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eu3fan

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eu3fan

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About this mod

Adds 9 physical teleportation nodes to the game which can be linked to each other to transport anything between them (including NPC's, objects). Also included is a Recall spell that allows the PC to warp to any of them. Great for mischief, dungeon crawling, and exploration.

Requirements
Permissions and credits
Translations
  • Russian
Changelogs
Also available in:
- Enderal:
http://www.nexusmods.com/skyrim/mods/81074?
- Special Edition:
http://www.nexusmods.com/skyrimspecialedition/mods/6612/?

Summary
: Adds 9 physical teleportation nodes to the game which can be linked to each other to transport anything between them (including NPC's, objects). Also included is a Recall spell that allows the PC to warp to any of them. Great for mischief, dungeon crawling, and exploration. Demonstrative video will be added later when I have time.

Demonstrative Video: https://www.youtube.com/watch?v=8BiU6AUMK5U

Instructions:

Location

To use this mod. Pick up the two Spell Tomes "Teleport" and "Summon Teleporter" in College of Winterhold's Arcanaeum. They are placed on top of the front desk where the orc usually sits.

How does it work?

The player can place a total of 9 teleporters (a.k.a. "teleportation nodes") in the game world through the "Summon Teleporter" spell. Each teleporter can be set to have another teleporter as a destination. And when the PC or an NPC steps onto the teleporter, he will be transported at that set destination.

The destination of a teleporter is dynamic and can be changed at any time. Similarly, teleporters can be deleted and replaced to suit the player's purpose.

In addition to being simple devices to transport characters from one place to another, teleporters are also "nodes" in the teleportation system. The player can teleport to any placed teleporters using the "Teleport" spell.

Practical Use

There are many ways to make good use of these devices. For example, the player can place 1 instance at home and 4 instances in at his favourite stores that lead back to the one at his home. He can then place a few at current quest givers and leave 1 slot open for on-the-fly teleportation back to home (which can always be deleted later on).

If the player requires reinforcement to beat a boss, he can also place one in the boss location, another in a city's barracks, and then drag all the nearby guards in with the "Singularity" spell. Alternatively, the player can also do things the other way around by teleporting the boss to a barrack filled with sleeping guards.

If the player is on the verge of finishing the main quest, it's also a good idea to leave a Teleporter in Sovngarde, since it's a beautiful place for repeated sight-seeing (and which the game does not let the player back into post-departure).

Known Issues

As with the Summoning Node interface, there is currently a number of short-comings in terms of textual display - largely a result of the limitations imposed by Skyrim's development toolkit. The "Show Info" option roughly shows the locations of each Teleporter but does not present them in an elegant manner because formating the text and showing proper location names are things that require a great deal of "wizardry" (and some of which are currently impossible to do - hard to believe as it is).

Also, one'd notice that "9" is a magic number because a single level of interface permits a total of 10 options. Without using cumbersome layers of message boxes, 9 is basically the optimal number to use for indexed entities.

History: This is a spin-off of a trap mode I've made last year. That mod was made as part of my process of creating a portfolio for my job-hunting. Eventually, I did land a job as a dev (hopefully that mod helped!) but consequently I stopped development for my mods since I no longer had that much time.

This particular mod was created on a later date largely meant for personal use. It refined aspects of the teleportation system in the trap mod so that it is more streamlined and easy to use. I am now uploading this mod because I've just started playing Skyrim again and decided I should share this handy tool that had been kept in the dust for a while.

Changes: There are 3 key differences between this mod and my previous mod on traps:
1. This mod only deals with teleportation. There will be no traps
2. Spawn location is exactly on the teleporter's physical location, as opposed to the location of where the "Summon Teleporter" was casted
3. A "Teleport" spell is available to recall to any placed Teleporter