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About this mod

Adds a spell that will allow you to teleport to any of 5 of the official plugins\' strongholds... with no dependencies on them! Also, teleport to your guild HQs, to Sheo\'s palace, and a couple more places, once you complete the quests associated with them.

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[size="6"]Stronghold Teleport Spell[/size]

Oblivion Patch
Oblivion Script Extender (OBSE) version 18+
Official Bethesda MODs: any or none of the five below.
Author: Migck

Adds a spell that will allow you to teleport to any of 5 of the official plugins' strongholds... with no dependencies on them! Also, teleport to your guild HQs, to Sheo's palace, and a couple more places, once you complete the quests associated with them.

IMPORTANT: If using a version 1.x of this mod, make a clean save before using this version! Delete DLCStrongholdTeleport.esp, load and save your game, and you'll be fine.
This mod can recognize the following official DLC:
- Frostcrag Spire
- Thieves Den
- Vile Lair
- Battlehorn Castle
- Knights of the Nine
And the following user-made mods:
- The Lost Spires
- Kvatch Rebuilt
BUT you must have completed the corresponding quest to furnish/rebuild the place (or have beaten all the quests associated) for being able to teleport there.

Upon installing this mod you will receive a 100 cost (base) mysticism novice spell named Stronghold Teleport. Casting it will present you with a "teleport to" menu in which you can choose guild and stronghold:

- Guilds includes all four of the vanilla quest guilds, the FG, MG, TG and DB, plus the Blades' Cloud Ruler temple, plus the Archeology Guild from The Lost Spires if you have installed it. Each option will teleport you to the Guild's HQ (Chorrol Fighters Guild for FG, Dareloth's House for TG, Arcane University for MG, Cheydinhal Sanctuary for DB) but the place will be available for teleport only when you have completed all quests for that guild.
- Strongholds are from the official DLCs, plus Sheogorath's Palace if you have completed the SI storyline, and Kvatch castle if you became count of Kvatch in Kvatch Rebuilt (note that depending on your actions you may or may not become count when you have completed KR).

This spell has no special flags like "immune to silence", its cost will vary with your mysticism skill but you may cast it at any skill level, provided you have enough magicka.
Note that it has some restrictions to cast it: you must be outside (open air), you must not be in combat, and if a mod has set the cobSigNoPCTeleport from Cobl to 1, you will not be able to teleport (no mod I know of does this however, :( )

The special thing is, thanks to OBSE, this mod will work regardless of how many of the mods above you are using. If using none, or if you haven't completed the quest for any of them, the spell will simply do nothing. As soon as you complete the associated quest for the place, it will be available for teleport.

Don't tell me "this doesn't work" because it will most likely mean that you:
a) Don't own any of the plugins and/or are not master of any guild, or
b) Own them, but have not completed any of the associated quests (i.e. the spell will NOT work upon creating a new character, you have to find and furnish the place/s first!!!), or
c) Do not meet the requirements to cast the spell. See above.

But if the above conditions don't apply to you, and the spell still doesn't work, feel free to tell me and I'll look into it ASAP.

1. Copy StrongholdTeleport.esp to (install folder)\Oblivion\Data\
2. Start Oblivion Launcher, click 'Data Files', place a checkmark beside StrongholdTeleport.esp. Or whatever other method you know :P

1. Start Oblivion Launcher, click Data Files, uncheck StrongholdTeleport.esp
2. Delete StrongholdTeleport.esp. Or do whatever you want.

Not compatible with anti-OBSE views, policies and ideas. Other than that incompatibility is pretty much impossible.

Well, lets be honest... there are some mods which use their own version of the DLC .esp file. One of them is Frostcrag Reborn (perfectly compatible). All these mods will be compatible as long as they don't change the FormID of the map marker reference nor of the quest associated with the DLC. Since these mods are built with the original DLC file as base, it is safe to assume that they don't change these FormIDs, and thus should be perfectly compatible.

Click my name. Or don't. I don't care... Duhhh...

Thanks to Bethesda for creating Oblivion.
Thanks to the OBSE Team for fixing Oblivion
Thanks to for fueling my passion... whot?
Thanks to LHammonds for the Readme Generator... Gah, I need a better template, my readmes come out worse each time.
Thanks to your God for creating you all... mine is quite boring.

Tools Used
Oblivion Script Extender (OBSE)
TES Construction Set
Readme Generator

You can do whatever you want with this mod but make sure you don't feed it after midnight. HORRIBLE things WOULD happen.