Skyrim Special Edition
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  1. megapatato
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    New version is up! I changed the name of the plugin to force anew property bindings from the plugin to the papyrus engine, and because I re-numbered FormIDs. After updating from v1.2 to v2.0, your game will complain about the old plugin being missing. This is expected. As those scripts were only called when the spell was cast, they'll be orphaned. You'll need to learn the spell anew though.
  2. AnDE42
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    Hi! Are there any console commands to add these spells?
    1. megapatato
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      Hi there, yes.

      You'll need the load order slot. Since the mod is light-flagged, it loads into the meta-list on the FE slot, so what you're after is the 3 digits after that, what I'm writing below as "xyz"

      The commands would be:
      player.AddItem(FExyz800)
      player.AddSpell(FExyzD64)
      AddItem adds the spell tome, AddSpell adds the spell directly; their EditorIDs being respectively mpDIspelltome & mpDIspell.

      To find the load order slot, you can type in-game:
      help mpDIspell
      You can also check with your mod manager what's the Mod Index of mpDivineIntervention.esp
  3. 07qwerty07
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    Hi, I really like your mod, but lacks some functionality - there are more than 5 cities in Skyrim and whereas It is perfectly understandable why Winterhold lacks a temple and Morthal is too close to Solitude, it would still be good if there were more temples/shrines considered for teleportation, Falkreath for example has a small Hall of dead which serves as an Arkay temple, also there is a Dibella shrine south of Dawnstar https://elderscrolls.fandom.com/wiki/Shrine_of_Dibella:_Watching_Dawnstar or Dark Brotherhood masters can be considered to pray Sithis to travel to Dawnstar sanctuary.
    1. megapatato
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      Yeah, you're pointing out a design decision that resulted from the tension of game-play vs. in-game logic.

      The 5 walled cities are the ones with carriages in vanilla. This mod is meant to add a system that complements that; you get an easy teleport to a hub, from where you can take a carriage elsewhere (like it's namesake in Morrowind). In Vanilla, the smaller hold capitals do not have a carriages (not even ferries even though most are on the coast!!), and so I wanted to avoid the experience of teleporting all full of loot, ending up in Falkreath... and then.... having to trek back to a city on foot while over-encumbered....

      This said, now that the mod has an MCM and people can choose what they pray to, this can be avoided. I'm actually working on a major overhaul, adding support for Falskaar, Wyrmstooth, Bruma, and Beyond Reach. While I'm at it, I could also add a destination to the College (Winterhold), the Pool of Darkness (Falkreath), Nightcaller Temple (Dawnstar), Falion's Circle (Morthal-ish), with quest-gating similar to what I do for the Skaal village.

      However, as I'm currently waist-deep in the Echoes of Barenziah overhaul, my load-order is in tatters, so this overhaul is just in alpha stage (got a good system in the backend to deal with mods possibly installed or not, without doing dirty shenanigans with null casting). What's missing is that I need to play through the new-lands mods to get a good sense of where teleport-destinations would be useful/sensible. And that play-through requires a good chunk of my load-order (because I'm so spoiled I can't play un-modded Skyrim anymore lol)
    2. 07qwerty07
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      Of course, the carriages in vanilla are only in 5 major cities, but I cannot imagine how a person can install Divine Intervention and don't
      install Carriage and Ferry Travel Overhaul which adds the carriages to the small cities.
      Great news regarding other territories support, I was also missing the intervention functionality for Bruma so I installed another mod https://www.nexusmods.com/skyrimspecialedition/mods/32391 which worked like a charm, but that would be much more immersive if the same spell worked. Also the real great Wyrmstooth and Beyond Reach still don't have a mod like that, so your update for these is also very expected. Can't say I am a big fan of Falskaar, but I think the more mods are covered by the mod - the better.
      Anyway, now I really waiting for an update, thanks for good news!
  4. Sezarious
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    Why is the USSP a requirement?
    1. megapatato
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      Because I develop from that as a base, and since some of the records incorporate USSEP changes, it ends up as a Master file.

      It could technically be removed, keeping the changes as "forwards" without listing it as a master, but I'm not eager to do that because it would require manual cleaning every time I release a version...
    2. Sezarious
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      I see. Thanks for the quick reply
  5. AndrewTheGuy
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    Just a quick question, I tried casting it both inside and outside and the message "Your prayers fell on willfully deaf ears" appeared? Is it because I've done Daedric quests? 
    1. megapatato
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      If you're inside, you should see "Objects block your pleas from the heavens... Go outside."

      If you're seeing "Your narrow prayers fell on willfully deaf ears." then you cast the spell while in a worldspace, in a cell not marked as an "interior", but the script did not find a valid distance to any enabled landing temple. You could be in an unrecognized worldspace (e.g. Falskaar), or just have too stringent praying criteria. For example, if you used the MCM to disallow praying to the The Reclamations, then casting the spell in Raven Rock just after getting off the boat for the first time can not teleport you to the Reclamation's Temple, nor to Skaal Village (Storn's barrier is up until you free his people), and you'll get that "willfully deaf ears" message. If you cast the spell while in, for example the Wyrmstooth worldspace, you'll get the same message because there's no support for that (yet...).

      There is no check for or impact from any daedric quest.
    2. megapatato
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      If you enable debugging to the trace in the MCM, you'll see lines in your papyrus log that should help clarify what the mod was thinking in that specific situation (e.g. "outside but invalid worldspace", or "valid worldspace but no temples enabled", or "indoors").
  6. jore666
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    Could you release version that only teleports you to places of nine divines? Also what spell school and skill level spell is?
    1. megapatato
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      It's Alteration, and it's cost is like base=80, so at skill 15 you should be able to cast it (I think) from the get-go.

      There's an MCM. If you don't want to pray to some, don't pray to them.
  7. BobTheBobCatt
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    Just asking, but will there be patches for New Land mods (Like Midwood Isle, Wyrmstooth, Falskaar, Beyond Skyrim: Bruma & New North (When NN comes out)) or no?
    1. megapatato
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      I'm considering doing an overhaul to add a bunch of features (e.g. basic interior support, functional MCM). Since that requires re-writting the scripts, I could take a look at adding support for new land mods. I'll have to think a bit about how to structure the script to account for worldspaces that may, or may not, be there. With just the 5 mods you mention, doing the combinatorics would yield 2^5=32 different plugins (??_?)

      The way the mod works, I plop an invisible marker at each of the teleport locations (i.e. above the roofs) so I can get the distance to it; I also plop another marker inside that serves to mark the teleport destination. These modifications mean altering the worldspace, which means declaring the worldspace, which means having it in the plugin's Master list; the combinatorics of having the 5 mods you mention is what would yield 32 different Master sets, therefore 32 different plugins. And since a missing marker, possibly from a missing landmass, when called via the "distance from" function yields a crash or positive/negative infinity (technically it is signed integer representation, so either the maximum, or the minimum possible distance), I have to check which landmass the player is in, and then evaluate the distances from the relevant beacons. For example, if the player is on the continent and evaluates the distance to the Raven Rock temple, that number is often smaller than all the other distances from the 5 locations in the continent just by nature of being negative infinity u.u And to check if the player is on Solstheim, I need to declare what Solstheim is, so I need to know it's reference and link that as a property of the script.

      Off the top of my head, I may be able to have a script dynamically running and building a list of installed mods, then hard-coding some references and updating for load order. So a script runs every time you load a game, checks if compatible new land mods got installed, updates some internal list for their load order, and then tells the magic effect script a set of boolean flags, which then tells the magic script what stuff to check. If I avoid using properties and just check the name of stuff, which are strings, it might allow me to avoid having to declare those worldspaces, and by extension not having them as masters... Maybe that works? I'll need to think more about that :/
    2. BobTheBobCatt
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      How would it be 32 plugins if the mod only uses a single one for the base game? (Just curious about it)
    3. megapatato
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      First part of answer:
      Right now I have an invisible marker at each teleport location. Since those placements directly reference their cell coordinates, they must have the plugin that contains that cell as a master file. The combinatorics go from there:

      • Midwood Isle [n], Wyrmstooth [n], Falskaar [n], Bruma [n], New North [n] <- this would be vanilla

      • Midwood Isle [n], Wyrmstooth [n], Falskaar [n], Bruma [n], New North [y] <- if only New North is installed

      • Midwood Isle [n], Wyrmstooth [n], Falskaar [n], Bruma [y], New North [n]
      • Midwood Isle [n], Wyrmstooth [n], Falskaar [n], Bruma [y], New North [y] <- if both Bruma & New North are installed

      • Midwood Isle [n], Wyrmstooth [n], Falskaar [y], Bruma [n], New North [n]
      • Midwood Isle [n], Wyrmstooth [n], Falskaar [y], Bruma [n], New North [y]
      • Midwood Isle [n], Wyrmstooth [n], Falskaar [y], Bruma [y], New North [n]
      • Midwood Isle [n], Wyrmstooth [n], Falskaar [y], Bruma [y], New North [y] <- if Falskaar, and Bruma, and New North are installed

      • ...

