The stand-alone mod S.T.A.L.K.E.R. Anomaly aims to be the most stable and customizable experience for fans of the S.T.A.L.K.E.R. games. It's powered by the Monolith 64-bit engine, a custom fork of the X-Ray engine.
Configure every detail of how fast travel works, from the time it takes to whether there is a cost or a cooldown. Adds new paid guide travel from the PDA. Fixes a vanilla bug where your disguise gets exposed when fast traveling. Fully customizable through MCM.
Fair Fast Travel began as a rebalancing of the amount of time travel takes, which in vanilla Anomaly has a huge random element with often-bizarre results for trips between maps. It has grown into a comprehensive overhaul of Anomaly's fast travel system, providing detailed customization options as well as several powerful new features.
The main gameplay change in 2.7 is a new balance option, which is on by default. If you're playing in Story Mode, and the Brain Scorcher hasn't been disabled yet, certain guide and fast travel routes will be unavailable until you shut off the Monolith's science toys.
NPC guides have now been completely overhauled to fully bring them in line with the rest of the fast travel system. Until now all NPC guide dialogue, prices, and route info were hardcoded in a way that was very difficult to customize. All of those details are now fully managed by Fair Fast Travel.
Hired guides now take time just like any other fast travel trip, and obey all of Guide Travel's settings. Their face-to-face hiring prices can have their own setting separate from PDA-hired guides, and those prices are dynamically driven by distance like any other, and guide dialogue will display the estimated trip duration and distance.
Of course, if you like the vanilla prices, you can force the addon to use them instead. There's also a new MCM option to round all generated prices to multiples of 100, so that their appearance is consistent with the vanilla prices.
We've all been there: you get to endgame, and there's just nothing to spend all that money on. And long before you reach that point, money has probably ceased to be a real concern.
If Fast Travel isn't enough of a money sink for you, FFT now allows you to optionally have all fast travel prices--including guide fares!--scale with your player rank. The curve rises slowly at first, but peaks sharply at the end, and you can set both the multiplier and the upper limit of the rank calculations to your liking. But if you don't want this feature, don't fret--it's off by default.
By default, travel within the same map consistently takes 10 minutes per 100m of distance (configurable in MCM), and has no random element. This is roughly equal to the time it would take to travel the same distance at the character's normal walking speed--it assumes that you are neither sprinting nor being unduly delayed. Travel to other maps uses the same formula.
As a result, shorter trips or hops within the same map are considerably fairer--but the further you travel, the more time it will take compared to vanilla, especially when crossing large parts of the zone.
When right-clicking on a map icon, the fast travel option will now also tell you how far away it is, and approximately how long it will take to get there and (if applicable) how much it will cost. Take care with using fast travel for long journeys--you could end up hungry or dehydrated at the other end.
Have a long trip ahead of you, and worried you'll be starving and dehydrated when you get there? Hurt or irradiated and need someone to come get you? Overloaded with loot and in need of a helping hand to carry it all back? Now you can hire guides directly from your PDA map.
The Zone is full of veteran guides of all factions who are willing to do these things--for a price. It will take a little longer, because they have to come from wherever they are to respond to your call. But the tradeoff is that hired guides bring provisions for the journey, and your survival stats are paused during the trip. What's more, guided travel will ignore the "wounded" and "overweight" rules, if they are enabled. Like just about everything else, though, you can turn off that feature if you don't like it.
And beginning with version 2.5, the trip duration and survival stat settings also apply to NPC guides--the kind that you hire by walking up and talking to them.
What does that mean for you? It means that using that kind of NPC guide now takes time just like fast traveling from your PDA would, using whatever your settings are for Guide Travel. But if you don't like that, don't sweat it--like everything else, you can turn it off in MCM.
If you only want Guide travel, just disable Anomaly's regular Fast Travel and Backpack Travel features.
Whether it's from taking a stray bullet or the fact that you had to fire one, most journeys in the Zone leave their mark on your equipment in the form of normal wear and tear--and the longer the journey, the more likely it is that you'll have to spend some money or repair materials at the end of it.
