Skyrim Special Edition
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ManDudely

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ManDudely

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About this mod

Adds Teleport spells and tomes to learn them for every vanilla city and town, some faction locations, orc strongholds, DLC locations, vanilla homes, DLC homes and Anniversary Edition-included Custom Content homes.

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  • Mandarin
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This is an updated and expanded 'All In One' remake of TheWulfPanda's Teleport Spells series, linked here, here and here. This mod supplants them entirely, you do not need them and this one.

Why? Even with all three mods, there's a lot of base game locations missing (High Hrothgar & Sky Haven Temple, for example). And it hasn't been updated since the release of Anniversary Edition, so none of the AE-CC locations are included. Additionally, in TWP's implementation you find the spell tomes just... on the floor. Which, while functional, isn't immersive.

What this mod adds

This mod adds immersively sourced Teleport spells for almost every major or notable inhabited or player-ownable location in Vanilla, the Dawnguard, Hearthfire and Dragonborn DLC, and any of the Anniversary Edition included Custom Content homes. The full list is as follows;

Cities
Dawnstar
Falkreath
Markarth
Morthal
Riften
Solitude
Whiterun
Windhelm
Winterhold

Towns
Dragon Bridge
Helgen
Ivarstead
Karthwasten
Riverwood
Rorikstead
Shor's Stone
Kynesgrove

Faction
Castle Dour
Palace of the Kings
Dawnstar Sanctuary
Falkreath Sanctuary
High Hrothgar
Sky Haven Temple
Throat of the World
Jorrvaskr
Ragged Flagon

Orc Strongholds
Dushnikh Yal
Largashbur
Mor Khazgur
Narzulbur

DLC
Castle Volkihar
Fort Dawnguard
Raven Rock
Skaal Village
Tel Mithryn

Vanilla Homes
Breezehome (whiterun)
Honeyside (riften)
Vlindrel Hall (markarth)
Hjerim (windhelm)
Proudspire Manor (solitude)

DLC Homes
Heljarchen Hall
Lakeview Manor
Severin Manor
Windstad Manor

AE CC Homes
Bloodchill Manor
Dead Man's Dread
Gallows Hall
Goldenhillls Plantation
Hendraheim
Myrwatch
Nchuanthumz
Shadowfoot Sanctum
Tundra Homestead


How do I get the spells?

For the most part, I have tried to ensure you have to physically visit a place before you have a chance to buy/learn the corresponding teleport spell. For any given location, think to yourself: 'who would be the best person to sell me a teleport spell around here?'. For the city spells that will probably mean the Court Mages. For cities (and towns) that do not have Court Mages, your next best bet will be other local Mages, the innkeeps or general merchants. Failing that, the local book might be with literally any local merchant if better options are absent. Rarely (eg Helgen) it will be on the floor somewhere.

For Player Homes, you should find the Spell Tome inside the home interior cell. I tried to place them on the floor very near to the entrance, or in a suitably illuminated spot if possible. Given the variable nature of player home interiors, I did not want to place them on tables, given they often have variable interior states. if you already own any of the player homes, you should be able to find the spell tome in the home somewhere*.

*I haven't personally experienced all the player home, so I can only hope my placements are adequate. Feel free to comment if the books aren't showing up where they're supposed to be.

For locations you do not buy (eg Goldenhills), have no reasonable merchant (eg High Hrothgar) and are not otherwise owned (eg Sky Haven) the books can be found placed in a fairly obvious spot*. I tried to place them in a spot that did not appear to be affected by house upgrades.

*I tried to improve upon TWP's implementation of valuable teleportation spells just being 'found on the floor' wherever possible but some locations just do not have a better way to handle it without adding extra NPC's, dialogues, merchant or objects, something I that I feel goes beyond the scope of the mod as I intend it. I intentionally try to keep my mods minimalist to reduce the chance of incompatabilities.


Incompatabilities

I do not expect this mod to work if you have mods that replace or significantly modify the vanilla/dlc/cc homes. The interiors may be different, they may change/remove the location markers I've set for you to teleport to, or may make the spell tomes inaccessable. Additionally, mods that make significant changes to vanilla merchants may alter their inventories enough that the spell tomes don't show up for sale (eg Evolving Value Economy).


Considerations

Firstly, using this mod may result in game instability by the very nature of what this mod does and how it works. But probably not if your PC is good. Reason being, travelling using this method is basically instant (unlike Fast Travel which actually spends time) which means the game doesn't get as much opportunity to perform cell resets. Which means the more you play and the more you teleport, the more active cells full of bodies etc that you leave behind. For that reason I strongly suggest, and this mod is intended for, use with Survival Mode. The time you will spend sleeping due to survival needs will help offset your instant travel time and occaisionally give cells time to clean up after you.

Also, changing cells using the Teleport method doesn't appear to trigger autosaves, so make sure to slap F5's often.

Secondly, balance. I've tried to strike a balance between immersive and accessible, while also not making the books too easy to get and use.

The spells have a base cast cost of 200 magicka, which means anyone with at least ten levels of magicka stat levelling can cast them, and it's easier if you take the spell cost reducing perks and/or equipment. This should make the spells accessible to even non-mage characters with at least a little bit of investment. They also have a fairly long casting time (five seconds, uninterrupted), require the use of both hands, and like Master spells you cannot move while casting them. Think of them like ritual spells; they're easier for more people to cast at the expense of dedicated focus, reduced mobility and longer casting time than usual. Finally, the books you buy can be fairly expensive. At a base cost of 500 gold, you could be paying up to 1500 gold for each book depending on your characters Speech skill. In testing, a level 11 character I had been casually playing could buy the Whiterun book for 1300ish gold.

So in summary; reasonably expensive to buy, medium but managable magicka cost and slow casting time that you have to stand still and channel while casting. If I wanted to make these spells more immersive, I would have set the casting cost maybe 500 magicka, but then only dedicated mage characters would be able to use them and not until pretty mid-late in the game. I wanted them accessible and castable (with a little investment) by about the time you're going to High Hrothgar (because I do not want to make the 10,000 steps a hundred times a day*).

*Honestly that's 99% percent the reason I made this mod in the first place, then I expanded it to cover other options and integrate previously covered Teleport locations.


Future plans

At this moment, the only future plan I have for this iteration of the mod (except for fixing mistakes) is to maybe change the spellcasting visuals if I come up with a better combination of casting FX. I have no plans to expand the list of teleport spells/locations, unless I've overlooked any Vanilla/DLC/AE-CC locations.

I am interested in making a series of player homes in future and each of them will have a teleport spell of their own included as part of those mods, not this one.

I'm not going to put time into making teleport spells for every player home mod, but you (or the mod owner) are free to make your own compatability patch. I encourage it!


Thanks

TheWulfPanda for the great mods that served as the inspiration for this one
Elianora and the devs that made all the other amazing CC player homes
The teams maintaining the UESP wiki and the Creation Kit wiki
The Bethesda devs who used the COCMarkerHeading naming convention (and woe to those who did not!)
You, for downloading and endorsing this mod!