LordFrisbee Posted January 21, 2016 Share Posted January 21, 2016 I had looked at that mod previously and decided against it. I cannot remember why anymore... I'll check it out again.While I haven't looked into that mod myself, I'd say its probably the way to go since BFT has an entry on Nazenns Masterlist of dangerous mods. Better Fast Travel - Rating: Eight (8)Replaced by: Complete Fast Travel Overhaulhttps://www.nexusmods.com/skyrim/mods/68221/?Please note: The mod has now been taken over by PlaugeHush who will be now offering support and releasing bug fixes and content updates. For now this will remain on the list until the updates actually start coming out though.Better Fast Travel is still quite stable however it does suffer from a number of smaller bugs and issues that can potentially crop up long term as well as being more widely incompatible with various mods especially those that edit areas around the cities and towns. The author unfortunately doesn't have time to work on it anymore which means that it is going unsupported for the mean time until someone can be found to take over development. Complete Fast Travel Overhaul is more stable as it uses a few systems to bypass some of the more common bugs with the carriage and ferry system, and also avoids incompatibilities a lot better meaning it should be more stable in a heavier load order. Link to comment
afonik Posted January 21, 2016 Share Posted January 21, 2016 So, I have good news and I have bad news. First, the good news: I was able to conflict resolve everything without too much hassle. Now, the bad news: The carriages from BFT clip like hell since Arthmoor added buildings and other things where the carriages go. In Darkwater Crossing, it was clipping into the porch / side of a building. In Kynesgrove, it was inside a dirt mound. In Shors Stone it was inside stairs going up to a building. The only location that actually looked proper was Ivarstead. Now, to move the carriages may not be that big of a deal for someone who knows how to do that sort of thing in the CK and regenerate navmeshes... but that is not me.You can just disable the carriages in the MCM for those villages. Link to comment
Neovalen Posted January 21, 2016 Share Posted January 21, 2016 I would rather not since carriages / ships are the only form of fast travel I use personally. Well, unless you count horseback as fast travel. The main thing is, it's disabling a game function for a cosmetic upgrade. I will look into the other mod and see how it fares. 1 Link to comment
Astakos Posted January 22, 2016 Share Posted January 22, 2016 (edited) I had looked at that mod previously and decided against it. I cannot remember why anymore... I'll check it out again.Hi Neo, I have the feeling that the reason you decided against it was that there are a few towns/villages/settlements that you can travel to but not from.I know that this was the deal-breaker for me when I was using this mod. Also, funny enough, there is no carriage from Winterhold which again would make you stuck there if are not into using the map's fast travel or you are over-encumbered. From Nexus posts I can see that the author is considering of adding some further carriage options (travel from) but I have no clue when this will happen. Overall is a far lighter and less-problematic mod than BFT. Not that I had that much of problems using BFT but its original author have stopped supporting it and the new guy that took over is not that involved for the time being. On the other hand, "Complete Fast Travel" is not that much of a viable alternative for solely the reasons that you want to switch to it; meaning compatibility with Arthmooor's Towns. Because, IIRC, for most of his towns this mod does not have a "travel from" carriage system which effectively is the same as disabling these locations on the existing BFT MCM menu! Edited January 22, 2016 by Astakos Link to comment
Nearox Posted January 22, 2016 Share Posted January 22, 2016 What's the reason for leaving ICW packed in the BSA? Link to comment
DarkladyLexy Posted January 22, 2016 Share Posted January 22, 2016 What's the reason for leaving ICW packed in the BSA?we kept recieving an error when trying to unpack it Link to comment
Astakos Posted January 22, 2016 Share Posted January 22, 2016 ^Probably because MO reports a hash error upon extracting it.This error though is due to a bad packaged file in the textures folder (this file has nothing to do witht he entire mod) and MO complains abt it. From my testing it is safe to ignore MO's warning as all assets in the BSA have been extracted in full.I have manually cross-tested this in every released version and MO seems to correctly extract everything despite the warning message. Link to comment
