Beyond Outdoors changes

This the mod that I had around since 2021 in one way or another, to create “fast travel”, which might be used for openly fast travelling, setting one door or placeable to link two points, or setting interaction to take to another place under the illusion of being a cellar, basement, cave, etc, like dungeons do.

In an effort to move my mods to the fully ESAV developed actors some mods have, I am on the designing board to move this feature to the NPCs instead of using placeables or buildables, because those are changed on game updates and therefore I always need to update them when the game updates their systems.

As I have some hundred users of this mod (few, I know, but important nonetheless), I would like some insight on how the mod is being used. Without it, I might need to use only my own use to design it.

The main idea is change the feature to instead be based on dialogue options with npcs which might be used or set up through the Social Contract mod, and add some “context to it”, meaning the NPC can explain where you might go, or what you might do.

The Social Contract feature that does that will happen anyway, but I will be deciding what to do with Beyond Outdoors based on feedback or lackthereof.

Please join the ESAV Gaming Discord for a more dynamic conversation about it.

So the work on the baseline component to be viable finished, so the functionality can start to be done:

Some might know why I am saying this, some might not, but it is an important observation:

When you are developing a new feature or reworking one, you need to get the work back from the root, and revise if the old work supports the new work you are building.

Much like when you change our mind, or learn a new thing, you need to revise your previous positions to see if they are supported by your new way of seeing things.

Only then you should start to really change the stuff.

If you dont, you often forget some stuff, or work over some stuff that you already did.

That might get you, Idk, systems overlapping onto another, sizes going crazy.

That is why takes some time to do stuff, and we should do one thing at a time. Not cram every single feature update in one development cycle.

As this game is not a MMORPG, I dont even get what is the rush. IT is not that tomorrow half of the playerbase will go away because the game has nothing new to do.

If I were to guess, I am sure most of the players in this particular type of game prefer being left alone to do what they want, rather than risk what they have for a “possbile Shadowlands event of epic proportions”.

Had to change the invite to discord for changes on the channels:
ESAV Gaming

After getting the system to work “at all”, it is the time to design how to expose it in gameplay.
I have one idea, the Caravan. So you have a number of thralls and specific placeables, and through exploring you define an area where the caravan can stop. Then you set the thralls with the coordinates, and “inpiring” (yes, ripping off, I guess, but it is the game the mod is, so I guess it might be “fair use” youtubers talk about) in the purge system of building the camp, the Caravan will have a number of placeables and thralls to be around the stop parts. For now it is not fully implemented and I need to do some tests to ensure the problems I often talk about in the purge dont happen with my caravan, but the idea is that flexibility will be narrow but exist.
The example I am using has two DLC items, so I cant really leave it hardcoded in the mod, because people might not have those, or might want to use some bazaar fancy item or correctly mod made items (the mod needs to have put the placeable as the mod primer tells to, otherwise the system cannot determine how to build it and it might cause problems and the error “cannot build camp” wink wink nudge nudge).

Well, the transition is made.

Sometimes people come to ask me how my mods work. The first answer that comes to mind is:
“Why dont you go ask that to your thralls ?” :rofl:

Anyways, the updated version for the fast travel feature: