[REQ] Teleportation spells

Post » Sun May 20, 2012 6:17 pm

Personally I'd a mod that:

- Disables fast travels

but...

- Add Mark/Recall (1 mark at 25 alteration, 2 marks at 50 alteration, 3 marks at 75 alteration, 4 marks at 100 alteration)
- Add Divine Intervention and Daedric Intervention
- Add Extrication, Speed, Jump and Levitation spells
- Expand the caravan system to include major villages and maybe even random events during caravan travels
- Adds travel by ship to the cities reachable by water (even if that's kinda restricted)

Basically make it like Morrowind as much as possible.

I also wouldnt mind a teleport spell that enables out-of-combat teleportation to locations to which the player is well attuned to, basically the Houses he purshased and the guild halls of guild quest chains he completed. (Jorvaskar, Dawnstar Sanct, Cistern, College)
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YO MAma
 
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Post » Sun May 20, 2012 2:19 pm

found a spell called abTeleportation (form id 0008972A). looking at its data i can say it's meant to be an ability and not a normal player spell. its effect is named as AbTeleportationScriptEffect and looking at THAT data... i don't know how it works because i can't read scripts (or even their names). so i can't even be sure if it's completed. however it is possible that this ability along with the two spells mentioned in previous posts are used together by those draugr npc's to teleport.
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no_excuse
 
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Post » Sun May 20, 2012 9:10 pm

it does not work?
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Samantha Mitchell
 
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Post » Mon May 21, 2012 2:17 am

the NPC Brelyna Maryon uses a conjuration spell to both shapechange and summon the player to a different location when you help her for the quest in the mage's college.
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NAtIVe GOddess
 
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Post » Sun May 20, 2012 8:25 pm

Mmm.... I'd love mark/recall spells. I'd also love if there was a way to pay to be transported-- caravan, boat, mage teleport, whatever. There are two disadvantages to fast travel. One, you cannot fast-travel in an interior, AFAIK. And two, you cannot fast travel if encumbered. But a teleport spell would all you to do either, and also in combat, which I'm not sure you can fast-travel in.

I do like fast-travel, but I wish you traveled along a road and you could be interrupted. That way, paying for a caravan or boat would cost, but it would guarantee you safety, or maybe would go faster.
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Dean Brown
 
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Post » Sun May 20, 2012 11:43 am

Whirlwind Sprint

Fast Travel
:facepalm: :shakehead:
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Shaylee Shaw
 
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Post » Sun May 20, 2012 11:23 pm

i wouldnt mind having some of the classic spells back from morowind either! also a blink spell would be pretty boss for my assassin
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Lily
 
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Post » Sun May 20, 2012 2:04 pm

Don't worry, we'll have our MW spells back. :yes:
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Natalie J Webster
 
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Post » Mon May 21, 2012 1:57 am

what about the "blink" spell?
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Jennifer Munroe
 
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Post » Mon May 21, 2012 1:21 am

If someone was feeling really spunky, they could write a quest for each of the devines, requiring you to earn their favor before they would teleport you. To me, the logical landing for DI would be the House of the dead in each city, because they all have one. There are 9 holds, so it could potentialy be a different devine for each hold, and a spell for each.
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jesse villaneda
 
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Post » Sun May 20, 2012 3:31 pm

To me, the logical landing for DI would be the House of the dead in each city, because they all have one.
Why not have something more creative, though?

Complete a quest for Arkay and you can warp to the hall of the dead in Falkreath. Dibella, the temple in Markarth. Akatosh, the temple of the divines in Solitude. Talos, his temple in Windhelm. Julianos, the mages college (or somewhere else in winterhold). Kynareth, Whiterun. Mara, Riften. And Zenithar for Dawnstar, since it's a port town with two mines and all. That leaves Stendarr for Morthal.. Not sure about any fitting tidbits there.
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Jaylene Brower
 
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