TSM Travel Map - A Guide
Moderators: Wynna, NWN2 - 03 DM
TSM Travel Map - A Guide
Background: Back in July, we crossed a size threshold on TSM, passing the 2gig mark for the mod. Instability set in to the point that the module became unplayable due to the amount of crashes. We found that if we removed enough areas to reduce the size of the mod, then stability returned, but that was a temporary fix. Timed to coincide with the advent of 1.23, we are happy to present the long-term solution in the form of a Travel Map.
The Travel Map replaces the main highways on 003, from Rivermoot to Silverymoon, High Hold to Quaervarr, and Silverymoon to Auvandell. It currently represents only these highway systems, without the ability to roam freely off the roads beyond the ATs to full-sized areas you will find. However, everything north of Rivermoot and west of Quaervarr, everything north and/or east of Auvandell are still the same full-sized, Rangerific, roamable full-sized wilderness. Additionally, wilderness expansions to the travel map are planned down the road (pun intended).
Functionality: The map fully utilizes party functions. Your party will jump together onto and off of the map. Therefore you must "gather your party together before setting out." Otherwise, you will experience party members who have lingered behind to shop being yanked across the server to join you on the map. Please don't intentionally use it in this fashion!
When you join the map, only the party leader will be visible, and s/he will be visible at 20% of size and speed. The rest of the party will be invisible and set to forcefollow this leader. Do not feel that you are forced to follow a foolish leader to your doom, however! At the top of your screen you will see the familiar DMFI follow icon. Pressing this will immediately take your entire party to the nearest full-sized area to discuss whatever you wish, departy if wished, or do whatever you want in there. When the party leaves, of course, if your PC wishes to remain behind, s/he must be departied or s/he will be yanked onto the map.
As you progress down the road in the guise of your shrunken leader, you will roll for wandering encounters. At any time, you may expect to encounter danger, assistance, or other parties (who may, of course, offer either of the above.) You will be given spot/listen rolls for your encounter type and then ported to an encounter area for monster or NPC encounters. You will be ported to an encounter area for an encounter with another party of PC's, too, if both parties are unstealthed as they walk. If either or both party are stealthed, the parties will be given spot/listen rolls to see the other group, and if successful, a message indicating what you see/hear. The rolls are made based on each party member's skill numbers vs. the WORST skill set of the opposing party, as a whole. You will not be autoported to an encounter area if either party is stealthed, as that assumes that one or both party doesn't care to have an encounter. It is up to the parties to RP and manually step into any nearby full-size area.
One last note: please don't leave the game from the Travel Map. Currently, when you rejoin on the map, you will be invisible. This is removed by stepping into any nearby area, but it is irritating. Leaving from a full-sized area is advised.
I do hope you enjoy the Map. It was fun to build, and the most complex thing I have ever scripted. Therefore, if you find bugs, please report them in this thread and I will attempt to eradicate them. Have fun!
The Travel Map replaces the main highways on 003, from Rivermoot to Silverymoon, High Hold to Quaervarr, and Silverymoon to Auvandell. It currently represents only these highway systems, without the ability to roam freely off the roads beyond the ATs to full-sized areas you will find. However, everything north of Rivermoot and west of Quaervarr, everything north and/or east of Auvandell are still the same full-sized, Rangerific, roamable full-sized wilderness. Additionally, wilderness expansions to the travel map are planned down the road (pun intended).
Functionality: The map fully utilizes party functions. Your party will jump together onto and off of the map. Therefore you must "gather your party together before setting out." Otherwise, you will experience party members who have lingered behind to shop being yanked across the server to join you on the map. Please don't intentionally use it in this fashion!
