The Elder Scrolls III MORROWIND:

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Andromeda's Fast Travel
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By SGMonkey

1. Description
2. Requirements
3. Installing the plug-in
4. Playing the plug-in
5. Save games
6. Conflicts/Known Errors
7. Credits/Permissions received
8. Contact and Information
9. Legal Stuff/Disclaimer
10. TO-DO / ANYTHING ELSE

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1. DESCRIPTION
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The idea is something my girlfriend Shelley (aka Andromeda) had. The idea was to add some form of simple fast travel into Morrowind. The mod is intended as an immersive form of fast travel, allowing the player to travel to whatever location is shown on a signpost. If you see a road sign you can click on it, be prompted with a menu confirming if you wish to travel to that location. Time is then advanced 12 in game hours.

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2. Requirements
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Since the mod only affects sign posts on Vvardenfell, only the base game is required.

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3. INSTALLING THE PLUGIN
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Simply drag and drop the file "Andromeda's_Fast_Travel.esp" into your Data Files directory.

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4. PLAYING THE PLUGIN
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From the Morrowind Launcher, select Data Files and make sure to activate the Andromedas Fast Travel plug-in.

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5. SAVE GAMES
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Should not invalidate any save game.

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6. CONFLICTS / KNOWN ERRORS
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The mod simply attaches scripts to all of the vanilla "active_sign_...." so shouldn't conflict with anything unless any other mod has attached scripts to them also. Nothing in the actual world space has changed, so any mod that moves any of the signposts will still be compatible.

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7. CREDITS / PERMISSIONS RECEIVED
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Thanks go to Andromeda, for the idea, Jac for the initial script, and Chainy for helping with more advanced scripts.

Update: 19th April 2019
Sonitus, salvage570, MasterEzio888, VKayed, BokuNR for noticing that the coordinates for Gnisis and Ald Velothi were completely wrong.

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8. CONTACT AND INFORMATION
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Can be contacted as SGMonkey on the Project Tamriel discord server or on nexusmods.

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9. LEGAL STUFF / DISCLAIMER
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Feel free to use the scripts provided in this mod however you like. No contacting necessary. It wont break your mod, but if you feel it has then stop modding...

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10. TO-DO / ANYTHING ELSE
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Currently fast travelling only forwards the time by 12 hours, regardless of starting location or destination. I plan to incorporate some form of distance calculation make the times more varied depending on destination, and also make the hours passed per cell configurable by the player.
I also intend to disallow the fast travel if you are being attacked or over-encumbered.
Also, maybe some form of penalty for using the signs would work well. Drain a skill or something along those lines.
And lastly, if I get the distance calculation script working I would like to add different forms of travel. Such as "direct" less safe route and "main roads" safe route. Something similar to Daggerfall.


Changelog

v0.03 - 19th April 2019
Corrected coordinates for Gnisis and Ald Velothi. Players should no longer find themselves in the middle of the ocean.
Yes it took 2290 days to notice this was an issue.