Skyrim Special Edition

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About this mod

A brand new fast travel network created with lore-friendliness and immersion in mind. Best of all it features ZERO time transition, which is most suitable for any weather and needs survivalist out there.

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On 6/10/2018 Pharros changed the permissions of all of his mods to  "You may do what you wish with the file as long as you credit me and don't distribute it on a separate mod hosting platform." Because of this I was able to upload a full version of SWIFT for SSE and not just a patch. Thank you Pharros! Get the original for LE here and remember to endorse it!



SWIFT adds a network of wayshrines across the world of Skyrim, Dawnguard, and Dragonborn that allows players to instantly travel from one wayshrine to another in a more lore-friendly way. The mod is balanced by forcing players to have to locate a wayshrine before they can gain access to its location for teleportation. The locations of the wayshrines are also not too close to major locations but close enough to maintain convenience, especially for no fast travel playthroughs, as well as compatibility. This also encourages the player to be more adventurous in their explorations :).

SWIFT's fast travel method is instantaneous. This means that there is ZERO time transition when teleporting from point A to point B. This is to compliment mods that add survival-like elements such as hunger, thirst, fatigue, weather conditioning, etc. No longer will you need to worry about sped up needs rates! Additionally, any wayshrine that is too close for comfort with bodies of water now have a feature to gain access while staying completely dry :).

Delve into the mysterious findings of a great scholar who had an infatuation with ancient mer culture and technology. Learn of his work, discover lost information, unveil the secrets behind the wayshrines, and learn how one could possibly use this knowledge to their advantage. Enemies you are forced to fight during this quest are trivial, any others you may come across can be rushed past. This quest is about an hour long, more or less. No quest markers are available, but enough information is provided for clues as to where to go/what to do next.

The answers you are given at the end of the main quest only create more questions. By testing the incomplete theory of a well renowned conjurer, you conclude that there is an entire new dimension awaiting to be explored for answers. This quest has no markers but is very short.

SWIFT now has map markers for all wayshrines, however, they will only appear on the map and compass after the player has approached the corresponding wayshrine. This means you will still need to find the wayshrine initially before knowing where it is in reference to both your map and compass.

During the events of the main quest, you can come across a book that reveals explicit hints to all wayshrine locations with images and descriptions, except for the few optional wayshrines (the book's author makes note as to why this is).

SWIFT comes with an MCM to allow maximum player customizability. These options include toggling features such as fast travel, forced third person, Soul Karma, Teleport Fatigue, FISS functions, wayshrine fees, and wayshrine centerpiece options. It includes cheat options such as auto-complete main quest, auto-complete endgame quest, and gaining immediate access to all wayshrines. Lastly, it contains a debug page to show which SWIFT supported DLC-sized mods you have installed, and which of their corresponding wayshrines are installed along with an Uninstall option.

Although the mod contains scripts, it is actually script lag free. Every single script used in this mod is event based except for a single optional script. A very large portion of these event based scripts are used one time only and then never execute again. Therefore, there is no need to worry about script lag :). The one script that is an exception is a script attached to the endgame artifact you obtain much later down the road, and the script will only be used if you use the artifact. Furthermore, the script itself is only dynamic in the sense that it changes a global variable once after 24 hours of it being activated, then is not used until you use that artifact again. So even the one and only script that runs in the background optionally on your behalf is still extremely light!

Optional features:


SWIFT allows players to toggle the ability to fast travel or not.

The mod contains a few functions that use the ForceThirdPerson() function. This MCM option allows users to disable this function in SWIFT, allowing mods such as Skyrim - Enhanced Camera and Immersive First Person View to work much smoother.

Players can choose to have an immersive wayshrine fee cost for activating and/or using the wayshrines. This is supported by Soul Energy, an energy that you can extract from captured souls via a new spell to provide enough power for wayshrine activation and usage. This is first applied and explained during the main quest.

Players can choose how much Soul Energy it costs to activate a wayshrine and to use it for teleportation. This can be set to 0 essentially disabling the feature for those who do not wish to use it.

This option will add a temporary debuff to the player after using a wayshrine to teleport.

Players can gain buffs and/or debuffs depending on where their current "level" of Soul Energy stands. They are also given the option to go down a more necromantic route, giving separate but complimentary buffs and/or debuffs. Going down either route (or both) will reward the player with a new spell for reaching each route's mastery rank. What these spells do are revealed in the spoiler text file provided in the downloads section.

Players can choose between two centerpieces for the wayshrines to contain: The aged statue of the Snow Elven god Auri-El or a blue embered brazier inspired by the wayshrines seen in ESO. 

The MCM provides users to choose which multiple follower mod they are using to transport their followers with them upon teleportation. This feature can also be disabled if you do not wish for your follower to come with you.

The endgame quest in SWIFT is dependent on how many wayshrines have been activated. To start the quest the default value is 20 wayshrines (which is every wayshrine included in the main files), but this can be customized to be any number of wayshrine activations between 10 and 20 in the MCM.

For those who do not wish to play the quests to obtain their rewards or have already played them and do not wish to play them again, you can force them to automatically complete and yield their minimal but essential rewards.

Players can choose to make all of SWIFT's teleport locations made available to them instantly.

Addons are available for:
Beyond Skyrim - Bruma
Beyond Reach
Gray Cowl of Nocturnal
Moonpath to Elsweyr

SWIFT should only conflict with mods that edit the same locations that the wayshrines are placed at.

Known conflicts:
The Brotherhood of Old:  patch provided
The Tools of Kagrenac: patch provided
Whiterun Forest Borealis:  patch provided
Great Forest of Whiterun Hold:  patch provided
Unique Locations - Riverwood Forest: no patch yet

No conflicts if loaded in correct order:
The People Of Skyrim:  load before SWIFT
Realistic Water 2:  load after SWIFT

F.A.Q (Mostly a copy/paste of what is on the original SWIFT page)


Q. Xbox/PS4?
A. No.
Q. Y tho?
A. "Don't distribute it on a separate mod hosting platform."

Q. Can you add feature x?
A. Feel free to ask, I might be able to do it.

Q. Does this mod affect towns, villages, or cities?
A. No.

Q. How do I start the main quest?
A. Activate any wayshrine you first come across.

Q. How do I start the second quest?
A. You will need to have at least X wayshrines activated in total. This value can be customized through the MCM to be any number of wayshrine activations between 10 and 20.

Q. Do I really need to do the quests?
A. No, there is an MCM option to auto-complete either quest, or both.

Q. I use a weather impeding mod and have a phobia of going near water. How can I access that submerged wayshrine?
A. After initial activation of any wayshrine in water, you can use some nearby planks to construct a makeshift walkway to the wayshrine without getting wet! Parkour may or may not be involved.

Q. My papyrus log is reading some errors about properties not being found or resolved. Is this normal?
A. This is another falsified error readout. It won't negatively affect your game in anyway. This is caused by properties in scripts being changed or removed. The Creation Kit, XEdit, and the game no longer pays attention to these old properties, but the papyrus log for some reason embeds the memory of them being there. NOTE: The errors have been almost eliminated at this point.

Q. Why do I need to wait 24 hours ingame before uninstalling or for uninstalling?
A. This is just to be sure that the only script in the background isn't running. This script is attached to the endgame artifact you receive much later down the road and will only go off if you use the item. If you have not used this item yet or never will, then the script won't ever run and you will not need to wait those 24 hours.

Q. Wayshrines all over Skyrim?... How is this immersive?
A. Vanilla lore states that Skyrim was the original mainland of the Snow Elves. They had structures, including shrines, across the land - much like the Ayleid ruins found in Cyrodiil. Bethesda seems to have ran out of time or forgot to include that detail.

Q. Why are the wayshrines different from the ones in the Dawnguard DLC?
A. In mechanics, this was a personal choice. It was easier to create a dialogue list for the player to scroll up and down rather than linear connections of portals that are limited to five options per wayshrine. In lore, the wayshrines in the Forgotten Vale are unique in the sense that initiates were to use them by filling an ewer in order to reach the Chantry of Auri-El. These specific wayshrines have been sealed since the death of their corresponding prelates.

Q. I don't want to praise a Snow Elven god; Skyrim is for the Nords! What are my options?
A. There is an alternative centerpiece option accessible in the MCM to replace the Statue of Auri-El with an ESO-inspired brazier.


Pharros! He made the mod and most of its addons. I ported it, fixed some bugs, and made additional addons.

(This part is from the original SWIFT page)
I want to thank the Skyrim modding community for helping me through and through with modding as a user and a creator. I also want to thank Bethesda for creating such an amazing series and sticking with an impressive level of detail I've seen in any RPG, as well as providing the Creation Kit.

amazing mod page header and template designer

helping me indefinitely with scripting and design

wonderfully created Beredalmo's Shack

helping me learn some Papyrus and CK basics, and helped with script refactoring

Vcn Creature Pack

Snow Elf Resource Pack

Phitt's Sheogorad Resource - Part Two and Stroti's stilthouse resource

Moss shader resource

Permission to use Disable Fast Travel script from Better Fast Travel

Demonic Soultrap Sound

Modder's Resource Pack

Resource for modders

Nexus Creature Resource

Everyone over at /r/skyrimmods!