Adds the ability to fast travel via NPCs across the zone. Updated!
About the mod
This game modification adds an immersive travel system to the zone. It allows you to travel long distances for a cost by traveling via the trader NPCs of various locations across the zone.
Installation
Simply drop the gamedata directory into your game directory.
There is also compatibility patches available in the patches directory, make sure you drop these in after you have performed the previous step.
Travelling
Providers
Travel providers are the NPCs who provide travel services to the player. They can send the player to any destination provided that the player meets the travel limitations of the destination.
Limitations
In order to be able to travel somewhere, you have to be at least neutral with all factions that are associated with the location that you wish to travel to. See Locations for more information on the faction associations of the various travel locations.
Pricing
As the X-Ray engine is quite unpredictable when it comes to calculating distances between the player and destination, prices may appear pretty random. They are however calculated based on the distance between the player and destination.
Time
When the player travels, time is forwarded based on the distance between the player and the destination.
Locations
The Bar in Rostok
Travel provider: Barman
Factions: Duty, Loner
The Skadovsk in Zaton
Travel provider: Beard
Factions: Loner
Yanov station in Jupiter
Travel provider: Hawaiian
Factions: Freedom, Loner
The science lab in Yantar
Travel provider: Sakharov
Factions: Ecologist, Loner
Rookie village in Cordon
Travel provider: Sidorovich
Factions: Loner
The Freedom base in the Army Warehouses
Travel provider: Skinflint
Factions: Freedom
The Mercenary base in Dead City
Travel provider: Dushman
Factions: Mercenary
The Military base in Agroprom
Travel provider: Sergeant Spooner
Factions: Military
The Clear Sky base in the Great Swamp
Travel provider: Librarian
Factions: Clear Sky
Compatibility
Call of Misery 1.0 fix2
There is now a compatibility patch for Call of Misery 1.0 fix2 provided in the patch folder of the archive. Simply drop the gamedata folder contained within the folder that does not end with -original into your game directory after installing the modification.
If you experience any issues with the compatibility patch, you can revert it by repeating the process with the *-original folder.
Other modifications
This mod might be incompatible with other dialog-changing mods. If you are asked to overwrite a file when installing the mod, it is absolutely not compatible.
If you want a compatibility patch for a certain mod, contact me and I will make it happen.
Save games
You do not need to start a new game to utilize this modification.
Changelog
1.0
- Abolished the hub/node system and made the travel-system completely decentralized.
- Added a few more locations.
- Pricing is now calculated based on the distance between the player and destination.
- Travel destinations are now limited based on the player's faction standing between the controlling factions of the destination.
0.1
Credits
- GSC Game World
- TeamEPIC
- SpikensbroR
Dropbox.com
Here's a link to files to merge this with Dr X's dynamic quest mod (the version dated 20th Feb (curently the latest))
Just install the other folders from this mod, but use this file to add in the required files in amedata/configs/gameplay folder :)
This worked for me. The first time I installed the fast travel without this fix, and the game wouldn't even start. Good thing that I backed up the gamedata before that. But with this patch it works with DoctorX's Questlines.
Dropbox.com
Link to updated version, it's DrX (April 27th version (currently most recent)) mod combined with this mod so no need to install either of them, just open it up and merge the "Gamedata" folder over your current "Gamedata" folder and you should gain the benefits of both the mods combined
Note to mod author: Feel free to use these files to create an "official" optional update to the mod to include compatibility with DrX's quest mod
Thanks! Will this work with current savegames or is a new game required?
Worked just fine for me after i made it and tested it on the same save
Ok. Thanks for the response.
I also have patched this to work with the jobs guide mod if youre interested?
What's the jobs guide mod?
Moddb.com
Thanks but no. I don't think I want to play that mod. Dragging an NPC along is always a pain. The S.T.A.L.K.E.R. AI is too dumb for that. It doesn't matter whether you give your companions the command to be either aggressive or passive, they will always wander off to chase a tushkan or a cat accross the whole map. If you set their behaviour to don't attack, they won't return fire even when being shot at. I guess there's the same issues in the guide jobs mod.
