Enderal: Forgotten Stories

Enderal: Forgotten Stories

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Just Chill 8 16 Jan, 2020 @ 4:18pm
[Release] Dynamic Fast Travel
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1970780949


Be aware that this mod adds a quest that is enabled by start and runs a script:
Scriptname _00E_DynFast_ControlSCR extends Quest Event OnInit() RegisterForMenu("MapMenu") EndEvent Event OnMenuOpen(String MenuName) If MenuName == "MapMenu" If (intTeleportGlobal.GetValueInt() == 1) || (PlayerREF.GetWorldSpace() == Akropolis) if Game.IsFastTravelEnabled() Game.EnableFastTravel(false) endif Else if Game.IsFastTravelEnabled() == 0 Game.EnableFastTravel() endif EndIf EndIf EndEvent GlobalVariable Property intTeleportGlobal Auto actor Property PlayerRef Auto WorldSpace Property Akropolis Auto

The quest is invisible for sure and just used to continuely have this function available.

It will be triggered when the player opens up the map menu.
Last edited by Just Chill; 16 Jan, 2020 @ 4:42pm
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Just Chill 8 20 Jan, 2020 @ 2:09am 
It's bogus!!!!
Game.IsFastTravelEnabled()
Tricked me!!!!

Weirdly fast travel seems only to work once when using this query. Guess it might be too harsh.
I've chaged the script code now and it works finally.

Funny that it previously only worked once as by that I didn't catch the issue until now, but luckily it's fixed. :)
Last edited by Just Chill; 20 Jan, 2020 @ 3:18am
Just Chill 8 21 Jan, 2020 @ 11:40am 
Ok, I just realized that there was something else to blame and my script already worked from the beginning. oO

https://steamhost.cn/steamcommunity_com/app/933480/discussions/0/3247562523085606811/?ctp=4#c3799284136648520672

Even if there was no uodate, DO NOT have any loose script files in your Skyrim that belong to any BSA file of the main game, when you play.
It will destroy your game over a while.
Luckily I had an older savegame available, so instead of blindly thinking my mod broke it's actually a loading issue when scripts from a BSA and from external "Scripts" folder are loaded. Yet this includes a general "script" folder introduced by any other mod, so rather put my fast travel mod at the very end of your load order.
You can do that by using Wrye Bash:
https://www.nexusmods.com/enderal/mods/97


So I have now a "_scripts" folder that includes all scripts from the BSAs for me being able to edit scripts in Skyrim.
To do that, I rename the folder to "scripts" (if there is another "scripts" folder from a mod I rename that one too and include by copying the scripts of that one in the total script folder).
Now I can work with scripts in the Creation Kit.


BUT, as soon as I start the game, I make sure that the total script folder is named to "_scripts" again and the one I need for some mod scripts will be renamed back to "scripts" again.



This appears annyoing but I have to highly recommend this for anyone who wants to script.
If you have no loose script files your Creation Kit might crash if you want to add new scripts.
So that's probably the only way to be able to work with scripts, but avoid bad game / mod breaking issues.
Last edited by Just Chill; 22 Jan, 2020 @ 3:34am
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