Damn I wanted a mod like this since I went from Morrowind to Daggerfall. Who thought one-use anchors were a good idea?! Thanks man, you are a blessing from the Eight
Whenever I teleport to an anchor fixed with this mod at an exterior place like Scourg Barrow etc., I teleport inside textures near the anchor around the place, falling through earth or the void. Teleporting to inside places works fine.
I use some mods like Interesting Eroded Terrains and World of Daggerfall that do change exterior textures, making them more interesting. Could that be the issue? Do you think you can somehow fix this teleport to exterior places issue?
I've seen the transition doors breaking when you haven't visited that part of the world for awhile, but haven't encountered issues with regular anchor points outside.
If there is a mod that modifies the world mesh (like making hills taller or stretching them out) I can see it breaking the game's decisions on where to land the player.
Does quick travel still work correctly using the mod? Should be a similar function.
1. The teleport effect can no longer be added to a spell in the Spell Maker. It removes the teleport effect and instead adds an effect with no name to the top of the list. Trying to add this softocks the game.
2. Removing the mod can corrupt the save file. The save shows up in the list but trying to load it does nothing. In my case did have one anchor point set when removing the mod which might have something to do with it.
Would make a proper bug report but would like to know first if this a common problem or something with my 60+ other mods (none of which do anything with spells btw).
I was able to load my game by reinstalling the advanced teleport mod then running this command in the console: "advanced-teleport-kill yes" minus the "s. Saving the game again then uninstalling the mod. You cant load any save that has the mod on it so i just overwrited the old saves. Hope this helps!
Aw dangit. I was really hoping to get some more anchors. Does this work if just using the basic teleport spell you can buy? I'll deal with that until we can create a custom spell.
Interesting! I hadn’t tested the teleport effect. There is another bug I’ve yet to fix that sometimes causes the parent map object to lose it’s idea of where the ground is, so exiting a building where your anchor is set can throw you into the sky.
I had moved on to other projects and forgotten about this, but just noticed the comments!
I’ll have time to do some more testing this next week and see if I can tackle both bugs while things are slow for the holiday.
Looks like there are/were many here ready to help me test! Thanks everyone!
Could you please explain to me ho I am supposed to use the "advanced-teleport-kill yes" console command, since I can't even reload any save ?
I can no longer play Daggerfall at all: each save I try to load gets insta-corrupted and won't load anymore even after disabling all mods. If I restore the save at the state before corruption and disable all mods, the game loads. Now with advanced teleportation enabled, I can't even start a new game.
I haven't tested it, but the teleport spell itself is replaced so if a similar method is used to overwrite teleport, it would break. I'll find out once I find some time to test.
18 comments
Thanks man, you are a blessing from the Eight
Whenever I teleport to an anchor fixed with this mod at an exterior place like Scourg Barrow etc., I teleport inside textures near the anchor around the place, falling through earth or the void. Teleporting to inside places works fine.
I use some mods like Interesting Eroded Terrains and World of Daggerfall that do change exterior textures, making them more interesting.
Could that be the issue? Do you think you can somehow fix this teleport to exterior places issue?
I'll list this as a bug.
Thank you!
If there is a mod that modifies the world mesh (like making hills taller or stretching them out) I can see it breaking the game's decisions on where to land the player.
Does quick travel still work correctly using the mod? Should be a similar function.
Edit: nevermind that seems to only be for removing the mod?
1. The teleport effect can no longer be added to a spell in the Spell Maker. It removes the teleport effect and instead adds an effect with no name to the top of the list. Trying to add this softocks the game.
2. Removing the mod can corrupt the save file. The save shows up in the list but trying to load it does nothing. In my case did have one anchor point set when removing the mod which might have something to do with it.
Would make a proper bug report but would like to know first if this a common problem or something with my 60+ other mods (none of which do anything with spells btw).
I had moved on to other projects and forgotten about this, but just noticed the comments!
I’ll have time to do some more testing this next week and see if I can tackle both bugs while things are slow for the holiday.
Looks like there are/were many here ready to help me test! Thanks everyone!
EDIT:
Fixed this today. Please enjoy!
I updated the description with the steps to remove the mod without save corruption.
I can no longer play Daggerfall at all: each save I try to load gets insta-corrupted and won't load anymore even after disabling all mods.
If I restore the save at the state before corruption and disable all mods, the game loads.
Now with advanced teleportation enabled, I can't even start a new game.
Here is the crash log: https://pastebin.com/V6SEQhPd
Here is my save: https://1fichier.com/?1k3iggg9ag2kiypjaieb
If anyone can please help me to fix it manually, I will be grateful.
Edit: I managed to restore a backup I made a few months ago, so my problem is solved. I will never use this mod again, it's a save
breaker.
By the way, everything works on version 1.0.0 too.