Enderal: Forgotten Stories

Enderal: Forgotten Stories

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Enderal Teleportation Mod
   
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Equipment: Miscellaneous, Spells
File Size
Posted
Updated
21.253 KB
19 Feb, 2019 @ 12:43am
19 Feb, 2019 @ 5:10pm
2 Change Notes ( view )

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Enderal Teleportation Mod

Description
Link to Nexus Mod page: https://www.nexusmods.com/skyrim/mods/81074/

Warning: This mod is for Enderal.If you want it for other versions of Skyrim, check below:
- Standard Edition: http://www.nexusmods.com/skyrim/mods/43653/?
- Special Edition: http://www.nexusmods.com/skyrimspecialedition/mods/6612?


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.

Special Feature:
Allows you to escape the ending and do more side quests! Steps:
1. Set teleporter outside Temple before final quest (e.g. in Market)
2. Recall back to the teleporter once you are back in the Temple court yard or even in the last scene at the Starling City (make sure you stash your inventory beforehand)

Also, there's a mod-independent way to get out. Just coc to a different place outside the temple (e.g. type "coc CapitalCityHarbourOffice" in console). The value of this mod in this case would be to allow you to:
1. Get out of the Temple with one click if you ever get back in (The Keeper's Temple area no longer has exits and you'd be trapped if you get in)
2. Teleport back into the Sky City in case you want to pay paradise a brief visit :)


Introductory video: https://www.youtube.com/watch?v=PHsK0Mn7ad8

Demonstrative video (Normal Skyrim): https://www.youtube.com/watch?v=8BiU6AUMK5U

Instructions: The two spells can be crafted using smithy (2000 coins each).

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..
6 Comments
ANGELA 14 Jul, 2019 @ 1:21am 
best mod :ghsmile:
Banker721  [author] 29 Apr, 2019 @ 5:15pm 
No, use your best judgment. These cases should be rare and obvious.

If you are in some very very special end-game areas for instance, make sure you don't take a 1-way trip (e.g. always create a beacon first). If you don't feel comfortable in making any judgments, then don't use it at all when doing a main quest.
DWS 29 Apr, 2019 @ 2:38am 
Another Mod that enables fast travelling says:
[quote=fast travel]You can damage quests if you use the Fast Travel in quest situations where you should not leave the scene (teleport scrolls are not working in these scenes). So please use the Fast Travel carefully and always outside of active story scenes![/quote]
Does your mod disable teleportation in case of scripted story scenes, similar to the disabling of the teleport scrolls?
Banker721  [author] 22 Feb, 2019 @ 6:21pm 
Thanks! This mod was created two years ago and uploaded to Nexus. I ported it over as show of support for Enderal's steam presence.

Truth be told, I already forgot about the content I put in the promotional video. Good times :)
SillyJameson 21 Feb, 2019 @ 8:21pm 
Awesome mod and hilarious video!
sutcavonadabinggalirot  [developer] 19 Feb, 2019 @ 9:30pm 
Awesome Video :steamhappy: