[REQ] Teleportation spells

Post » Mon May 21, 2012 3:34 am

Hello all, this is a request for a mod that would add Teleportation spells such as Divine Intervention or Almsivi Intervention to Skyrim. I really want to get back to the morrowind like style of no fast travel, but I DO NOT want to do that without being able to warp to temples, which made a huge difference to me in morrowind.

I have no idea how difficult this would be, but I think it would be a good mod for anyone who wants to get the most of their exploration through skyrim and keeping the fast travel to a very minimum and I know that it would definitely help me. Thanks!
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Charlotte Henderson
 
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Post » Sun May 20, 2012 8:07 pm

mm... teleportation in that sense only? I personally would like a "blink" spell, one that allows quick change of spot during combat and confuses the enemy :P
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Nomee
 
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Post » Sun May 20, 2012 8:16 pm

Both ideas are interesting and easy to do. The first one with the coc cell_name and then with various posible methods for positioning in a given place on the cell. The second one wouldn't require the coc part either.
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Alycia Leann grace
 
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Post » Mon May 21, 2012 3:45 am

Whirlwind Sprint

Fast Travel
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Stace
 
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Post » Sun May 20, 2012 2:43 pm

I think the aim is to not use the fast travel feature, because I feel like its kind of like cheating in a way. Where as a spell that teleports may have the same effect but atleast in the eyes of immersion its more believe. Especially since the psjic monk was able to teleport.

But I agree for the 'blink' spell just use the whirlwind Sprint shout.
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Milad Hajipour
 
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Post » Sun May 20, 2012 3:53 pm

Whirlwind Sprint

Fast Travel
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abi
 
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Post » Sun May 20, 2012 7:55 pm

one of those draugr you fight uses a teleport spell, think it's one of the Gauldrsson ones, I alsot think I remember hearing that if you raise him as a zombie, with master conjuration, he'll continue being able to use his teleportation ability (was either him or someone a lot like him). Shouldn't be too hard to make that spell playable, if anyone knows how.
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Ross Thomas
 
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Post » Sun May 20, 2012 9:47 pm

I don't think either spell is very relevant anymore (Almsivi much less than Divine, anyway).

ALMSIVI stood for Almalexia, Sotha Sil, and Vivec, so Almsivi Intervention wouldn't make much sense in Skyrim. If not only because of that, but also because it teleported you to the nearest Tribunal temple. The Tribunal no longer exists, and even if they did I don't think the Nords liked them very much, so a temples in their honor would have been very, very rare.

Divine Intervention teleported you to the "nearest" (according to in-game logic and mechanics) Imperial Cult shrine, and I don't think any of them exist in Skyrim either. There are temples for specific deities though, the Eight Divines, so you could possibly have the spell teleport the player to the nearest one of them. Would the odd shrines to Talos be counted though? The name of the spell suggests that you're asking for divine intervention, and Talos still exists despite what the Imperials and Thalmor tell you (for now, anyway), so they should be.. but that's something a few players might take offense to (depending on their stance). Up to you, really, or the person who creates the mod.
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oliver klosoff
 
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Post » Mon May 21, 2012 12:35 am

There are temples for specific deities though, the Eight Divines, so you could possibly have the spell teleport the player to the nearest one of them.

Hmm, the ability to transport immediately to any given town/city/settlement does seem quite useful... even if only using temples as the excuse ;-)
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jessica sonny
 
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Post » Sun May 20, 2012 12:23 pm

I
ALMSIVI stood for Almalexia, Sotha Sil, and Vivec, so Almsivi Intervention wouldn't make much sense in Skyrim. If not only because of that, but also because it teleported you to the nearest Tribunal temple. The Tribunal no longer exists, and even if they did I don't think the Nords liked them very much, so a temples in their honor would have been very, very rare.

Well I dont think Nords like Daedra cults either:P
Actually, I dont think nords much like anyone as a matter of fact.

As mentioned already, some npc's do have some sort of teleport ability, I will try to see if it is unlockable using the console.

EDIT: I just typed in PSB and went searching through the spells and I found two telport spells one 'teleport IN' one 'teleport OUT'. Unfortunately when I try to use either one all that happens is that my body ( apart from my head) goes invisible for a second or two then reverts back.
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Jynx Anthropic
 
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Post » Sun May 20, 2012 11:51 am

Not difficult at alll. Here...........

.........................

scn whateverscript1

begin onactivate ; or however you want to start the script
player.moveto xmarker ; or where ever you want to teleport to
end

........................

If you want something like mark and recall,use above example with the following script.......


.........................

scn whateverscript2

begin onactivate ; again,however you want to start the script
xmarker.moveto player ; place a unique xmark in any cell
end

........................
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JERMAINE VIDAURRI
 
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Post » Sun May 20, 2012 2:59 pm

Not difficult at alll. Here...........

.........................

scn whateverscript1

begin onactivate ; or however you want to start the script
player.moveto xmarker ; or where ever you want to teleport too
end

........................

If you want something like mark and recall,use above example with the following script.......


