Oblivion

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oly

Uploaded by

David Brasher

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About this mod

This mod adds teleport pads to the Mage Guild halls for public use. The pads can transport you to the other Mage Guild halls for a small fee of 50 gold per use.

Requirements
Permissions and credits
Mod: Mage_Guild_Teleport 3_1
Game: TES IV: Oblivion
Requires: Shivering Isles
Author: Oly
Editor: David Brasher
Release Date: 5/26/11
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CONTENTS
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1. Information on the Mod
2. Installation
3. Version History
4. Conflicts, Known Issues, and Troubleshooting
5. Copy Status and Credits
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1. INFORMATION ON THE MOD
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This mod adds teleport pads to the Mage Guild halls for public use. The fee is 50 gold to
teleport to another city. Divine Intervention, Mark, and Recall spells and scrolls are for sale.

There have been many Mage Guild teleportation mods made, and this is a remake of one of
them, but those others did not have exactly the features I wanted, so I changed this one to be the way
I liked it. If the features this one has do not suit you, I imagine you might like one of the others
that is available.

I do not like Oblivion fast travel. It is like cheating. Your level 1 character can be out
in the wilderness with no more potions, all his or her gear broken, a horrible disease, and hordes of
scary monsters lurking in the tree-line. No problem! Just fast travel to safety. I think that is lame.

I wanted the game dynamics to be more like Morrowind. There were Guild Guides, Silt
Striders, ships, and the spells Divine Intervention, Mark, and Recall. There would be some rational
for how you suddenly moved far across the map with no danger to your character, and no resources spent
like potions, arrows, and repair hammers. To travel from one place to another using these rapid and
safe methods, you would also have to pay gold. This could actually prevent low-level characters from
doing it because they didn't have the money or they needed to save it for more important things. With
the spells such as Divine Intervention or Recall, you would have to spend money to learn the spell or
buy the scroll. I think game balance is better if there are prices for valuable goods and services.

So these are the features this mod has:

MAGE GUILD TELEPORT PADS:

(1) Each Mage Guild and the Arcane University have teleport platforms in accessible areas available for
public use. Some other mods only allow Mage Guild members to use them. The portals at the Mage Guilds
all lead to a room with portals to all the other Mage Guilds. You only pay to enter the room. There is
no fee to activate a portal in the room and complete your trip.

(2) The fee for a trip is 50 Septims. Most other mods offer the service for free. (I personally think
the mages are greedier then that and would want to make a bit of money for the service they provide.)

(3) Fast travel is not disabled. You can still use it, but if you are into role-playing, you will
restrain yourself and only walk places, ride horses, and use the teleporters and transportation spells
I know how to disable fast travel and thought about doing it, but decided it would be a pain when I am
play-testing other mods, and figured the general public would not like it. If people want fast travel
disabled, I could make it that way.

(4) The Bruma Mage Guild portal has been fixed so that it takes you to the normal Bruma Mage Guild
before it is attacked, and the destroyed Bruma Mage Guild after it has been attacked.

(5) All companions can follow you through the portals and you do not have to pay extra.

(6) Path-gridding and object placement issues in the various guild halls have been fixed.

(7) Intersecting light radii in the teleportation hub room have been fixed. Light levels have been
adjusted, and the room has been redecorated in a useful fashion: Above each portal is a tapestry with
the symbols and colors of the town the portal leads to. So now you can just glace at the tapestries to
see where you need to go rather than pointing your cursor at every portal and reading the text until
you happen across the correct one.

DIVINE INTERVENTION SPELLS AND SCROLLS:

(1) The Divine Intervention spell in this mod is more advanced than the spells I have tried in other mods.
In the other mods, there are all sorts of restrictions, like you can't use the spell indoors or certain
other places. This mod is set up so that you can use the spell when in an interior cell. You may not
use it while fighting in the Arena or while serving time in jail in Cyrodiil. Other than that, there are
no restrictions. You can use it to escape from Oblivion, but it can cause problems you will have to
straighten out later. See the note below. If you use the spell while in the Shivering Isles, you will
be moved to the Bravil chapel. I have added scripting so that using this spell acts the same as leaving
the Shivering Isles properly through the door in the Fringe. This prevents the I HAVE NO GREETING bug.
The scripting in this mod tracks your last known exterior location, so when you enter an interior or a
special worldspace, and then cast Divine Intervention, the spell will take you to the chapel nearest that
exterior location, since Oblivion cannot distinguish very well which cells in the Interior Worldspace are
closest to which areas in Tamriel. Things have been fixed so that Divine Intervention will not send you
to the Temple of the One in the Imperial City if it is currently under attack by Dagon. (The purpose of
the spell is to get you to safety.)

(2) Unlike some other mods, this mod will transport you to a spot by the front door of the nearest chapel.
This is how Morrowind was set up and this is how it should be. Some other mods just place you any old
place in town. The idea is that you are supposed to use the spell to escape danger, arrive at the church,
go in and use the healing alter, and offer a prayer of thanks that you didn't die.

(3) You can buy the Divine Intervention spell from Calindil at the Mystic Emporium, Raminus Polus at the
Arcane University, from various priests and priestesses at the chapels, or from mages at guild halls.
You can buy the scrolls at the "Mystic Emporium" or at "A Warlock's Luck" in Bravil.

(4) Divine Intervention only teleports YOU. It does not teleport your companions. So if you use it when
you have companions in your party, you should be sure they are from mods that use scripts that have the
companions teleport to catch up with you. Otherwise you might try fast traveling a short distance to
have your non-teleporting companions teleport to catch up with you.

(5) You should refrain from using the spell in Oblivion. Sure, it will get you to safety just fine, but
then it will mess up the Oblivion gates so you can't enter them and can't close them. In testing so far,
it looks like you can use Divine Intervention to escape from Oblivion, then return to the very same gate
you escaped from, walk into it, and walk out of it again to reset everything and make all the Oblivion
gates work properly. I need to do more testing, but I think this is how it works. I can't find the
scripting Oblivion uses for this. I suspect there is some untouchable hard coding. For simplicity, just
don't use the spell when in Oblivion.

MARK AND RECALL SPELLS AND SCROLLS:

(1) The Mark and Recall spells in this mod are more advanced than the ones in the other mods I have played.
Those others had restrictions about not being able to set your Mark or return to your Mark when in certain
places. (Like maybe half of the places.) I could not understand the pattern and it seems like there were
more times when I could not use the spells than times when I could. So I completely scrapped the old setup
and made a new one from scratch. You can place your Mark anywhere. You can cast Recall at any time and
be returned to your Mark. So you will never get annoying error messages and be in danger or be
inconvenienced because your spells won't work like they are supposed to.

(2) You can buy Mark and Recall spells from people like Calindil at the Mystic Emporium, Edgar Vautrine at
Edgar's Discount Spells, Raminus Polus at the Arcane University, and from various mages at guild halls. You
can buy Mark and Recall scrolls at the "Mystic Emporium", "A Warlock's Luck" in Bravil, or Earil's
Mysteries in Crucible.

(3) The Recall spell only teleports YOU. It does not teleport your companions. So if you use it when you
have companions in your party, you should be sure they are from mods that use scripts to have the
companions teleport to catch up with you. Otherwise you might try fast traveling a short distance to have
your non-teleporting companions teleport to catch up with you.

(4) This version of Mark and Recall, unlike some of those in other mods is designed to works both in and
out of the Shivering Isles and is supposed to teleport you to or from the Shivering Isles without causing
the I HAVE NO GREETING bug. It seems fairly reliable, although once in testing I was able to get the Dark
Seducers and Golden Saints to glitch up. It was strange because they were the only ones glitched up. All
the other NPCs in Crucible and Bliss had their proper greetings. If this happens, you can use the door in
the Fringe to return things to normal.

(4) You should not cast Mark and Recall while in Oblivion if it will result in you moving from an Oblivion
worldspace to Tamriel. Likewise you should not cast Recall while in Cyrodiil if your Mark is in Oblivion.
It will mess up the Oblivion gates so you cannot enter them and close them. Some problems could be fixed
by returning to the Oblivion gate you had gone into when you started using spells, but you may have closed
it since then, so that this option would not work. It would just be safest for you to refrain from using
the spells in Oblivion.
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2. Installation
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Extract (decompress) the .esp to your Oblivion directory. The default is:
C:\Program Files\Bethesda Softworks\Oblivion\Data\
Mark the box next to the "Mage_Guild_Teleport" plugin.

Alternately, extract someplace else. Then move the .esp, to Oblivion\Data. If asked if it is
okay to merge folders, say yes. Mark the box next to the plugin.
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3. Version History
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V 3.1 5/26/11Added Divine Intervention, Mark, and Recall spells and scrolls.
V 3.0 5/23/11Initial release of the remade mod featuring Mage Guild teleport pads.
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4. Conflicts, Known Issues, and Troubleshooting
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This will conflict with other Mage Guild teleporter mods. (Or at least have silly-looking
duplications.)

This mod does not work right with mods that rebuild Kvatch or rebuild the Bruma Mage Guild
after the Necromancers attack it. The portal in this mod will never take you to Kvatch. In late
game, if you play the Mage Guild quest, the portal to Bruma will take you to a trashed Bruma Mage Guild
even if you have a mod that fixes up the Mage Guild hall again.

This mod will change the behavior of NPCs. Those who travel between cities will use the
Mage Guild teleporters rather than walking the roads. I attempted to prevent this, but found a
dilemma. There were two ways I could make this mod work:

(1) Partners won't follow you through teleporters (unless they are scripted to teleport to catch up to
you in their own mods.) NPCs won't use teleporters and walk the roads like normal.

(2) All partners will follow you through teleporters. NPCs use teleporters instead of roads if they
can get them to their destinations quicker.

I opted to go with choice (2) because it seemed like it would fit the play style of more people
better. It would be kind of harsh to ban partners from the teleportation service.

There are currently all sorts of barriers in place to stop the NPCs from using the teleporters,
but they ignore them all. (1) The teleporters belong to the PlayerFaction and it is trespassing for
anyone else to use them. (2) The teleportation room with all the platforms belongs to the PlayerFaction
and is marked "Off Limits," so it is a trespassing crime for an NPC to be in that room. (3) The
teleporter objects are marked "Limited Use." So the NPCs can't see them and don't think about them when
planning the shortest route to follow to get someplace. Don't ask me why the NPCs break all the rules
and misbehave so badly. If anyone knows a way to allow all partners and the player to use a door but
prevent all other NPCs from using it (without bringing on the glitch where all the NPCs stand in front
of the inoperative door instead of walking the roads) please let me know.

It is not safe to use Divine Intervention, Mark, and Recall, in ways that will cause you to
enter or leave Oblivion without using Oblivion gates or snatching Sigil Stones. Sure, the spells will
work correctly and can get you out of danger, but they will mess up the Oblivion gates so that you cannot
enter gates and close them. In some cases, you can fix the problem by going back to the gate you were in
when you cast a spell to escape. If you activate the gate to go in, and then activate the gate to go back
out to Tamriel, it will fix some problems, but not all. Just don't mess with it. Don't use the spells in
Oblivion. See the "Information on the Mod" for more details on this issue.

This mod is rather complex and there are many different things to test under many different
operating conditions. Testing has so far not been extensive enough and lengthy enough to assure that
there are no bugs.

If you locate a bug, contact David Brasher on TES Nexus so that the situation can be
examined and can hopefully be fixed.
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5. Copy Status and Credits
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Credits:
oly for Teleport pads: Mage_Guild_Teleport http://www.tesnexus.com/downloads/file.php?id=2494
Contact: [email protected]
burntogold for scripting concepts used in the new Divine Intervention spell. Source of ideas:
Shivering Isles Divine Intervention http://www.tesnexus.com/downloads/file.php?id=10624
Mod: DivineIntervention.esp
David Brasher for Mark and Recall, and general editing.
Bethesda for making Oblivion in an open format anyone can mod.

Copy Status:
The usual stuff: don't sell this mod for profit. If you want to modify it and share it,
feel free to do so, but keep everyones' names in your credits.
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