Anyway, I like the idea of being the leader of your own squad but trying to control your dudes is just painful. I would really welcome a mod that fixes their idiotic behaviour. Having your mates by your side makes the underground levels more enjoyable, or... enjoyable at all. Damn, those underground labs always freak me out :D
This comment is currently awaiting admin approval, join now to view.
Do you know if this is compatible with the Roadside Picnic addon pack?
Doesn't seem to be working with DoctorX's quest lines
I just merged them together myself and it worked fine. The conflicts are all in the gamedata/configs/gameplay folder. The travel dialogs need to be added to their respective npc's. Open the files from this mod and locate the line "<actor_dialog>ka_travel_dialog</actor_dialog>" and copy it. Now open the original file and locate the "<actor_dialog>" section for the npc. add the line anywhere above "<actor_dialog>actor_break_dialog</actor_dialog>"
After you do that for each of the required maps, you have to merge three lines in the dialogs.xml file. At the very bottom there are these lines:
<dialog id="ka_travel_dialog">
<init_func>ka_travel_dialog.init_hub_provider_dialog</init_func>
</dialog>
Add them directly above the </game_dialogs> line. It should be good to go now.
This comment is currently awaiting admin approval, join now to view.
Doesn't work with DoctorX Questlines. Can we please get a patch?
Hey, John! Here you go.
Moddb.com
I kinda wanna request something about it be done like Call of Pripyat, I remember you could walk up to literally any STALKER who was a star on the mini map, ask them where they were going, and then tag-along with them on their way to that area, or you could also ask them to take you somewhere different, at least on the current map you were on. I was actually having trouble finding out whether or not this mod actually was working cause I was kinda expecting any random STALKER to be a fast travel person.
Also, who are the people who might be fast travel people, it seems like a bar keep so far is one, I not found any others though, not even the sidorovich, nor the ******** who walk around his shop, nor anyone from Clearsky.
we need more locations like in call of pripyat
For those like me who like this mod but want to play Call of Misery with STCoM and the Outfit Addon here's what you need
Mega.nz
Maybe the original uploader could add it to the original as an option if they're up to it and presuming it's all working well (so far it seems to be).
Yes! Thank you!
is this incompatible with 1.5?
Is possible a patch for Outfit Addon?
When I fast travel to a location, it won't allow me to re-travel back to that area. A white circle forms around the "tent" icon and when I try to right click the tent it doesn't bring up the option to fast travel, any help would be appreciated
can you make this mod compatible with docterx questlines?
Does this conflict with DoctorX Quests? Seems so. Duplicated Sultan error.
To anyone wanting to use both this and Doctor X Questlines, here's my compatibility patch. Be sure to thank spikensbror and Doctor X for their work! I just edited their text files.
Moddb.com
Any plans on making a version of this mod for 1.5?
Please can we get a patch for DoctorX's Questlines?
Moddb.com
It will be cool if there were a chance to get ambushed by mutants/bandits etc, during the Fast Travel.
And when it happens: u and your provider spawn somewhere between your start-jorney point and end-jorney point (maybe in diffrent location, that placed between two points, or in the end-jorney location but not in the place u need to) , surrounded by enemies.
If you kill hostile forces with the conductor you will have a dialogue to continue the journey.
---
or maybe u have a possibility to talk with hostile bandits and make a deal to walk away peacefully
Sounds like a really good idea,a lot of a thing to look at and put in though.
When I click a fast travel place, it comes back to the full screen and says "artifact required". What gives?
It's nice to drop a good feature of Call of Pripyat into this.
I'm ported and included "Immersive fast travel" to my mod for CoC 1.5R6: Moddb.com as a possible option.
If author of this mod(spikensbror) is not okey with this, he can type to me, and I will remove it from my mod.
hey just wondering why I need an artefact to fast travel and if so which one it wont let me fast travel anywhere without 1, the fast travel at npcs work though