If you wish, Fair Fast Travel lets you simulate this by applying a configurable amount of condition loss to your equipped items, with separate values for every travel type. On the lowest setting of 0.1 this damage is so small as to be practically a token amount, but cranking it up to 11 is probably excessive even for the most punishing challenge run. Setting it to zero will disable the feature.
You can also configure how wear and tear is applied--whether all of your equipped gear suffers condition damage, just one equipped item at random, or if it always affects either your weapons or your armor. The "Random" setting is the default, as I found that having just one of your items take a knock nicely simulates the random events from travel. You decide!
Each of the three fast travel types can now be configured with a cooldown of up to two hours before that travel type can be used again. The remaining duration will always be shown in the context menu option. Each travel type can have its own separate cooldown, or you can link them all so that when one cooldown is triggered, they all are.
Whether you're a hardcore player who wants a fast travel option but wants to make sure it's appropriately challenging and balanced, or whether you're just more interested in expanding or tweaking your travel options, Fair Fast Travel will let you configure all of these settings in MCM to your liking. Everyone has a different idea of what "fair" means, and part of the name means giving you the freedom to make the game do what you want it to.
Only want fast travel to be available once an hour? Want to make it always available, but at a steep cost in money or equipment condition? Want to tweak it so that backpack travel is always faster than the other kinds, or that all travel types pause your survival stats? It's your game. Play your way.
Many of us play Anomaly in Debug Mode, whether for troubleshooting issues, avoiding glitches, or spawning in decorations for our hideouts. Unfortunately, Debug Mode enables unrestricted fast travel to any visible map icon--even to things like level transitions or traders that aren't supposed to be destinations, often resulting in accidents like teleporting behind the Barkeep or to the wrong icon. By default, Fair Fast Travel filters out all of these invalid mapspots while Debug Mode is on--but if you do actually want them, there's an option to turn this off.
Let's face it--just about all of us have, at one point or another, had some half-dead tushkano on the other side of the swamps stop us from fast traveling because for whatever reason they were stuck in combat with us.
Fair Fast Travel uses the same list of NPCs in combat, but filters out any that are more than 100m away, or which haven't seen you in the last ten seconds. And of course both of those values are configurable to your liking.
If you ever find that this isn't working right, please send me a debug log!
If you have Haruka's Skill System or one of the expansion addons built upon it, you can optionally choose to have Fair Fast Travel adjust all travel times based on the modifier from your Endurance skill.
If you have my Personal Adjustable Waypoint addon, you can now optionally allow fast travel to Quick Pin markers that you've placed in the world, letting you set up custom fast travel points virtually anywhere that you can reach!
Additionally, this mod includes a fix for a vanilla Anomaly bug that causes your disguise to be exposed if you fast travel in front of an NPC with the "consider time spent near NPCs" option enabled. This occurs because the disguise script thinks you've spent all of the fast travel hours standing in front of the NPC prior to the level change. The fix wipes local NPC memory and temporarily disables that setting until after the time change.
If you only want the disguise fix, but for some reason want the vanilla fast travel times and behavior left as they are, disable Guide Travel and make the following changes in MCM for both regular and backpack travel, both local and map:
This should precisely reproduce the vanilla time calculations and fast travel behavior, while leaving the disguise fix intact.
As of version 2.5, Fair Fast Travel has been internally restructured to make it more open to interoperability with other addons. Many functions and variables have been unlocalized, and two new callbacks have been added for anyone running modded exes:
Both callbacks pass a table with trip data that can be adjusted and passed back to FFT, which will respect any changes made.
Modders should see game_fast_travel.script for more details and commented code.
Mod Organizer 2 is strongly recommended. You can also manually install the files by extracting the gamedata folder and moving everything into your Anomaly folder yourself, if that's how you roll, but you're 100% on your own with that.
Use MO2 or delete that shit manually. There aren't a lot of files.
This mod will conflict with any other that modifies game_fast_travel.script or game_backpack_travel.script. Most of them add features which are also in FFT, such as costs, cooldowns, or equipment degradation.
If you are using any of the following addons, or ANY other which changes game_backpack_travel or game_fast_travel, please load Fair Fast Travel AFTER them:
If you are using WAO, you must also enable the MCM option for compatibility.
The following addons add functionality that is also in FFT, and should be disabled or uninstalled:
The disguise fix does not change the vanilla disguise script at all, but if you find that this conflicts with any disguise-related mod, you can disable the fix in the scripts or in MCM.
This version is tested in vanilla 1.5.2, in 1.5.2 with a large modlist, and in GAMMA--but it should also work without issue in EFP. Some basic features might work in 1.5.1, but it's no longer supported. Please upgrade to the modded 1.5.2 exes by demonized!
Modded binaries (STRONGLY recommended): Github.com
If installing on GAMMA, be sure to disable the Limited and Paid Fast Travel addon that was included prior to 0.9.1.
2.7.2: Fix for nil "levname" crash when right-clicking mapspots with "Use long names" enabled in Anomaly's FT settings.
2.7.1: Fix for Meadow and Truck Cemetery being considered "northern" maps, which could block travel in story mode. Added missing fast travel destinations in Meadow.
2.7: Fix for crash when trying to travel when a condition prevents it. Fix for incorrect route settings causing some Merc and Army guides to not work. Added option for the Brain Scorcher to block certain routes in story mode until it is disabled. Improved landing location for the Army to Yantar heli rides. Rewrote all text generation functions for future customizability. Reorganized general MCM options. Added option whether to show distance/duration on travel prompts. Added option to toggle verbose logging. Cleaned up old code and some spammy logging lines.
2.6: Overhauled all NPC guides, moving them into a new, more modding-friendly framework. Guides can now use FFT's calculations for distance, duration, and cost. Guide dialogue now shows these details up-front. Added option to scale FT costs progressively with player rank. Added option to round all generated fares to multiples of 100.
2.5.3: Another fix for nil value crash on guide travel--pretty sure I nailed the source for good this time.
2.5.2: Fix for nil value crash on some guide travel.
2.5.1: Fix for distance calculations on inter-map travel.
2.5: Added option (on by default) to apply Guide Travel's trip duration and survival stat pause settings to NPC guides using a new monkeypatch script. Significant refactoring of distance calculations and travel logic to accomodate new external modding hooks and functionality--these are mainly code syntax and table structure changes; no calculation results should differ.
2.4: Regular fast travel can now be disabled in MCM separately from Anomaly's FT setting. Anomaly's setting now controls only which travel points are displayed on the map. This is so that you can do things like disabling fast travel but allowing backpack and/or guide travel. Cleaned up deprecated code that hasn't been used for a long time.
2.3.4: Fast travel options will now show the correct name for Quick Pin markers (from Personal Adjustable Waypoint), including ones that you have renamed. Proactive fix to prevent harmless log spam with the latest demonized binaries.
2.3.3: Hotfix for crash on existing GAMMA saves.
2.3.2: Very minor patch that slightly adjusts the update interval so that it isn't precisely 1000ms, and adds a hidden MCM key for adjusting this interval for use by modpack makers. This is to avoid stacking updates with other addons that all tend to use precise 1000ms intervals. Most users probably don't need this update.
2.3.1: Added option to determine which items equipment degradation is applied to: all gear, all armor only, all weapons only, or one item at random. Added minimum health and satiety thresholds for travel. Fixed a number of RUS localization strings.
2.3: Added optional equipment degradation for all travel types, configurable in MCM. By default it is on in very small amounts for inter-map travel types, and off for local travel. Added MCM option to re-enable the vanilla "Open backpack" context menu option that is usable from across the map. Compatibility fixes for Arszi's Radiation Overhaul (integrated) and Warfare Alife Overhaul (MCM option). Many internal changes that should be invisible. Updated RUS strings, some from leeviathan and some (more recent) from GT.
2.2.1: Hotfix for survival stats being reset to old values on game load or level transition when stat pausing was enabled. This should also remove the issue from any save that had it.
