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About this mod

Adds a customisable cost to using vanilla fast travel, to simulate costs for carriage and inns, etc, during your journey.

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Fast Travel Costs
Oblivion Script Extender


This mod adds a customisable cost to using fast travel, dependent on the time your journey took. The in-game justification for this is that your character will need to pay for stable fees, carriage costs, inn stays, meals, and other supplies for their journey. In reality, it adds a lore friendly ‘tax’ on using the convenience of fast travel, and attempts to dissuade frequent use.

This can be used as an alternative to fast travel mods like my Teleportation Services, or alongside them to allow balanced travel to out-of-the way places like the DLC houses. This also works in any world space, including the Shivering Isles.


Any journey less than 1 hour will be free. For example, travelling about the Imperial Isle or to a city’s castle or stable will not cost you anything. For any journey of 1 hour or more you will be charged by the hour.

Whenever you travel, a message in the top corner will display showing how long your journey was and and how much gold it cost. Having no gold in your inventory will disable fast travel.

In vanilla, riding a horse when fast travelling will approximately halve the time it takes you to travel. Therefore, investing in a horse is a good way to reduce your travel costs in the long run, since they’re based solely on travel time. However, you must actually be riding the horse to receive this bonus. Of course, you can also ride between cities without fast travelling fairly quickly if you want to avoid the costs altogether.

I’ve also added two new loading screens to explain the cost justification in a vanilla friendly way.


By default, every hour of travel will cost 15 gold. This can be customised by using the console to set the following global variable to whatever value you want.

set afFastTravelCostMult to <value>

As a note, travelling from one extreme of Cyrodiil to the other takes around 10 or so hours. The travel time is also capped at 15 hours if you somehow manage to make a journey that long.

I recommend using TES4Edit to directly modify the global in the esp once you’ve found a value you like. Decimal values are allowed, but any non-integer costs with be truncated after calculation, i.e. a cost of 12.5 per hour totals 25 gold for two hours and 37 gold for three hours.

A vanilla limitation is that all fast travel times over 1 hour are in 1 hour increments only. You’ve probably never noticed it before, but all your fast travel journeys actually take exact hours (plus a small variation in the ten-thousandths of an hour, apparently). Therefore, you cannot get a 4.5 hour journey, only 4 or 5 hours.


This mod requires the Oblivion Script Extender.

Standard installation procedure: add the file to your data folder and check in the game launcher or your mod manager of choice.


This mod can be uninstalled at any time and will have no permanent effects on your game. If fast travel was disabled when you uninstalled the mod (because you had no gold left), then you will need to renable it by typing enablefasttravel 1 in the console.


This mod's changes are applied through a single script. It should be compatible with everything. Then only issue I can see arising is if you use another mod that controls the availability of fast travel through scripts. If you're using this, you don't need them.

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I spend a lot of time creating and supporting my mods, so any donations are gratefully received.