When you join the map, only the party leader will be visible, and s/he will be visible at 20% of size and speed. The rest of the party will be invisible and set to forcefollow this leader. Do not feel that you are forced to follow a foolish leader to your doom, however! At the top of your screen you will see the familiar DMFI follow icon. Pressing this will immediately take your entire party to the nearest full-sized area to discuss whatever you wish, departy if wished, or do whatever you want in there. When the party leaves, of course, if your PC wishes to remain behind, s/he must be departied or s/he will be yanked onto the map.
As you progress down the road in the guise of your shrunken leader, you will roll for wandering encounters. At any time, you may expect to encounter danger, assistance, or other parties (who may, of course, offer either of the above.) You will be given spot/listen rolls for your encounter type and then ported to an encounter area for monster or NPC encounters. You will be ported to an encounter area for an encounter with another party of PC's, too, if both parties are unstealthed as they walk. If either or both party are stealthed, the parties will be given spot/listen rolls to see the other group, and if successful, a message indicating what you see/hear. The rolls are made based on each party member's skill numbers vs. the WORST skill set of the opposing party, as a whole. You will not be autoported to an encounter area if either party is stealthed, as that assumes that one or both party doesn't care to have an encounter. It is up to the parties to RP and manually step into any nearby full-size area.
One last note: please don't leave the game from the Travel Map. Currently, when you rejoin on the map, you will be invisible. This is removed by stepping into any nearby area, but it is irritating. Leaving from a full-sized area is advised.
I do hope you enjoy the Map. It was fun to build, and the most complex thing I have ever scripted. Therefore, if you find bugs, please report them in this thread and I will attempt to eradicate them. Have fun!
Enjoy the game
Re: TSM Travel Map - A Guide
Thank you for your hard work on this solution Wynna! It was fun to test and I think it will be very enjoyable to experience IG... I hope it also opens up a little more room so we can represent more of the SIlver Marches down the road!
Zyrus Meynolt: [Party] For the record, if this somehow blows up in our faces and I die, I want a raiseSwift wrote: Permadeath is only permadeath when the PCs wallet is empty.
<Castano>: danielnm - can you blame them?
<danielmn>: Yes,
<danielmn>: Easily.
"And in this twilight....our choices seal our fate"
Re: TSM Travel Map - A Guide
Thank you for the incredible amount of work you put in on this Wynna. Thanks to everyone else who chipped in too.
When will this be installed and live?
When will this be installed and live?
Talk less. Listen more.
Current PCs: ?
Current PCs: ?
- Brother Humphrey
- Kosher Kojak
- Posts: 1116
- Joined: Wed Aug 18, 2004 12:59 pm
- Location: Hadera, Israel
Re: TSM Travel Map - A Guide
I don't wanna sound like a copy-cat, but WHUT THEY DUN SAID!
<paazin> Elves I bet are kinda fun to play.
<BH|werksux> I prefer the trumpet or clarinet
<BH|werksux> elves wiggle too much
Current Server: TSM
Current PC: Delshandra
Pwned PCs: Lemuel,Skimmer,Clevon,Juno,Gilbert,BH,Dunkin,Osk & Rodney
Current Status: Highly Mobile
<BH|werksux> I prefer the trumpet or clarinet
<BH|werksux> elves wiggle too much
Current Server: TSM
Current PC: Delshandra
Pwned PCs: Lemuel,Skimmer,Clevon,Juno,Gilbert,BH,Dunkin,Osk & Rodney
Current Status: Highly Mobile
Re: TSM Travel Map - A Guide
I'ts going in with the 1.23 updates I believe.When will this be installed and live?
And yes, thank you Wynna for the massive amount of work and care you'ev put into this project (and Kest, I believe?) I can't wait to see it in game

< Signature Free Zone >
Re: TSM Travel Map - A Guide
Yes, with 1.23. And I was most remiss in not thanking Kest for the groundwork (literally) of sprucing up the physical map with textures and placeables. Thank you, Kest!
Enjoy the game
- dergon darkhelm
- Fionn In Disguise
- Posts: 4258
- Joined: Fri Jul 08, 2005 1:21 pm
- Location: Cleveland, Ohio, United States
Re: TSM Travel Map - A Guide
Thanks to both of you!