2.2: Added MCM settings for NPC combat distance and timeout values, and new custom MCM menu slide images. Made a handful of string fixes. Updated RUS localization from leeviathan.
2.1: Fixed issue with location names when "visit" messages are enabled. Added option to individually configure costs for each travel type, instead of just for guides. Added option to disable guides ignoring status effects. Implemented new method of detecting combat: only NPCs within 100 meters who have seen you within the last 10 seconds count. RUS localization update thanks to leeviathan.
2.0: Huge changes necessitating a new major version. Added paid guide travel. Added options for individual or linked cooldowns for each fast travel type. Quick Pin travel. Option to pause survival stats during travel. Moved all fast travel functionality into a single script and converted game_backpack_travel.script into a stub for compatibility. Many, many other changes and new customization options.
1.7: Now compatible with both 1.5.1 and 1.5.2, tested on fresh installs both with and without MCM. Integrated the LPFT mod patch into the main travel scripts, so now the only patch needed for Demonized's mod is the one in this latest archive. Various bits of polish on the script.
1.6.3: Added integration with Haruka's Anomaly Skill System mod ( Moddb.com ) and an MCM option for using it (off by default). If you have their skill system installed (highly recommended!) and enable the option in MCM, FFTD will adjust travel times based on the speed multiplier from your Endurance skill. Also added a patch/merge with replacement scripts for compatibility with Demonized's Limited and Paid Fast Travel mod ( Moddb.com ). Overwrite their scripts with the ones from this archive.
1.6.2: Corrected an issue that could cause backpack travel to not work when the Anomaly setting for time change was disabled. Also added MCM support for toggling the disguise fix, along with RUS localization for all current strings. Console debug logging added, off by default.
1.6.1: There was a minor logic error in the mapspots that sometimes caused incorrect data to be shown--this was visual only; fast travel was functionally fine. However, in the process of fixing that, I discovered a vanilla Anomaly bug where duplicate mapspots get added if you have both backpack and normal fast travel enabled. I've added new logic to filter out these dupes and uploaded this hotfix. Please let me know if anything (including the RUS localization for the new text) isn't correct.
1.6: Added proper distance calculations for travel to other maps, along with an estimate of distance and travel time in the map spot context menu. If you are upgrading from a previous version, I strongly recommend changing the minutes per 100m for other-map travel from 15 to 10, to be the same as same-map travel.
1.5: Added a fix for the vanilla Anomaly bug that causes your disguise to be exposed if you fast travel in front of an NPC with the "consider time spent near NPCs" option enabled.
v1.4.1: Corrected encoding on Russian localization. It should now be properly saved in Windows-1251, so please let me know if something doesn't display correctly! As with 1.4, there is no functional change, just Russian text for those who need it.
v1.4: Added Russian localization. I produced this using Google Translate, so while I took great pains to ensure it is as accurate as I could make it, please let me know if you find any mistakes. There is no functional change, so if you don't need Russian localization, you don't need this update.
v1.3: Cleaned up a few leftover scraps in the MCM script from when I was figuring out how to add MCM support. No need to re-download; the scraps were unused and there is no functional change.
v1.2: Initial public release.
Alundaio and sLoPpYdOtBiGhOlE, who authored the vanilla scripts on which this mod is based.
Grimscribe, whose Immersive Fast Travel Overhaul mod was helpful in pointing me in the right direction for my own distance formula. TheMrDemonized for his Limited and Paid Fast Travel addon and other invaluable assistance.
leeviathan and others for their frequent assistance with localization.
Hey Blondie/Blondefire, whose excellent Loner to Legend Youtube series for Anomaly (seriously, check them out) originally spurred me to get around to making this.
Average
9.744 votes submitted.
Awesome!
Thank you! Glad you like it.
can you make it so companions come with when you fast travel on the same map?
I'm afraid that isn't a function of the fast travel script; my understanding is that it's built into Anomaly's level-change logic itself. I might be able to add functionality that works around this, but I would have to take some time to investigate the companion scripting.
For travel to other maps, the companion should come along if they're on follow. For the same-map issue you're asking about, though, might I suggest the Quick Companion Teleport mod by RazorShultz? It's not perfect, but it solves a lot of companion stuck/pathing issues.
About russian translation -- there is some mismatch with words order and one case of missing capital.
Corrected sections of text file below:
<string id="ui_mcm_menu_fftd">
<text>Справедливая Продолжительность Быстрого Перемещения</text>
</string>
<string id="ui_mcm_fftd_ft_maprnd_enabled">
<text>Включена ли случайная задержка при перемещении на другую карту?</text>
</string>
Even without this replace translation is technically correct and provides reasonable sense to what parameters do, no hot-fix required
Thanks for giving us some sensible mechanics!
Thank you very much for the correction! I'll get that into the next version.
In the latest version of the mod, Russian language files are encoded in UTF-8, and should be encoded in Windows-1251
В последней версии мода файлы русского языка имеют кодировку UTF-8, а должны быть в кодировке Windows-1251
Thank you! Not sure how that happeneed, but I'll get that corrected.
I re-saved the file in Windows-1251, and have updated the mod. Please let me know if it isn't correct.
Thanks. In the new version, the Russian translation is displayed normally.
Спасибо. В новой версии русский перевод отображается нормально.
My apologies for anyone who was trying to access this while it was archived. Moddb really needs to have a confirmation on the "Archive" button, it's incredibly easy to misclick when you're trying to add an update.
! [SCRIPT ERROR]: ...mes/anomaly\gamedata\scripts\game_backpack_travel.script:108: attempt to compare number with nil
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 204
[error]Description : fatal error
[error]Arguments : LUA error: ...mes/anomaly\gamedata\scripts\game_backpack_travel.script:108: attempt to compare number with nil
stack trace:
=(
I've never encountered this. If you can reproduce the crash, can you please tell me:
* Anomaly 1.5.1 or 1.5.2?
* Are you using the latest version of FTTD?
* Are you running any mods related to fast travel, Warfare mode, or map locations?
* What were you doing: mousing over a map spot, right-clicking on it, or attempting to travel?
* Where were you, and exactly where you were trying to travel to? Screenshots of your PDA map will help me try to reproduce the exact conditions.
Thank you!
anomaly 1.5.2
no
no
right-click on my backpack on clear sky base. and press left-click. i'm in the rookie village
Thank you. I'm afraid I can't reproduce the crash. I placed a backpack in the middle of the Clear Sky base, and was able to backpack travel there from the Rookie Village without issue.
I run Anomaly 1.5.1, so that's the only version I've tested on. If you're running 1.5.2, it's possible that this is a compatibility issue with that version.
Can you tell me which version of my mod you're using, and if the crash still happens on the current version (1.6.2)? I'll turn on debug logging and try to set up a separate install of vanilla 1.5.2 to test against.
now i use catspaw-fairftduration-1.6.3
anomaly 1.5.2
with "debug mode" work fine
without "debug mode" fatal error
Thank you, I tested on a fresh install of 1.5.2 and found the issue. It is indeed specific to 1.5.2, but I don't know how quickly I'll be able to fix it.
A merge with Moddb.com would be pretty neato
Demonized's mod makes a lot of radical changes so it was a bit challenging, but a patch/merge is included in the latest version of FFTD, just uploaded.
Very nice thanks!!!
On a side note. Limited fast travel has a patch for warfare overhaul ( Moddb.com ) and Arszi Radiation Overhaul ( Moddb.com ).
I made a quick merge for that because that is super easy to make :D. Maybe implement that as a patch too?
Dear fashion author, hello.
You have missed several positions in the catsy_fftt_mcm file for the Russian language. And the translation into Russian using Google Translate does not give a very correct result.
I have translated this file into Russian and if you want, I can share it.
Уважаемый автор мода, здравствуйте.
Вы пропустили несколько позиций в файле catsy_fftt_mcm для русского языка. Да и перевод на русский язык используя Google Translate даёт не очень правильный результат.
Я сделал перевод на русский язык этого файла и если хочете, то могу поделиться им.
