[RELz]Mark and Recall

Post » Mon May 21, 2012 11:20 pm

Adds Adept Conjuration/Apprentice Alteration spells and scrolls similar to Morrowinds Mark and Recall

The always eager Alteration Mages are able to learn this spell very early and use it efficiently as an Apprentice
The reckless Conjuration Magic lacks the concentration required for this difficult spell and so they have to become an Adept in order to learn it


You are able to Recall (teleport) yourself back to where you used Mark

To prevent glitches those spells normally only work in places, where fast travel would work (if you know what you are doing read below)

-> To make it work it anywhere (and with disabled fasttravel) open the console and type:
set AllowRecall to 1

However with this command enabled you can break many things with that so only use the spell where you deem it save and not while in the middle of a quest (event)

Merchants who sell conjuration spells should have it in stock after you reach 50 in conj (may take a day or so for their inventory to restock)
You may find the alteration version at vendors very early.

Additionally Brand Shei in Riften always sells the fine scrolls from Morrowind

This Mod currently has 3 Versions on Nexus:

-Complete: Identical to the one on Steam. Spells are available in both schools
-Alteration: Only Scrolls and Apprentice Alteration Spells
-Conjuration: Only Scrolls and Adept Conjuration Spells

Download:

Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=7574
Nexus: http://skyrim.nexusmods.com/downloads/file.php?id=8088

NEW IN VERSION 4:
-Better dual casting effect
-Alteration version
-Fixing a scroll bug with version 3 -.-

NEW IN VERSION 2:
-Increased spell mana cost, but is now properly affected by perk
-Now works while being over carry capacity
-There are now scrolls of the spells sold at the same locations as the books for a base value of 25 each (however without skill requirement)
-Caution these scrolls get used up even if they fail to work (this will probably be changed in the future)
-Additionally Brand Shei in Riften now always sells these fine scrolls from Morrowind

-If you are sure you know what you are doing you can now enable mark and recall to work anywhere
CAUTION: THIS WILL BREAK QUESTS IF USED IN THE WRONG PLACES
open the console and type:

set AllowRecall to 1

hit Enter

Coming up:
-Make the save version work inside city interiors where it is generally save
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Budgie
 
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Post » Mon May 21, 2012 5:31 pm

Been waiting for one of these. Thank you so much!
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Ron
 
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Post » Mon May 21, 2012 11:20 pm

Very very nice

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kyle pinchen
 
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Post » Tue May 22, 2012 2:30 am

Thanks so much! One suggestion: Maybe you could take a look at the teleportation spell that already exists in the game. It doesn't actually work, but it has an awesome effect for warping into a location.

With this all I need is Levitation. Then I'm a happy pointy hat.
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Rachel Briere
 
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Post » Tue May 22, 2012 7:07 am

Thanks so much! One suggestion: Maybe you could take a look at the teleportation spell that already exists in the game. It doesn't actually work, but it has an awesome effect for warping into a location.

With this all I need is Levitation. Then I'm a happy pointy hat.
Do you mean the one dongeon endbosses use while changing platform?
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Trevi
 
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Post » Mon May 21, 2012 6:25 pm

Thanks so much! One suggestion: Maybe you could take a look at the teleportation spell that already exists in the game. It doesn't actually work, but it has an awesome effect for warping into a location.

With this all I need is Levitation. Then I'm a happy pointy hat.

messing around with levitation using the Atronach floaty anim ;p I'm not the only one :D
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cheryl wright
 
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Post » Mon May 21, 2012 2:55 pm

I'm assuming this will not work with the No Fast Travel mod?
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A Dardzz
 
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Post » Mon May 21, 2012 10:32 pm

Ooo, I love Mark and Recall! Quick question, is this a 'multi' type of mark and recall or a single location one? I like to put a mark at home and then one at whatever quest town I'm currently working in, that way I can zip home for a night's sleep or a to drop off loot, then zip right back to where I was the in the middle of a quest.
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Susan Elizabeth
 
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Post » Mon May 21, 2012 3:28 pm

This would make more sense in Alteration (which took the role of Mysticism school in Skyrim, as that is where the old Mark+Recall spells were in Morrowind IIRC), than conjuration. Other than that minor beef I have with it, I like :)
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Alba Casas
 
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Post » Tue May 22, 2012 6:58 am

Single Mark ATM multiple is a bit more complicated

Weather it works with No Fast Travel IDK may or may not depending on beths implementation of the script functions

If it proves itself working ok I will do several skilllvl, school ,methods of acquiring versions
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Unstoppable Judge
 
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Post » Mon May 21, 2012 2:59 pm

Do you mean the one dongeon endbosses use while changing platform?
Not sure if it's the same thing. I noticed the spell effect when testing my fortify speed spells. I noticed a magic effect that was named teleporation. I made a quick spell to try it out. (It didn't work, lol.) The effect did have a cool visual that was right in line with what I'd think about teleportation. :)
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Deon Knight
 
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Post » Mon May 21, 2012 10:23 pm

This would make more sense in Alteration (which took the role of Mysticism school in Skyrim, as that is where the old Mark+Recall spells were in Morrowind IIRC), than conjuration. Other than that minor beef I have with it, I like :smile:
Yeah, I was thinking the same. Also to me it'd seem more logical in alteration.

