

Self-overestimation is a common sideeffect of drug use, after all. If you are currently on performance enhancing drugs (aka potions) that will wear of in a few minutes, the estimated time will be highly misleading. If you sit on a horse, the duration will be a lot less (usually about half) of what it would be if you opened the map on your feet. If you answer no, you will be taken to the map as usual, if you answer yes, you will immediately resume travel without going to the map first.įirst off, the estimated travel duration will depend on your base speed when you open the map. If you interrupted your travels, or got interrupted by enemies, and press the button for your travel map, you will first be asked if you want to resume travel to your current destination. If you exit the map without setting a new destination, any old destination you might have set will be preserved. You can at any time select a new destination in the map. Pressing esc will do the same as the interrupt button. In the top you'll see a menu where you can adjust your time compression, interrupt your travel (stop, but do not clear the selected destination),Ĭancel (stop and clear the destination) or take you back to the map to see where you are.

If you answer yes, you'll be taken back to the game, where your character starts heading in the right direction. Instead of ye olde travel options, you'll see an estimated travel time and a prompt whether to start travelling or not. You can open the travel map normally and click on a destination you want to travel to. Uses proper data folder to export port town data (Data will be re-exported on first launch, even if exported by prior versions). Interrupts when player picks up a disease while traveling (untested!) Requires you have your own boat to get there, though. Improved interruption reaction time on encounters.ĭisables weather effects while fast traveling (thanks DFIronman for the inspiration).Īdded two new dungeons as port towns on some prior unreachable island. Now interrupts on non-hostile quest encounters (thanks Pango for laying the groundwork). DFUnity now provides a standard folder for mods to store persistent data in, so Tedious Travel now uses that folder. This might take a minute or two, during which the screen remains black and the game appears to have frozen, but is only necessary the first time around.Īlso important for 0.4.2: Will export data even if you had a prior version installed. Important: When you load your first save after activating the mod, it will export some data to the Mods/TediousData folder. Instead, you'll actually be traversing daggerfall, with a convienient "autopilot" and adjustable time compression. In explicit, the classic daggerfall "click-and-be-there" style of fast travel is removed from the game.

Because there's weirdoes like me who find that strangely immersive. A travel mod for daggerfall unity to make traveling more tedious.