DarkladyLexy Posted January 22, 2016 Share Posted January 22, 2016 (edited) ^Probably because MO reports a hash error upon extracting it.This error though is due to a bad packaged file in the textures folder (this file has nothing to do witht he entire mod) and MO complains abt it. From my testing it is safe to ignore MO's warning as all assets in the BSA have been extracted in full.I have manually cross-tested this in every released version and MO seems to correctly extract everything despite the warning message.Ok thats good to know, but say it's easier to leave it packed until the mod arthor can get it fixed. this will also stop people reporting to us this same error (which we can do nothing about) Edited January 22, 2016 by DarkladyLexy Link to comment
Nearox Posted January 22, 2016 Share Posted January 22, 2016 In the Enhanced Landscapes options, there's no mention of installing the SFO billboards however in the special installation instructions you say to remove the current vanilla and SFO billboards as they are included in EL. Link to comment
DarkladyLexy Posted January 22, 2016 Share Posted January 22, 2016 In the Enhanced Landscapes options, there's no mention of installing the SFO billboards however in the special installation instructions you say to remove the current vanilla and SFO billboards as they are included in EL. Ok if you are using SFO the you need to select the SFO billboards in the fomod and remove the ones installed earlier in SRLE Base as Enhanced Landsacpes comes with them. that should of been edited out I'll get Darth to deal with it when he come in later. Link to comment
Nearox Posted January 22, 2016 Share Posted January 22, 2016 Why remove them though? I mean they can be simply overwritten in MO, or is there another reason for it? I like to preserve a clean SRLE profile. Link to comment
DarkladyLexy Posted January 22, 2016 Share Posted January 22, 2016 Why remove them though? I mean they can be simply overwritten in MO, or is there another reason for it? I like to preserve a clean SRLE profile. I see what you mean now. What he means is deactive the billboards not removed completey for SRLE Extended, that way you can Preserve your SRLE profile. That section will mostly diffenetly be changed tonight as it is confusing. Link to comment
Neovalen Posted January 22, 2016 Share Posted January 22, 2016 Hi Neo, I have the feeling that the reason you decided against it was that there are a few towns/villages/settlements that you can travel to but not from.I know that this was the deal-breaker for me when I was using this mod. Also, funny enough, there is no carriage from Winterhold which again would make you stuck there if are not into using the map's fast travel or you are over-encumbered. From Nexus posts I can see that the author is considering of adding some further carriage options (travel from) but I have no clue when this will happen. Overall is a far lighter and less-problematic mod than BFT. Not that I had that much of problems using BFT but its original author have stopped supporting it and the new guy that took over is not that involved for the time being. On the other hand, "Complete Fast Travel" is not that much of a viable alternative for solely the reasons that you want to switch to it; meaning compatibility with Arthmooor's Towns. Because, IIRC, for most of his towns this mod does not have a "travel from" carriage system which effectively is the same as disabling these locations on the existing BFT MCM menu!Yeah, one way travel is not something I personally like in my game. I've never had issues with BFT (other than compatibility) and it seems light enough to me. We should see if a CK guru around here can create a patch. Link to comment
Astakos Posted January 22, 2016 Share Posted January 22, 2016 (edited) Yeah, one way travel is not something I personally like in my game. I've never had issues with BFT (other than compatibility) and it seems light enough to me. We should see if a CK guru around here can create a patch.Yeah, I do hope so as well! That will be great! On a separate note, for both SRLE and SRLE Extended, I do recommend (and I mean like i do 1000000 times recommend) this mod: Dynamic Follower Dialogue - DFD It has so much content, very well thought, corrects a major vanilla bug (female suldry sound) and it is compatible with FCO, EFF and HF conditions.It has its own MCM menu and you can choose which NPC to exclude from DFD etc etc.The author is a very nice and helpful guy who is always willing to assist and address issues. To be honest, after having played around with this mod for a while, I am seriously thinking of ditching FCO. All in all FCO is mostly for followers and DFD is rapidly growing up adding a lot of lines to idle follower dialogue. But the thing that really bugs me with FCO is that followers comments are not always suitable for a given occasion or the fact that they barely shut up no matter how low you adjust the frequency in the MCM. DFD's dialogue conditions are really well thought of, covering most scenarios and are really well implemented. As I said, this is a perma in my mod list! Edited January 22, 2016 by Astakos 1 Link to comment
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