Skyrim Special Edition
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eu3fan

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eu3fan

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About this mod

Player can place teleporters at any 9 locations in game and can recall to them from any location at any time. Teleporters can also be linked to each other and allow PC to transport NPC's and enemies to anywhere in the world.

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  • Russian
  • German
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This mod also exists in other Skyrim versions:
- Standard version: http://www.nexusmods.com/skyrim/mods/43653/?
- Enderal: http://www.nexusmods.com/skyrim/mods/81074/?

Summary:
- Adds two spells
-- Summon Teleporter: Creates a teleportation node (up to 9). Each can be linked to each other to transport anything between them
(including NPC's, objects, and yourself).
-- Teleport: A Recall spell that allows the PC to warp to any of the created teleportation nodes.

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

How to get the spells: All you need are two Spell Tomes. They are located in the College of Winterhold library on the front desk of Urag gro-Shub.

Note about the "Tractor Beam" spell in video: You can get it from this mod - http://www.nexusmods.com/skyrimspecialedition/mods/6619/

Detailed Instructions

Spoiler:  
Show

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.


My other mods:
Balanced Followers - No infinite revival during combat:http://www.nexusmods.com/skyrimspecialedition/mods/6708/?
House Guests and Companions: http://www.nexusmods.com/skyrimspecialedition/mods/6621/?
Traps and Guardians: http://www.nexusmods.com/skyrimspecialedition/mods/6619/

Note
: This is a spin-off of the Trap and Guardian mod, which also has a set of teleporters included. Feel free to use those ones as well, which will give a total of 18 teleporters available for use.

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