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cdcooley

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cdcooley

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24 comments

  1. Charsiupao72
    Charsiupao72
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    Is there any way to make this compatible with "Follow Me"? I've recruited many NPC allies in-game, but none of them are recognised as followers, even when they are following me. Or is there any flag I can set on them using the console to make them work? I can speak to them about teleportation, and tell them to teleport with me, but the game then gives me a message saying that only followers who are currently following can be added, meaning that the mod doesn't recognised recruited followers from "Follow me" as followers?
  2. zudaha
    zudaha
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    This doesn't work with me. I have a companion from MCA, it's selena from vivec mage guild, but when I use my ALMSIVI intervention, I lost her. I also try the second module without MWSE, but it change nothing.
  3. Herculine
    Herculine
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    The Companion Teleport spell seems to be working fine, but I cannot get J'hrasha the Healer to sell the Greater spells. "Teleportation" is in his topic list, but his spell list only has the normal Mark and Recall spells and I can't find any other NPCs who will talk about teleportation.

    Please don't tell me to use Melian's mod. It always says I have no companions. This one is working for me to recall my companions, I would just like to find the Greater spells in the game now.
    1. Herculine
      Herculine
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      Nevermind. I had to persuade his ass off but I finally got the NPC to sell me the spells. Thanks.
  4. ShadowWulfe
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    Try as I might I can't seem to get any of the NPCs to talk to me about teleportation. Even using the console command to "addtopic 'teleportation'" does nothing.
  5. mrmayhem2
    mrmayhem2
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    Hey man, I've been having some grief for some time now with the Companion Teleport spell (in the non-scipt exender reliant version). It just simply caused the cure paralization effect. Now, I don't know if it's because I'm trying to teleport a companion from a mod (abot's pack guars) or if it really does use the script extender. Maybe I'm just doing it wrong. I just want to know if you might have some solutions.
    1. cdcooley
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      No Companion Teleportation really doesn't depend on the script extender. It's been a long time since I last looked at it but I think that may be the one that breaks if you have a mod giving you or the companion a constant effect cure paralyzation ability.
    2. mrmayhem2
      mrmayhem2
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      So out of curiosity, I ditched Companion Teleportation in favor of your Improved Teleportation (after I got MWSE of course) and there wasn't any change. Still tried it on the pack guar mod and still used the no cost spell. I started in Ald'run, told it to follow and teleport, and COCed myself to Mar Gan. When I casted the spell, it only did what it's description said (cure paralyzation). I don't have any mods that make any effects permanent. Just in case this extra info helps.
  6. Michio2013
    Michio2013
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    So I installed the mod, but whenever I use companion teleport, greater mark or greater recall, it just resets my mark to wherever I am at the time. Did I mess up the installation somehow?
    1. cdcooley
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      If the spells aren't working then it's probably because the script extender isn't working. Greater Mark and Greater Recall do both have the Mark effect but the scripts should be detecting that (plus the other effects) and giving you the teleport dialogue.

      According to a post below the MWSE built-in to MGE doesn't work but I never play with MGE so I wouldn't know for sure.
  7. harrytom
    harrytom
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    i remeber a mod i used years ago that just porterd your follower to you the second they move too far away. It was really simple but i cant find anything like that here now apart form this. I much perfered the hands off approch and i dont really want new spells in my spell book or to add new spells to the game. Any one got any idears or sujestions?
  8. hal900x
    hal900x
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    No prompt when casting companion teleport. Dang, I really want this to work. Is it ok with the internal version of the MWSE?
    1. cdcooley
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      Try Melian's Teleport Mod at http://download.fliggerty.com/download-37-292 and see if you have any better luck. It's more up-to-date than Improved Teleportation at this point.
    2. qinlongfei
      qinlongfei
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      Sorry if this is the wrong place to ask this question but I can't get Melian's Teleport Mod to work. I use a steam version of Morrowind and I tried both the MGE build in MWSE and the standalone version, both causes my game to crash on loading a save file or starting a new game. I'm not sure if the script simply doesn't run with my steam copy or anything, but I do recall when using MGE Morrowind (with its build in MWSE) I get a error message about: can't find reference 'mel_tpp_name'.

      P.S.
      I manage to solve this problem by disable MGE's build-in MWSE and then downloading the newest 9.5 beta version of MWSE to launch the game. So anyone has similar problem may want to try this.
  9. ZodiacDragonStar
    ZodiacDragonStar
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    um just found this and when I tried to dl companion teleports I get a message that says MWSE is required. from the file download description I thought the companion one didn't require MWSE. So does it require it or not?
    1. cdcooley
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      Companion Teleportation does NOT require MWSE. It seems the required file popup isn't linked to the specific file you download like I thought. Sorry for the confusion.
    2. ZodiacDragonStar
      ZodiacDragonStar
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      um you might want to check your files in your zips. when I open up companion teleport it loads an esp called improved teleportation 2.0 instead of the companions teleport 1.1
    3. cdcooley
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      It's the right file for me. If you're using NMM maybe it's pulling the wrong file.
    4. ZodiacDragonStar
      ZodiacDragonStar
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      yeah I was using nmm and it gave me improved teleportation 2.0 on both the companions and improved teleport I think, but when I downloaded companion teleport manually and extracted it it says companion teleport. weird huh
  10. cdcooley
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    Because there used to be only one TESNexus which had mods from both Morrowind and Oblivion. There were far more Oblivion mods than Morrowind mods and Dark0ne chose to copy the Morrowind mods into the new Morrowind site and rename the old TESNexus to be the Oblivion site. I don't remember why he chose not to remove the Morrowind mods, but there was some good reason at the time. You'll have to ask in the general site forums if you want to know the specifics.