      Second part of the answer:
      Now that I got far more exposed to Papyrus in the making of another mod (Thieves' Night on the Town?), there's a function FindClosestReferenceOfType , so I could make a custom marker with a custom type and the magic effect would call that function instead of manually checking each distance. That would allow markers for other mods to be introduced via a plugin each, removing the combinatoric explosion. The other checks for quest status would likely work the same, as I would just substitute the distance calculation. I'll have to check for performance reasons though; that function also takes in a radius, so I hope if I give it a province-spanning radius, it won't choke...
  8. EmperorBarryIV
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    In the mod Death Alternative there's an Amulet of Divine Intervention that has this exact effect. Do you think you'd be able to add jewelery to this mod?
    1. megapatato
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      What would such jewelry do? If we had Morrowind-like options for enchanting, I could see the utility of having an item that can cast the Divine Intervention spell as-is. But Skyrim can only have constant-effect spells on wearables, and we don't want a constant-effect teleport spell (which would constantly teleport you somewhere.. or worse, ask where to teleport....). What did you have in mind?
    2. EmperorBarryIV
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      Sorry, I should clarify - And I didn't realize how long it has been, I'm sorry! - The amulet either gave you a text box that let you decide either yes = teleport or no = unequip amulet automatically, or it gave you a power that teleports you and consumes the amulet. I'm sorry I can't remember the exact effect, and it would take some fiddling for me to test it now.
    3. megapatato
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      Ah, I think I see. I'm a bit hesitant because I've had bad experiences with that kind of trigger. For example, one uses a hotkey to equip an item, the item asks to teleport while freezing the world, the user says Yes, the simulations continues for a frame or two, then the user is relocated. In those few frames in between, stuff can happen. My experience was with a "get out of trouble" spell that I cast in a fight that was going poorly for me. In those few frames, enemies did lethal damage, but the game didn't register I had died. Then I got relocated, and the game saved, and it registered I died. So I had a savegame with insta-death by delayed evaluation...

      I'm sure there are proper ways of doing this, but I don't have the time at the moment, nor do I even have Skyrim installed. Maybe in a few months I'll revisit this. Maybe instead of asking to teleport, it observes the user's health, and if it drops below 5%, it attempts a teleport (like the Restoration perk Cheat Death) ? It wouldn't work indoors, so that severely limits the usefulness while taking up a precious equipment slot, but it's something..? maybe...?

      The spell also comes in scroll form, so that should alleviate any magicka cost concern. If you're not finding scrolls with spell merchants, that's a bug! (so please file a bug report)
    4. EmperorBarryIV
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      My only additional comment in that case would be maybe do the opposite; prevent the spell/effect from working below, say, 10 or 12 percent health. Because if you reach 5 percent health via DoT like fire or poison... Get teleported, game saves... You die...
    5. megapatato
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      That's a good point, damage over time. Don't know if there's a function call to get all the effects on the player that inflict it, specially as custom effects would fall out of that list. Maybe there's a dynamic way of detecting all such effects and then removing them upon cast?

      An easy out would just be to heal the player. But it doesn't feel very "divine intervention" for that to be it, if you get to the temple and are still on fire / poisoned...
    6. EmperorBarryIV
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      A fun and immersive way would be this: Keep the idea that it's an auto-cast at a low level. Add the effect of instantly refilling your character's health. And add a negative effect that lasts 24 hours, as a penance for balance after the divine intervention. Maybe making some kind of donation to the Divines will take that effect away. Or maybe, though it would be more complex; tie it to individual Divines; 9 Amulets, 1 for each Divine, each with a different negative effect and needing a different thing to be offered up to remove the effect. I dunno, I'm just spitballing here, this stuff would take a lot more time.
  9. megapatato
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    New version is out! Check the changelog for details, but the main thing is requesting the game autosave at cast-time. Some other mods which shall go unnamed here were having weird interactions that are outside my control, so the autosave should make the issue painless if a crash occurs.

    Rq: If anyone got V1.1, please update. I forgot where my Papyrus stack was compiling scripts, so that version has one source code but the old compiled thing (hence I removed it as a download option), and doesn't have the autosave feature. So it is identical to v1.0 until you yourselves compile it...
  10. megapatato
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    Would people like this to have an autosave feature? I.e. for it to trigger an auto-save after warping?

    I just found the RequestAutoSave function for Papyrus ;)
  11. Sonja
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    Perfect! I only just installed a Mark and Recall mod...
    In addition to the extended travel mods I use, now I won't need to fast travel, ever. Cheers!
    1. megapatato
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      Yeah, I use Kinaga's fast travel overhaul (http://www.nexusmods.com/skyrimspecialedition/mods/8379) and Utopium's simple mark and recall (http://www.nexusmods.com/skyrimspecialedition/mods/3736). They work well with the _free_ carriages one can purchase for the Hearthfire houses >
    2. Sonja
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      Heh! They do indeed all work well together. I also discovered that the combination works great if you have Mammoth Manor. It's right next to Half-Moon Mill, and, of course, Kinaga's Fast Travel Overhaul adds a ferry to there, while Lakewood is just down the road.
      I'm also using Wayshrines of Old... so now, my Skyrim effectively feels like Morrowind in terms of travel, I couldn't be happier! Additionally, I have Fewer Predators installed, which means travelling by horseback, at least on the roads, is less of a trial.
      It's been a long day, and I'm not up for mod testing just now, but I will install yours' tomorrow, and I'm pretty sure I'll be back with an endorsement.
      Again, thanks!

      Oh, and in case you are interested in even more travel options, some links:
      http://www.nexusmods.com/skyrimspecialedition/mods/8863/?
      http://www.nexusmods.com/skyrimspecialedition/mods/5981/?
    3. megapatato
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      Oh my god, less bears?! YES PLEASE!!! =D