.........................

scn whateverscript2

begin onactivate ; again,however you want to start the script
xmarker.moveto player ; place a unique xmark in any cell
end

........................
This is of course assuming that Papyrus has these exact functions. ;)
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Cagla Cali
 
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Post » Mon May 21, 2012 2:47 am

As mentioned already, some npc's do have some sort of teleport ability, I will try to see if it is unlockable using the console.
Yeah, it doesn't work as you might think. The spells themselves really only give the illusion that the NPC is teleporting, as you've found out. I'm not sure if they actually do teleport (game placing them at different locations) or if they just run around while invisible.

It should be possible to implement a "blink" spell by moving the caster to wherever their cross-hairs are. As for the long distance spells, Divine Intervention could work for temples. Almsivi Intervention won't work, but a new spell could be created under a different name and markers placed all around the world. Something to do with the lore would be nice, but not really required. I'd love to see Mark and Recall as well, actually. Those were my favorites.
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Antonio Gigliotta
 
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Post » Mon May 21, 2012 3:19 am

one of those draugr you fight uses a teleport spell, think it's one of the Gauldrsson ones, I alsot think I remember hearing that if you raise him as a zombie, with master conjuration, he'll continue being able to use his teleportation ability (was either him or someone a lot like him). Shouldn't be too hard to make that spell playable, if anyone knows how.

It's possible..but there are unknowns..
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Michelle Chau
 
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Post » Sun May 20, 2012 9:35 pm

once the ck is out we'll see.
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CArlos BArrera
 
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Post » Mon May 21, 2012 3:19 am

This is of course assuming that Papyrus has these exact functions. :wink:

Um,we (and i assume you too) have already seen a dump of the functions a month ago,why would you even make that comment?
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Pete Schmitzer
 
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Post » Sun May 20, 2012 11:10 pm

Um,we (and i assume you too) have already seen a dump of the functions a month ago,why would you even make that comment?

Can you link me to that? I haven't seen this yet.
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Chris Ellis
 
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Post » Sun May 20, 2012 9:53 pm

While I remember the value of Divine Intervention, especially when sick or suffering from loss of attribute, I personally miss Mark and Return. I don't have a problem with fast travel, it's fast travel for you the player not your charactor. I don't always feel like taking the scenic route, so if you are just trying to knock out a quest or two it is great. Mark and Reurn though were sometimes very useful especially for sneaky types who didn't want to run into anybody on the way to their destination.
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rheanna bruining
 
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Post » Mon May 21, 2012 3:21 am

Um,we (and i assume you too) have already seen a dump of the functions a month ago,why would you even make that comment?
I actually hadn't seen that dump. If you'd be so kind as to link me to it.
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JeSsy ArEllano
 
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Post » Sun May 20, 2012 2:40 pm

Such nice moderated etiquette here :) ty, but more on topic. I dont think it matters whether papyrus has the functions or not, imo they would be inevitably added by skse.
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Lloyd Muldowney
 
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Post » Sun May 20, 2012 1:37 pm

I actually hadn't seen that dump. If you'd be so kind as to link me to it.
I think he is referring to the console "help" output.


You know I distinctly remember during the run up to release, Beth speaking of a shout that teleports you directly behind your enemy. Must not have made the final cut.
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Kat Stewart
 
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Post » Sun May 20, 2012 11:22 pm

maybe it's still hidden within the code?
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Ezekiel Macallister
 
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Post » Sun May 20, 2012 6:49 pm

I think the aim is to not use the fast travel feature, because I feel like its kind of like cheating in a way. Where as a spell that teleports may have the same effect but atleast in the eyes of immersion its more believe. Especially since the psjic monk was able to teleport.

But I agree for the 'blink' spell just use the whirlwind Sprint shout.

you got to be kidding - Fast travel is one of the only things that make the game playable. I would get SO bored travelling back to Whiterun after every mission if I didnt have fast travel. Why make the player get bored of run run run over the same boring terrain every time. Thank Mara - they added fast travel feature in the game. I would SO not play without it.
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FITTAS
 
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Post » Sun May 20, 2012 10:23 pm



you got to be kidding - Fast travel is one of the only things that make the game playable. I would get SO bored travelling back to Whiterun after every mission if I didnt have fast travel. Why make the player get bored of run run run over the same boring terrain every time. Thank Mara - they added fast travel feature in the game. I would SO not play without it.

Well it obviously wouldn't disable fast travel, but what the other people in the thread have been getting at is that its more for those of us who like to role play in the game and treking
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Alex Vincent
 
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Post » Sun May 20, 2012 9:01 pm

Thanks for the great feedback everyone.

In my playthrough I have stopped fast travel in all cases except for fast travel to major cities FROM major cities. My biggest problem in my first playthrough was I just fast traveled EVERYWHERE and didnt spend time exploring Skyrim. Then after most of my major questlines were finished ive still got over half of the map to explore with no real reason to do it anymore. In Morrowind those spells were so useful because of the inability to fast travel and implementing spells that take you to shrines or to other key places, such as a "Warp to college of Winterhold" Spell would really create much more immersion.

Like I said, this is just one person's playthrough. It's not that I hate fast travel and I dont have it disabled. But making it where I have to walk more than a couple minutes to reach my objective has extremely improved my game experience. And honestly, you may think you hate it, having to walk back everywhere...but its actually pretty fun seeing the world and stumbling on all kinds of places along the way. Just one man's opinion.
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Suzy Santana
 
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