Thank you for letting me know. I'm not sure what I've missed, so if possible, can you please put a copy of the corrections on pastebin or something?
Please fix 1.5.2 backpack travel crash without debug mode on. This mod is amazing
Hi, I have a fix for this issue that I am currently testing. I can't promise exactly when I'll release it, but I'm hoping soon.
Можно ещё добавить такую функцию - плата за быстрое перемещение.
А получается не справедливо. Проводник деньги берет, а кпк денег не берёт
-
You can also add such a function - a fee for fast travel.
And it turns out not fair. The conductor takes money, but the PDA does not take money
I am currently testing a feature for the next version that will allow you to pay money to hire a guide using the PDA map. It will be its own type of travel, with its own right-click option, and the cost and other details are configurable.
В настоящее время я тестирую функцию для следующей версии, которая позволит вам платить деньги, чтобы нанять гида, используя карты на вашем КПК. Это будет отдельный тип путешествия с собственной опцией щелчка правой кнопкой мыши, а стоимость и другие детали настраиваются. (GT)
The issue with 1.5.2 compatibility has been fixed in version 1.7. Also included is a cleaner merge with Demonized's Limited And Paid Fast Travel mod, so now only one file needs to be patched--all of Demonized's changes to game_fast_travel.script and backpack_fast_travel.script have been integrated into mine.
I've checked the RUS language file and ensured that it was saved in Windows-1251, but please let me know if you find any issues.
Я пересохранил файл русского языка в Windows-1251. Пожалуйста, дайте мне знать, если есть еще ошибки.
Також, якщо є бажаючі надати український переклад, прошу повідомити.
wonderful, thank you!
is there any chance a patch can be made for this, Moddb.com ?
i tried to merge them myself but i royally screw it over
Good news, I compared their backpack and FT scripts with vanilla, and it looks like the only real difference is a short section relating to radiation--the rest of the Demonized changes, like making all the functions and vars global, are already included in my version.
I'll see what I can do about a patch in the next version.
I'm guessing this isn't compatible with Warfare ALife Overhaul?
Are you having issues? My mod makes a call to warfare.distance_to_xz_sqr in order to calculate distance, but that function is unchanged in WAO. There are no other resources in common, so there shouldn't be any conflicts.
Not that I know of, just that MO2 shows that this would overwrite game_fast_travel.script from WAO.
Ah, I see, it's one of their optional patches. According to the included note, the patch is to fix "conflicting fast travel and Warfare icons", and that it doesn't support "visited only" fast travel mode.
I took a look through a diff of the two, and it looks like the ONLY thing their patch modifies from vanilla is the actor_on_interaction function responsible for updating the list of "visited" locations.
I do not modify that function, and it should be safe to replace it in my script with the one from the warfare patch. It's near the bottom of the script.
Version 2.0 is a major version update with many new features and changes:
* Adds the ability to hire guides from the PDA map. Guides will charge a fee for their fast travel, but your survival stats are paused during travel, and they'll come get you even if you're hurt or weighed-down. However, there are some maps where they just won't go. Includes options for adding their travel time to reach you, or only allowing them if a guide lives in the current map.
* Adds separate, individually-configurable cooldowns for all travel types--Fast Travel, Backpack Travel, and Guide Travel can each have a cooldown time from zero to 7200 seconds. An option can also be set that has all travel types go on cooldown when one does.
* Adds the ability to fast travel to Quick Pins placed using Personal Adjustable Waypoint
* Now shows the proper hint text for player-placed stashes in the "Backpack travel to" context menu line, instead of "inv_backpack3412"
* Now filters out debug mapspots so that playing in Debug Mode doesn't result in silliness like teleporting behind traders, or invalid mapspots blocking valid ones
As always, each of these features is configurable in MCM.
If you were previously using Limited and Paid Fast Travel, or were using Fair Fast Travel Duration with the LPFT patch, please uninstall them first. This addon now effectively replicates and expands upon the cost and cooldown features in LPFT, so it is not necessary to use both.