Can't wait to check it out live!
Can't wait to check it out live!

PCs: NWN1: Trailyn "Wayfarer" Krast, Nashkel hayseed
NWN2: ??
gsid: merado_1
NWN2: ??
gsid: merado_1
- AcadiusLost
- Chosen of Forumamus, God of Forums
- Posts: 5061
- Joined: Tue Oct 19, 2004 8:38 am
- Location: Montara, CA [GMT -8]
- Contact:
Re: TSM Travel Map - A Guide
Travel map is in, along with 1.23. Enjoy!
- Blindhamsterman
- Haste Bear
- Posts: 2396
- Joined: Fri Jun 04, 2004 11:13 am
- Location: GMT
Re: TSM Travel Map - A Guide
its very cool... but terrifying, im scared to make the trip from RM to SM alone along the road now!
Re: TSM Travel Map - A Guide
Just made the trip from Silverymoon to Rivermoot and I am very impressed. I experienced travel maps on other servers and found that I lost immersion due to the change in the map. This looks exactly like the same beautiful terrain only at a greater distance. Well Done. One question, does tracking work on encounters?
Current NWN1 PCs: Cyrus Thelvair, Castien Miracaryn, Yargrim Goldbrew.
"Bring out your dead!"
"Bring out your dead!"
Re: TSM Travel Map - A Guide
Once you are ported to an encounter area, every skill and feat you have work just as they always have. Track away!
Enjoy the game
- dergon darkhelm
- Fionn In Disguise
- Posts: 4258
- Joined: Fri Jul 08, 2005 1:21 pm
- Location: Cleveland, Ohio, United States
Re: TSM Travel Map - A Guide
just got my first taste ingame...like it. Particularly I like how the river is sized. coolness
PCs: NWN1: Trailyn "Wayfarer" Krast, Nashkel hayseed
NWN2: ??
gsid: merado_1
NWN2: ??
gsid: merado_1
- Brother Humphrey
- Kosher Kojak
- Posts: 1116
- Joined: Wed Aug 18, 2004 12:59 pm
- Location: Hadera, Israel
Re: TSM Travel Map - A Guide
I bet you just gave Wynna the best compliment she could've asked forErevain wrote:its very cool... but terrifying, im scared to make the trip from RM to SM alone along the road now!

<paazin> Elves I bet are kinda fun to play.
<BH|werksux> I prefer the trumpet or clarinet
<BH|werksux> elves wiggle too much
Current Server: TSM
Current PC: Delshandra
Pwned PCs: Lemuel,Skimmer,Clevon,Juno,Gilbert,BH,Dunkin,Osk & Rodney
Current Status: Highly Mobile
<BH|werksux> I prefer the trumpet or clarinet
<BH|werksux> elves wiggle too much
Current Server: TSM
Current PC: Delshandra
Pwned PCs: Lemuel,Skimmer,Clevon,Juno,Gilbert,BH,Dunkin,Osk & Rodney
Current Status: Highly Mobile
Re: TSM Travel Map - A Guide
I am curious if the danger level/likelyhood of occuring of random encounters is different on like say the main road between HH and SM and say travelling SM pass. If so Id say big huge kudos.
Re: TSM Travel Map - A Guide
NWN2 crashed with a "could not load module" error when I moved to the travel map from Rivermoot.
[Edit] When I reloaded, I could go to the travel map (and my magic axe reappeared).
[Edit] When I reloaded, I could go to the travel map (and my magic axe reappeared).
Current PCs:
NWN1: Soppi Widenbottle, High Priestess of Yondalla.
NWN2: Gruuhilda, Tree Hugging Half-Orc
NWN1: Soppi Widenbottle, High Priestess of Yondalla.
NWN2: Gruuhilda, Tree Hugging Half-Orc