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1q2w3e1q2w3e

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18 comments

  1. grimrockFan3k
    grimrockFan3k
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    Any update for this in sight?
    1. robert01
      robert01
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      I'm back around these parts for now and decided to reply the game now that updates are mostly done so mods won't get thrashed every time something changes.

      I will fix this mod as I play through and encounter problems.

      Still a shame the author abandoned it.
  2. DJ_Kovrik
    DJ_Kovrik
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    Hi guys!
    I've made an extended version of this mod based on the latest patch files, available here
    Now the activation of any roadsign will show you only allowed fast travel points on the map.
    Credits to 1q2w3e1q2w3e for the original mod idea
  3. SirGrimbold
    SirGrimbold
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    welp, this mod no longer works in 1.10

    Any chance we can get this updated?
    1. robert01
      robert01
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      I haven't had a chance to mess around with much since the game updated, when I get time I'll get it working. Shame the author seemingly abandoned this mod, I liked it.
    2. rhaon2
      rhaon2
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      Hi, how doeas it seems ? Will You have time for updating this mod pls ?
  4. robert01
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    This is a very good mod; using it on my second play through.

    A problem I encountered:

    Upon completing White Orchard (and the audience with Ehmyr) it wasn't possible to fast travel from Vizima to the Hanged Man's Tree as it isn't an allowed destination in the mod.

    Thus after playing around I had to uninstall the mod then reinstall it.
    1. SunnyTheCat
      SunnyTheCat
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      Same here. Needs to be fixed.
    2. robert01
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      Digging around I found where the names of all the entity names are for the maps (*.w2em files).

      Search for private function isDirectionAllowed and add

      (see next post)

      to the mapMenu.ws file below the last entry /* White orchard cackler bridge <-> Kaer Morhen */. This file will either be located in this mods folder, or in your merged folder if you have had to merge said file.
    3. robert01
      robert01
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      silly emotes.

      add this:

      /* hangman tree */
      if (location_from == 'Vyzima castle entrance' && location_to == 'nml_hangman_tree') return true;
      if (location_from == 'nml_hangman_tree' && location_to == 'Vyzima castle entrance') return true;
    4. SunnyTheCat
      SunnyTheCat
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      That worked. Thanks!
    5. SirGrimbold
      SirGrimbold
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      Nice. Hope there are no other special transitions like this that need to be added for this mod. I can't think of any others.

      As I said below, I think this mod is great but the one thing that would make it perfect would be to somehow remove the disabled signposts from the Map screen. Would really clean the view up, especially in Velen, and just put this mod over the top, IMO.

      Seems like the author was unable to figure it out...
    6. robert01
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      I can't think of any more transitions that would be needed, but I will add them as I come across them if need be.
  5. SirGrimbold
    SirGrimbold
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    Awesome Concept, and it's exactly the kind of option that should have been in the game - a choice to play in a way that only immerses you further.

    My only suggestion to improve it would be to remove the signposts that no longer work from the Map screen. Because I still want to have to use the map to navigate (and with this mod, I DEF will have to more often), but opening it and seeing all those green symbols that serve no purpose just pulls you back out of the immersion again.

    Please try to see if this is possible. It would clearly "finish" this mod off and make it immediately appealing to the hardcore immersion seekers.
    1. 1q2w3e1q2w3e
      1q2w3e1q2w3e
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      Thanks. Will try solve this asap.
  6. HEL1XK1NG
    HEL1XK1NG
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    Could you make an exception for Fyke isle? & use the sign post where you find Gramm?
    1. SirGrimbold
      SirGrimbold
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      There's like 7 different boats on the shores surrounding the waterways on which Fyke isle resides, including the town where Gramm lives.

      That would defeat the entire purpose of this mod, as you wouldn't have to use any of them to get there.
  7. Lieste
    Lieste
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    Does the issue with CTD during "Following the Thread" still exist?

    If so then allowing FT from one of the Ard Skelligan ports to Vizima (the smallest and a "safe" destination) might be helpful. It should also be generally possible to travel from Vizima to the north-east to Kaer Morhen without passing through Velen/Novigrad once this zone is unlocked.