Hello. Maybe it is bug or i don't know. I have Fast Travel Visited only markers on map. I got some new messages of untranslated strings like bar_zastava_dog_lair. it is new map marker and traveling is only for pay - Hire Guide. But when i'm in new level, this marker is gone forever and i must discover it again. Other vanilla markers are visible.
Second thing, i really miss the "Paid" feature like in mod Limited and Paid Fast Travel, which is now incompatible. Can you add this later? Paid feature was worked even for backpacks travel. Maybe can be toggleable in next version. Anyway thanks for this addon, it's really cool.
I have received one other report of untranslated location strings, from someone using GAMMA. However, no one else, including me, has been able to reproduce it, either in new games or in progress. Does this also happen if you set the fast travel mode to "Show all"?
I think I know why locations must be rediscovered, and it is an easy fix.
While there is not a setting in the interface for it, the addon internally supports charging the player for any travel type. I can see about adding that.
Edit: a patch will be going up later today with a fix for the "visit" messages and the ability to configure costs for all travel types.
Man, you are fast. Thanks, now i'm big happy:)
I am providing you with a translation into Russian for VERSION 2.0
Drive.google.com
Предоставляю вам для ВЕРСИИ 2.0 перевод на русский язык
Drive.google.com
Thank you very much again, my friend! I have a hotfix going up today for another issue, and I will include this.
Version 2.2 is up. New:
* 2.2.1 hotfix: fixed hunger and thirst resetting to old values on game load or level change
* Fixed issues with location names when "visit" messages are enabled
* Added option to configure costs for all travel types individually, not just for guides
* Added option to disable guides ignoring hurt and overweight status
* Added what will hopefully be smarter combat detection: only NPCs within 100 meters who have seen you within the last 10 seconds count for the purposes of blocking fast travel. This will be configurable later.
* RUS localization from leeviathan (with a couple last-minute new strings done by me in GT)
I am providing you with a translation into Russian for VERSION 2.1
Drive.google.com
Предоставляю вам для ВЕРСИИ 2.1 перевод на русский язык
Drive.google.com
I am providing you with a translation into Russian for VERSION 2.2
Drive.google.com
Предоставляю вам для ВЕРСИИ 2.2 перевод на русский язык
Drive.google.com
Hi, I'm sorry, but this file appears to be locked and I cannot download it.
Привет, извините, но этот файл заблокирован, и я не могу его скачать.
I am providing you with a translation into Russian for VERSION 2.2.1
Drive.google.com
Предоставляю вам для ВЕРСИИ 2.2.1 перевод на русский язык
Drive.google.com
Thank you! I am going to wait a few days to make sure there are no further functional issues I need to fix, and then I will upload a localization patch.
Спасибо! Я собираюсь подождать несколько дней, чтобы убедиться, что больше нет функциональных проблем, которые мне нужно исправить, а затем я загружу патч локализации.
Thank you for this mod, Catspawn. I'd never used the fast travel system before your mod. It pairs very well with PAW (a great addon too) and I appreciate being able to customize my experience. Well done!
You're very welcome!
Catspaw thanks a lot for this mod! Now I appreciate the fast travel system and use it more often. Could you let us know if it's possible to make a compatibility patch for this little gem Moddb.com ?
Glad to hear it, thanks!
I took a look at this Fatigue addon and I don't see where there would be a conflict. It doesn't appear to reference or modify any of the fast travel scripts or functions. What doesn't work?
Please excuse me for I wasn't being specific. By compatibility patch I mean to look into the possibility of making the fast travel system being able to count and increase the level of fatigue.
Unfortunately no, not without essentially rewriting their addon. Almost all of its variables are local, including the table that stores fatigue--and its own update functions are designed so that it is only possible to increment fatigue while the player is actively moving. It's impossible for any other addon to edit fatigue directly, and even if I call their update function multiple times to simulate travel time, it won't do anything.
Got it. Thank you for looking into it, I deeply appreciate it! In the light of the info you've provided, I can live with the fatigue not increasing by fast travels. Thanks again for your awesome addon!