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Silt-striders & Boats - Travel Bugs

Submitted by Dave B on

Travel Bug. When Yoshimo added Silt Strider, Guild, and Gondola Transport from CNME, he did so by using the function "Player.MoveTo" from the Result Script of the Dialog Response. While this is very straightforward, there is a video bug in Oblivion that will occur 100% of the time on the next NPC you speak with--where the screen shakes about wildly. It is of little consequence very annoying. Instead, this should be handled by the Response Script setting a variable, and then the Quest Script recognizing that the player is supposed to move, THEN executing the Player.MoveTo.

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Last edited by morroblivion-admin on 27 Jan 2014 - 18:08.

I am fixing the strider portion of this using v23.  I can hopefully do the boats within a week of this post as well.

Does this problem affect propylon as well?

By the way, while I appreciate the work of the person who set this up originally, I find the dialog kind of corny and am tempted to revert the options simply to "Seyda Neen" rather than "My business is in Seyda Neen." and "Yes, outlander." rather than "The strider will move with utmost haste."  :P  Does anyone else have an opinion on this?

I am reverting prices and adding passage of time also

EDIT: Any conventions I need to follow?

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I am totally with you. That extra wording is just unnecessary. I think just the destinations would be fine. What do others think?

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Thanks for doing this!

Regarding conventions, when in doubt, stick to the original intent of Morrowind.

Edit: it is up to you of course, since you're the one doing the work. :)

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I'm not sure if this is of any use, but this issue bugged me when I first encountered it in a mod of my own. So I made a little fix for myself when I encountered it in Morroblivion.

The original dialogue text has been left untouched, but that's easily changed if anyone so desires. Silt Strider, Mages Guild, and Gondola transport have been done (although could do with some proper testing as I've only gone through quickly myself). I've used one script to handle all three modes of transport so that you wouldn't have essentially three of the same script running in the background.

Feel free to use this as a base or whatever :) As for conventions, I prefixed my stuff with RC so that'll have to be changed if you wish to use it.

http://www.mediafire.com/?2i7cobp6bloh64g

Personally I don't mind the new dialogue, although I wouldn't mind a change back to the more minimal approach.

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http://www.mediafire.com/?rkunpjz01jq8w42

Removes bug from all "instant" transport.

Adds travel time to strider and boat transport.

Adds missing route and removes Mage guild ports to nowhere.

Reworking of some dialog.

Reverts fees to Morrowind fees.  Ouch!

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Holy crap, that was fast!  Nice work!

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Since we're talking about Morrowind's transport system, here's another question: why do we have fast travel?

There's almost no reason to use silt striders, Mage's Guild, or boat, to travel to a place if you already have fast travel. I realize the convenience of fast travel, but it kinda makes the game smaller and less challenging.

What do you guys think?

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Thank you! This has bothered me since the beginning! Yoshimo never did believe me when I told him this was an Oblivion bug, and that I had encountered the exact same issue in one of his other mods where he did the same thing. Oh well, it's fixed now! As for the Question "Why do we have Fast Travel?" The answer is simple. The game is Oblivon, not Morrowind. Morroblivon is an Oblivion Mod just like any other Oblivion Mod. I will test this, and then include it in v024. Thank You!
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@Robert

You can disable fast travel by opening the console and typing "EnableFastTravel 0". Should stay disabled until you type "EnableFastTravel 1".

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@ Queen of the Ashlands Thanks, will do! This should make the game feel more like the original, but to each his own.
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I will probably add an option to disable Fast Travel without using the console in my World Transport mod.
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OK I tested Xris's fix thoroughly, it seems to have totally fixed the problem.  Great work!

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Very, very minor issue. When you select "Destination" for the Hla'Oad Boat Captain, you do not have the option to back out and have to pay money to go somewhere. Like I said, really minor problem, but figured might as well mention it.

 

I could not find any other transport captian that had this problem. I checked all boats and most Silt Striders, but did not check Mage's Guild.

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Thanks for pointing this out. I've noticed another glitch with a few of the silt striders, where the time of day changes but the menu doesn't close out by itself.  I also don't like that you can only see options for destinations you can afford.  I am tentatively planning a transport dialoge overhaul, which will add the expansive dialoge caravaneers had in the original game, and tidy up these minor glitches.  If anyone notices other related problems, please feel free to post them here.

I can at least just make a bug fix for the next release.

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Kia Ora

I tried to Siltstrider trave from both Gnsisis and AldTruhn last night to Kruul and CTD, I had a look

and Punibi Yahaz has no script but the others do is this correct? just trying to figure why the CTD on

those routes

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CTD Probably has nothing to do with Transport. It is either Oblivion being Oblivion, or a cell Buffer overrun. I've been running into them a lot. I put a note about this on the project release thread.
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There are still some active bugs with the transport NPCs.  I have run into them too, and this is why I merged these topics and reactivated the thread :)

I will take a look tonight and see if I can fix it.

EDIT:

Pretty simple fixes, just a few checkboxes, adding a script, and adding a condition on some dialogue to fix for these issues:

Download: http://www.mediafire.com/?837z78yyd1om5b1

 

 .

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Did you guys actually edit any of the dialogue lines? Because I had to mess with those, but just let me know so I can do something about it.

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No, I didn't have to change any actual text.  Just change a dialogue condition, assign a script to the Gnissis silt strider NPC, and check a few "goodbye" boxes that had been missed.  Were there other problems with the transport besides those that James and Kiwi-Hawk mentioned?

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Yeah, there was one thing, but I need to go back and check it out.

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Thank you Thermador! This will be included in the next Release!
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The silt strider dialog has already been updated once. Why again? Is this to make them the same as the voice files?
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@David Budreck

Yes. Is that ok?

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Yes, that's fine, thank you. I was just wondering why we were updating the topics... again. Then, I realized you were probably doing this so the dialog matched the voice files... sorry.
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Ah, no worries, as long as we're all on the same page. :)

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I noticed that when I go to Hla Oad, the Harpy is missing. Her captain is sitting halfway in the water amongst crates. It looks like if there is a hole there.

http://www.uesp.net/wiki/Morrowind:Harpy

Is this a bug of Morroblivion or maybe I am missing something?

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OK, I have checked my Data directories and the

Data\Meshes\morro\x\exUlongboat01.nif is included, so the problem does not come form there.  I suspect it is a bug.

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OK. problem solved. Not a bug.

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