I think it is worth mentioning, because others have brought it up and I'm not quite sure we understand it fully. Can you give some specifics, like travel times before and after the mod? Which areas were you going from and to, what were the times before and after installing the mod? Also, attaching your worldmap.wmp from before and after installing FFT might help (preferably before being without mods like TotDG which use the same worldmap code).First i encounter little Deja-vu (I had previously 20h traveltime to Waukeen's Promenade) WHAT??? 8 hours traveltime to Government District Westside. Well this isn't a big thing hardly worth mentioning.
I think I can guess where this is happening, but no clue why. Other than possibly some glitch in the sc#addWmpAre function in WeiDU (same as the wmp/worldmap.tph macro in FFT). As it says, you set the tTime variable in tp2 code to "the area?s travel time in hours * 4 (so 2 = 8 hours)". Not sure if that math makes sense but anyway, it shouldn't be more than 8 hours for FFT as I don't see it getting set to more than 2 anywhere. All I can think is the function bombs when updating all the other travel times or something? Hard for me to tell, because code like that looks like hieroglyphics to me - maybe someone like Wisp could figure it out (SConrad wrote it but he's been missing for a while).
Can't really do that, because it's used on the rabbit familiar (famrab.cre). Its sole purpose seems to be to prevent your rabbit from thieving (disables the thief skill button) because we all know what nimble fingers those rabbits have got. Of course, it could be cloned to another object and stuck there, if your sole goal is to carry around unique but useless cruftDoesn't that ring work that's too bad you can never have too many unique item. Ring has to be fixed and leave it there so that packrats like me can rejoice another new item.

That is odd, maybe those area actor script fields do something we don't understand (and isn't documented in the IESDP) like trigger only on OnCreation()? Hard to tell without a reverse engineer like Ascension64. Though you could possibly test by clearing those fields in the area file and entering the area again from a save before you visited it. You can do that in NI but DLTCEP has a very nifty "Clear fields" button on the Actors tab - unfortunately it also clears the Animation which isn't really used but is handy for reference if nothing else (then again we thought the script fields weren't used either... I could write a few lines of code to clear all those fields in the FFT areas, though Yovaneth could probably do it with 3 minutes of DLTCEPing, if he isn't totally bogged down with modding Witcher 2 or something...None of those YSELPARA.####.CRE doesn't have that generic script only in YS0382.ARE actor YSELPARA.CRE has it. When i CLUAConsole YSELPARA.CRE then the dialogue works ok.