But, in Morrowind it was in mysticism. And most mysticism spells ended up in either conjuration or illusion. So I can understand why it's under conjuration.
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Alexis Estrada
 
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Post » Mon May 21, 2012 4:21 pm

I have a new version ready (see nexus link)H
However I can't update it on steam :

"Failed to update the mod file on steam. Steam error 11"

Any ideas?
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Emmi Coolahan
 
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Post » Mon May 21, 2012 11:23 pm

Wonderful! I will not be able to play Skyrim again without this mod. Thank you!
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Robert Jr
 
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Post » Mon May 21, 2012 4:21 pm

V0.2 is now available:
-Increased spell mana cost, but is now properly affected by perk
-Now works while being over carry capacity
-There are now scrolls of the spells sold at the same locations as the books for a base value of 25 each (however without skill requirement)
-Caution these scrolls get used up even if they fail to work (this will probably be changed in the future)
-Additionally Brand Shei in Riften now always sells these fine scrolls from Morrowind
-If you are sure you know what you are doing you can now enable mark and recall to work anywhere
CAUTION: THIS WILL BREAK QUESTS IF USED IN THE WRONG PLACES
open the console and type:

set AllowRecall to 1

hit Enter

Coming up:
-An Alteration version (as requested)
-Make the save version work inside city interiors where it is generally save
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Manuela Ribeiro Pereira
 
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Post » Mon May 21, 2012 10:26 pm

CAUTION: THIS WILL BREAK QUESTS IF USED IN THE WRONG PLACES
open the console and type:

set AllowRecall to 1

hit Enter



oh man i was hoping you could get it to work anywhere before i downloaded it....guess il have to pass...that svcks.
qwert
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phillip crookes
 
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Post » Tue May 22, 2012 6:14 am

oh man i was hoping you could get it to work anywhere before i downloaded it....guess il have to pass...that svcks.
qwert
Sorry, but what do you mean?

Using this command once will configure the spell to work anywhere without restrictions.
But there is nothing anyone can do about the dangers that lie within.
It won't break anything if you port back from your completed dungeon to your home, but if you are trapped during an event and port out noone can say what will happen
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Eduardo Rosas
 
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Post » Mon May 21, 2012 6:42 pm

oh man i was hoping you could get it to work anywhere before i downloaded it....guess il have to pass...that svcks.
qwert

You should be able to tell whether it would be a good idea to use it or not. Basically, it should be safe to use it to leave anywhere you can walk out of normally. Not sure how it would react if used when you had quest related companions with you.

Edit: Any chance the mod could be expanded to have maybe a higher level version that supports multiple marks?
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Marcia Renton
 
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Post » Tue May 22, 2012 1:16 am

You should be able to tell whether it would be a good idea to use it or not. Basically, it should be safe to use it to leave anywhere you can walk out of normally. Not sure how it would react if used when you had quest related companions with you.
Companions is a good point btw. Have to look into that since I'm not using any defualt fast travel code (no time passes) they probably won't follow you.
Will have to test/fix that tanks^^
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Samantha Mitchell
 
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Post » Tue May 22, 2012 3:52 am

Anyway to add a message box warning the player that recalling here could break a quest?
qwert
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Avril Churchill
 
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Post » Tue May 22, 2012 1:06 am

Anyway to add a message box warning the player that recalling here could break a quest?
qwert

There really is no way of telling. The mod prevents traveling from locations where fastravel is disabled by default.
Only by using the console command are you circumventing this protection and after that you are in 's hands
Otherwise it should be 99% save (except perhaps with quest companions)
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Shirley BEltran
 
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Post » Tue May 22, 2012 4:48 am

Anyway to add a message box warning the player that recalling here could break a quest?
qwert

That would be hard to keep track of. I have no idea how many quest situations might be broken, but a few come to mind.

If you had a mark at the college of winterhold and returned to it after getting the staff you could appear inside whatshisface's force field, which would be problematic.

If you used it to escape the brotherhood shack when joining the dark brotherhood, you could mess that one up.

Using it to escape the prison in a certain markarth quest would break that one.

Actually, using it to escape any sort of quest related entrapment or captivity where the quest expects you to escape would break it. But, you should be able to recognize those situations. It's the teleporting IN to a situation you should be locked out of like the winterhold example that would be impossible to predict without foreknowledge of the quest.
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elliot mudd
 
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Post » Mon May 21, 2012 7:51 pm

Thanks for posting a link over here to your mod. I downloaded it on the workshop last night, partly to see if I could figure out what I was doing wrong with my own custom spells (still no luck) and partly because I wanted mark and recall. :D

Any plans for Divine Intervention spells?
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LijLuva
 
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Post » Mon May 21, 2012 6:33 pm

Thanks for posting a link over here to your mod. I downloaded it on the workshop last night, partly to see if I could figure out what I was doing wrong with my own custom spells (still no luck) and partly because I wanted mark and recall. :biggrin:

Any plans for Divine Intervention spells?
Plans? What is a plan? :P

Seriously though, I don't know what I will do once this is finished yet.
But Divine intervention sounds like a good idea. Spells are good for learning the script language :D

But maybe I'll do something that isn't limited by quest breaking potential - like opening spells (if there aren't any already)
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Christine
 
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Post » Tue May 22, 2012 12:25 am

New Version is up

NEW IN VERSION 4:
-Better dual casting effect
-Alteration version
-Fixing a scroll bug with version 3 -.-
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Symone Velez
 
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