation "Forgotten Vale" [LCTN:0200A87C]
    DLC1SoulCairnLocation "Soul Cairn" [LCTN:02003B8F]
    DLC1HunterHQLocation "Dayspring Canyon" [LCTN:02004C1F]
    ================================================
    Tested without Open Cities Mod by Arthmoor and had to make some more changes...
    - the mod will now detect when you FT to a Closed city. When this happens you will be pulled out to the Carriage (stables) area. From there the mod will calculate the distance you traveled and an ambush will be made from there.
    - This is to avoid getting pulled out of city and into the LOD world still technically inside the city worldspace.
    ================================================
    Added MCMenu
    New settings are....
    - Sliders for Percentage settings for Destination, Midway and Origin. Ambushes can occur near you destination, midway in your travels or all the way back at your origin start point. These percentages can be set to favor ambushes at these points. Default is 50% Destination, 30% Midway, 20% Origin.
    - Toggle for Allowing Ambushes while using the Carriage or Ferry travel services. (yes ambushes while using ferry can occur on land)

    Spoiler:  
    Show

  4. Kulharin
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    Is it possible to make it so the ambush happens before you get to the destination? Is very jarring to arrive at your destination, then a few seconds later you warp to the ambush.
    1. Jebbalon
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      I wish that was possible but Skyrim SE only has a function for detecting the End of Fast Travel. ( ... Event OnPlayerFastTravelEnd )
      Skyrim LE doesn't even have that. For LE this mod tracks location changes and measures distance from origin to destination to determine if Travel was far enough to be considered worthy of an ambush.

      Having the black screen come up is best we can do to 'cover up' the arrival and warp away for the ambush.
  5. aatrnasyn
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    Food eaten during fast travel: is there a way to remove specific foods from the list like alcohol and raw meats already are? I'd like to keep Garlic Bread out of the list of foods that might be removed as my setup gives that item a cure disease bonus.
    1. Jebbalon
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      Yeah, in xEdit open up the mod and look for the FormID List
      FTA_SkyrimFood [FLST:xx01A11A]
      Then right click on the Garlic Bread entry
      BYOHFoodGarlicBread01 "Garlic Bread" [ALCH:030009DC]
      and Remove it.
    2. aatrnasyn
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      Thank you! That was a fast reply. No problem following your instructions. (I also removed Sweetrolls while I was in the editor as I have a companion that pretty much wants them all, so I wouldn't be eating them, fast traveling or not!)
  6. Kulharin
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    Were desieses fixed in the new version? I did not see anything about em in the change long but they were glitched in the old version. If you caught something it never displayed anywhere. No idea what they did, how to remove em or if they even worked at all.
    1. tonycubed2
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      Version 7.0

      Fast Travel Ambushes & Consequences
      2019 UPDATE 7.0
      ==============================================
      ==============================================
      NEW GAME WILL BE REQUIRED - sorrynotsorry - ....This may not be true.....If you have to update mid save you might be okay. Give your game time to get rid of old stuff, or use save cleaner.
      Cleaned up mod ...
      - Removed worldspace 'wild edits' such as trees turned slightly unrelated to this mod
      - Carried over USSEP edits to water flow, and survival mode
      - removed Navmesh record
      - Prefixed all records with FTA_ (fast travel ambushes) - makes it infinitely easier to find things in CKit
      - Removed 2 of 4 quests - Cell Change and Carriage related
      - Removed 7 of 11 scripts...
      TrackInSameCell = not used
      conseqfragment = not needed
      FastTravelInit = empty
      FastTravelCarr = not needed
      FastTravelConsRE = not used
      FastTravelFork = not used
      FastTravelSiren = not used
      - Added FTA_ to remaining scripts and renamed for consistency...
      FTA_FastTravelAmbushSpawner - was - FastTraveEnemies = spawner attached to EncounterMachine quest
      FTA_FastTravelBookMenu - was - FastTravelTMenu = menu script attached to book
      FTA_FastTravelConsequences - was - consequencesQST = sleep event handler attached to Sleep monitor quest
      FTA_FastTravelPlayerAlias - was - FastTravGive = player alias script attached to Sleep monitor quest
      Cleaned up scripts for efficiency, readability, removed unused variables and changed variables to have the FTA_ prefix
      ==============================================
      FTA_FastTravelConsequences renamed to FTA_FastTravelRecovery - to better reflect what is actually going on - recovery from travel exhaustion after sleep
      Further cleanup of unused records in esp and script reorganizing
      ===============================================
      Cleaned up Form lists for Food and enemies.
      - Food list - removed alcohol and raw meats - you now need cooked items, fruit, veggies and milk - RND patch updated
      - Enemy lists - removed several from each list - Will be more leveled and less issues.
      Adjusted distances for spawns
      - Dragons spawned too far away most times
      - Enemies sometimes spawned out of sight - which is ok but they would often find something else to fight and not 'ambush' the player.
      Added Form List and script check for Forbidden Locations
      - At destination it does a quick check to see if location is in the list - if it is then ambushes are forbidden.
      - Included is the Thalmor Embassy, Throat of the World and a few others. We can add more if there are locations that shouldn't have ambushes.
      More tweaks and clean up of mod and scripts.
      Edited wording on menus and notifications for clarity.
      Test test test...
      ===============================================
      Current Forbidden Locations (no ambushes will happen if fast traveling there)
      If you know of other locations that ambushes should not or it would not make sense to have ambushes there - let us know!
      ThalmorEmbassyLocation "Thalmor Embassy" [LCTN:00018C92]
      ThroatoftheWorldLocation "Throat of the World" [LCTN:000192BB]
      SkuldafnLocation "Skuldafn" [LCTN:000192AB]
      DLC1FalmerValleyLocation "Forgotten Vale" [LCTN:0200A87C]
      DLC1SoulCairnLocation "Soul Cairn" [LCTN:02003B8F]
      DLC1HunterHQLocation "Dayspring Canyon" [LCTN:02004C1F]
      ================================================
      Tested without Open Cities Mod by Arthmoor and had to make some more changes...
      - the mod will now detect when you FT to a Closed city. When this happens you will be pulled out to the Carriage (stables) area. From there the mod will calculate the distance you traveled and an ambush will be made from there.
      - This is to avoid getting pulled out of city and into the LOD world still technically inside the city worldspace.
      ================================================
      Added MCMenu
      New settings are....
      - Sliders for Percentage settings for Destination, Midway and Origin. Ambushes can occur near you destination, midway in your travels or all the way back at your origin start point. These percentages can be set to favor ambushes at these points. Default is 50% Destination, 30% Midway, 20% Origin.
      - Toggle for Allowing Ambushes while using the Carriage or Ferry travel services. (yes ambushes while using ferry can occur on land)
    2. Jebbalon
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      I've been waiting for this question.....
      It's not this mod.
      Unofficial Patch makes changes to the diseases. The changes seem to prevent them from being added to player normally.
      I have not had time to ask about them over there.
      Will do that tonight...
    3. Jebbalon
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      Okay, I looked at it again and I think Unofficial patch is off the hook...

      The Diseases you have a chance to catch are the 6 vanilla diseases - the mod picks only one.
      Each has a very small chance of actually being applied as follows...
      Ataxia 2%
      BoneBreak 5%
      Brain Rot 10%
      Rattles 5%
      Rockjoint 2%
      Witbane 5%
      For comparison - Sanguinare (that gives you Vampirism) is at 15% chance.

      Reason for small chance is probably because they are attached to creatures and get applied by them hitting you. If not small chance it would just be spamming you with disease instead of once per fight.

      Those are all in vanilla skyrim and those percentages are not modded by USSEP

      The Exhaustion that we apply if you run out of food while traveling... Those are 100% chance - they work every time.

      So ... When you do see that message that you picked up a disease... You may not have!

      What we can do in a future update is make our own versions of the vanilla diseases and remove that small chance! Then we can give you all diseases proper like!
    4. tonycubed2
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      Hmm we can just copy the spells and remove the random chance
    5. Jebbalon
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      Yep, I'm already working on it.... will upload tonight.
    6. tonycubed2
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      More than awesome. Thank you.

    7. Jebbalon
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      Thanks
      Good news there is already vanilla versions...
      DiseaseAtaxia is for creatures and has the small chance to apply.
      TrapDiseaseAtaxia though is for traps and is what we want with no conditional chance.
      All we got to do is point the scripts to the Trap versions of the diseases!

      Took awhile to figure this all out ...
      Anyway.... not long now for 7.1
    8. tonycubed2
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      Very interesting. Will upgrade tonight.
  7. bockyx
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    Whenever i try to fast travel to whiterun it always sends me to the stables, if i fast travel inside whiterun to dragonsreach it sends me back to stables lul.

    Any idea why this happen ?
    1. Jebbalon
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      Reasons...
      1 - You are not using Open Cities Skyrim by Arthmoor

      2 - The mod works by calculating the distance traveled. Then it picks destination, midway or origin point to move you to for an ambush. The commands used to make this move won't pull you out of the City's worldspace. You end up in the LOD part of that space where nothing actually is. So we have to pull you out of the city with a different command first then allow the mod to pick where to do an ambush.
      Play with the settings for Ambush Odds to make it less likely to have an ambush. Then when it does you'll be surprised. Also, just get used to traveling to the stables.

      3 - This is a good opportunity to actually role play! ........
      Traveling to dragonsreach all the way from the main gate in whiterun - you cut a corner where the cow is and slip in - oh! - for the gods sake! - you make it to the guard in front of the castle only to have him thrust a shield your way and make you back out of the city all the way to the horse trough at the stables cursing your stench to oblivion - He says " Wash! Then you can enter the castle! Ughh! "

    2. bockyx
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      Yep, I think i'll do the roleplay approach, open cities just bugs my navmesh so much with dawn of skyrim + jk's skyrim, the npcs keeps floating around lmao
    3. Jebbalon
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      I'm a going to add this to FAQ if no objections...
  8. nmoddyguy
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    i need more testing, but is there minimum sleep time to recover from debuff?

    also support modded bed or bedrolls?
    e.g. windstad mine business mod, modded homes, and campesite tents from https://www.nexusmods.com/skyrimspecialedition/mods/22353?tab=description

    thanks great mod for adding immersion on fast travel. I only use the food and disease options though, the ambush seems a bit klunky after a while (but that's just me as it doesn't fit my playstyle)
    1. Jebbalon
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      Beds do not matter... Mod is looking at the Sleep event itself. On Sleep End the mod checks for exhaustion and food. Amount of time slept is not checked. One hour is all that is needed. (for the mod's function - you may need more sleep to function)

      Klunky?
  9. scopisonsteam
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    im 100% against fast travel.. i like the hardcore experience... but there are parts of this mod that would be great for non fast travel games.... Like night time enemies like ghosts and stuff walking around... Any chance we could get a spin off or something that doesn't touch creatures like wolves? Whenever I download a mod that spawns creatures, but edits vanilla creatures I get conflicts with hunterborn/hunting in skyrim :O currently, when I walk around at night out doors... I usually take the main road and there's nothing exciting happening..
    1. tonycubed2
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      Oh come on! What about ultimate deadly encounters, genesis surface encounters, populated hell edition?
    2. Jebbalon
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      I like the Carriage and Ferry Travel Overhaul mod - then set this mod to offer ambushes with those.
      It feels less like just opening a magical map and zipping through space time to another location.
    3. scopisonsteam
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      I've tried using U.D.E many times over the years and it works really well, until I run into wolves/spiders... Then my game crashes... I have an extremely modded game though.

      I've used genesis before, but not Genesis surface encounters... which is weird cause i thought i've tried all your spawn mods already. I'm gonna download it and see how it goes..

      Populated hell edition CTD'd my game but I used it alongside 3-4 mods that add birds and a few more mods taht add farm animals and a bunch of other things so I prob just had too many npcs trying to spawn at once.. I'll give it another go with the new modlist

      as for the carriage mod, i'm hooked on traveling carriages atm lol

      edit: gonna give SOT another go. same with populated hell
  10. bockyx
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    I'm waiting for the update, tho, any idea why when i get ambushed by bandits they just stay still in place and don't attack?
    1. Jebbalon
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      There are lots of reasons for that......
      Yes, wait for update - I have not seen any inactive enemies while testing this next version.
    2. bockyx
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      Just in case i'll write down a list of mods that i'm using:

      T3nd0's Skyrim Redone
      Reproccer
      Obis + Patrols
      Genesis Unleashed
      Apocalypse - Magic of Skyrim
      Diverse Skyrim
      Diverse Dragon
      Diverse Werewolves
      Skyrim Immersive Creatures
      High level Enemies
      Populated Cities, Populated Land roads, Populated Civil War
      Warzones
      SkyTEST
      Revenge of the enemies
      USSEP
      Bashed Patch
      Smashed Pattch

      if anyone konws of any incompatibility pelase let me know
    3. Jebbalon
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      That list isn't too long but it is always advised to use spoiler tags when posting lists - it compacts the comments nicely
      Here is link to nexus BBCode page

      With regard to this mod in particular - the form lists used to pick the bandits included some that would not spawn correctly by script.
      For 7.0 I have cleaned up everything - removing these bandits. It will be much better and with OBIS of course it's even better!
    4. bockyx
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      Well i only selected a few mods teehee, didn't know about that spoiler thing, is the first time posting a "list" sorry.

      Btw, now that I look, you're the same guy at obis mod page XD, after disabling minotaurs and spiders it didn't crashed anymore, thanks.
    5. Jebbalon
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      Ahh, good to hear - those minotaurs I think are the culprits - I'll have to dig into them.

      Uploading 7.0 for this mod now...
    6. bockyx
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      Nice, I just came back from work, thank you so much !
  11. Jebbalon
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    Fast Travel Ambushes &
    Consequences SE


    Major Update!
    Version 7.0

    New MCMenu
    Improved Stability
    Bugs Eliminated

    Available Now!

  12. Jebbalon
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    Hey Tony, (and everyone)
    I'm going to finish up work on next version of OBIS SE then I want to update this mod.
    Will address the bug reports and refine the fast travel event detection some more. Maybe add MCMenu with some more options.
    No time frame, it may be January by the time I get it done.
    Okay
    1. tonycubed2
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      Yes!!!
    2. Jebbalon
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      Update on version 7.0 .........
      Going to be a major rewrite of the mod - NEW GAME WILL BE REQUIRED - sorrynotsorry .... maybe not -
      Status of what I have done so far...
      Spoiler:  
      Show

      Not done yet but it is started
    3. tonycubed2
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      Wow. Try to keep any delays in spawning in place, as 8n when spawning 4 Npcs there should be a small delay between each spawn command. Helps to avoid ctds and general game engine unhappiness.

      Looking forward to this.
    4. Jebbalon
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      One of the things I did was move the Black Screen.Apply() command to the OnPlayerFastTravelEnd event. This works really well, no gap in arriving at destination and seeing a flash of where you are only to be pulled to ambush site. This will also prevent the Alt Start black screen while in Character menu thing.

      For Carriage travel - we tried to detect this by checking if player was sitting. This didn't work as on arrival, where we detect the FT, the player is always standing. So I removed references to player sitting detection.
      This means fast travel by carriage or ferry can produce ambushes. Is this something we don't want?

      OHhh... I also found that the OnPlayerFastTravelEnd() event is only for SSE . It was added with SSE not legendary edition.
      So that page will have to use the Cell Change detection method of version 5.1 I think. - Unless it is working for them
    5. tonycubed2
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      We do want fast travel by carriage to have encounters. I would say to ferry travel as it involves bodies of water.
      But please feel free to make major changes you deem needed or that make sense. I trust you. Would love to stay in the loop, but please proceed with full power to do whatever. Changing points to half for you on both fast travel mods.

      Was not aware of the oldrim version not having that command. That is a major bummer.
    6. Jebbalon
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      Question about the patch for Death is Overrated.....
      I added a FormList and a check for Forbidden Locations. It does a quick test to see if the destination is in the list and Forbids ambush if it is. I included the Thalmor Embassy, Throat of the World, and a few others. It works well.
      So, with that set up I think we can just not use the patch for Death is Overrated. If the dead player goes there it will not get ambush. Right?
      Also, we can add locations if needed. Any game or other mod Fast Travel to places where an ambush shouldn't happen or doesn't make sense - as long as it has a Location record assigned to it - we can add it and forbid ambushes there.
    7. tonycubed2
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      Agreed. Patch not needed. Good idea. Easy to adjust.
    8. Jebbalon
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      Edited the post above in regards to the New game required - changed it to Maybe not -
      - I've been testing the update on my current game which has had the old version installed from start. It is going well. I think I changed so much that the old stuff is just dormant and the new is working fine.

      - I'm currently uploading a (long) video of me playing with the mod. Fast Traveling and getting ambushed, rinse and repeat!

      - Few minor things and then I'll be uploading v7.0
  13. Kulharin
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    Hello,

    How come you did not introduce an MCM with options for this mod like your sleeping ambush, gensis and sot mod? Where is the level for this one?
    1. tonycubed2
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      Use the book
    2. Kulharin
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      Thanks, I've turned off the ambushes but kept the consume food or risk of disease on... Which is great on it's own!
    3. tonycubed2
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      neat. true, can be used for immersion, giving a reason to collect food items and cure disease potions.

      this was finalized during the time when skse was not yer here for se, and we had to use book menus. we have skse now, but the book menu is good enough. its not a mod like sot with tons of menu options.
    4. Kulharin
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      Hm, I don't think the diseases are working? Or are their effects hidden? Twice now I've got a disease "rattle" and "brain rot" but I did not see any negative status effects in my passive effects screen
    5. alexho1982
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      First of all, thank you for the great mod. I really like it and it has been working pretty well except for the disease part. While I get the message about having been afflicted with a disease, it is not being applied to my character. At least it is not being listed in the overview of the active effects. Could you maybe look into this?
    6. Kulharin
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      Yah, the disease component is certainly glitched. I've also had issues with the script causing some bizarre effects upon fast travelling with just the consume food + diseases enabled.
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