I'm new to this... and I finally realized I wasn't including my scripts (sorry guys). So I just uploaded a new version with the scripts bundled in. Hopefully this should fix it.
First time I tried reaching the standing stone in the middle of a playthrough it crashed to desktop, second time was fine, looted the spell, went to the Pocket Realm no problem. The Pocket Realm is packed full of good stuff, and importantly the spell to port to and away from the realm works perfectly, well done, endorsed. Some additions I would suggest though: while the Pocket Realm is packed full of alchemy jam, there aren't any farm-able plots, and with as much free space as there is on the map it wouldn't be hard to fit them in, although i'm not sure how difficult they are to impliment, also a few more storage containers in both the alchemy/enchanting room and near the other crafting stations wouldn't go amiss. If you could do a few themed storage crates, like soul gem storage in the enchanting area, armor storage and weapon storage near the forge etc, that would be amazing, but that's just more icing on the cake. Thanks for the mod, well done!
Mod worked fine out of the box, ran over, picked up the spell, teleported to the merchant, explored the tree house.
Note, I did try ESL flagging the mod, but that did not work for me. I could teleport into the pocket realm, but I could not teleport back out. This is not your fault, of course.
Great job, a fantastic first mod! I hope you are encouraged to create and release many more
Cool mod! Not to be a whiner but I tested this mod just yesterday when it was not working (which is now fixed). Just started a new playthrough today (been messing with the mods for a few days now for that optimal build .. LOL) and noticed the body of Miri is not appearing near the standing stones. Had to use AddItemMenu to get the spell and key (which is now working).
Edit: Got the corpse to show up by moving the .esp to the end of the load order.
Oh this mod is like in Torchlight. But in Torchlight, your pet has an additional inventory, and you send them away to sell items then return, while you can still continue your adventure alone.
Hopefully the changes I made to the scripts in 1.0.2 will fix the spell for some users, but if not, for now at least "cow WizardsPocketRealm 0,0" seems to be working if you want to see the house. I'll keep watching the comments and hopefully get this spell issue sorted out. Thanks everyone for the feedback and for checking out my first mod.
Just tried 1.0.2 - the spell to teleport is not working still
One thing I have noticed... While casting the spell the mana bar never moves. When this spell works, does it have a mana cost? I do use Vokrii, but do NOT have the perk "Initiate" yet which makes Novice spells cost nothing.... So I was expecting mana drain. Anyway - Not sure if this is related or not. Thanks for your hard work. This will be awesome once the kinks are sorted.
Hello, as a concept it seems great to me but when using the spell it does not teleport me anywhere, the file weighs very little, are you sure you have not mistaken the file when uploading it to nexus?, Regards
Strange... Maybe there's a conflict with another mod? I backed up and removed the original file from my Skyrim directory, downloaded it from here, and tried it on a clean profile with no other mods and on my modded profile with a few hundred mods installed and it worked on both. The original file is only a little over 300k because it doesn't use any new textures or objects. All resources used are already in the game.
so idk if a mod i have is causing my issue or something else is but this mod and one other mod called end of time or something like that both use a teleport spell to get to their areas and both do not teleport me (side note the dark elf girls dead body did not appear in my game i had to use additem mod to get the spell and house key)
someone please help me get the teleportation to work?
apparently all textures/meshes are ones already in game(and/or you have replacers for) but there should stil be at least some script for the Spell(s) to port you into the home and back to where you ported from.
I'm new at this and I completely forgot that I needed to include those. Your post made me realize what I had done wrong. Thank you. I hope this new upload fixes this issue for everyone.
Wondering why you suggested this (just want to understand)?
Thinking back to Morrowind (and/or Oblivion?) - There were usually 1 or 2 smaller pod homes for the merchants connected to the big mushroom (visually). Basically the same as the Telvanni tower in Solstheim. I thought adding another door with a small home for the existing NPC might make sense and possibly adding other NPCs.
I'll try this mid play through. For people having issues, maybe you (author) would give a try to talk to Eli and ask her help, if she is willing to do it, of course. She has the Home in a Hat mod (https://www.nexusmods.com/skyrimspecialedition/mods/81722), it works great for me, but it doesn't have a vendor.
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Some additions I would suggest though: while the Pocket Realm is packed full of alchemy jam, there aren't any farm-able plots, and with as much free space as there is on the map it wouldn't be hard to fit them in, although i'm not sure how difficult they are to impliment, also a few more storage containers in both the alchemy/enchanting room and near the other crafting stations wouldn't go amiss. If you could do a few themed storage crates, like soul gem storage in the enchanting area, armor storage and weapon storage near the forge etc, that would be amazing, but that's just more icing on the cake.
Thanks for the mod, well done!
Note, I did try ESL flagging the mod, but that did not work for me. I could teleport into the pocket realm, but I could not teleport back out. This is not your fault, of course.
Great job, a fantastic first mod! I hope you are encouraged to create and release many more
Not to be a whiner but I tested this mod just yesterday when it was not working (which is now fixed).
Just started a new playthrough today (been messing with the mods for a few days now for that optimal build .. LOL) and noticed the body of Miri is not appearing near the standing stones.
Had to use AddItemMenu to get the spell and key (which is now working).
Edit:
Got the corpse to show up by moving the .esp to the end of the load order.
One thing I have noticed... While casting the spell the mana bar never moves. When this spell works, does it have a mana cost? I do use Vokrii, but do NOT have the perk "Initiate" yet which makes Novice spells cost nothing.... So I was expecting mana drain. Anyway - Not sure if this is related or not. Thanks for your hard work. This will be awesome once the kinks are sorted.
someone please help me get the teleportation to work?
Thinking back to Morrowind (and/or Oblivion?) - There were usually 1 or 2 smaller pod homes for the merchants connected to the big mushroom (visually). Basically the same as the Telvanni tower in Solstheim. I thought adding another door with a small home for the existing NPC might make sense and possibly adding other NPCs.