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Found 2 results

  1. Cyrodiil Travel Services This mod is a collection of travel options which aims to recreate a system similar to what existed in Morrowind. It includes regular travel agent services at the stables, Divine Intervention, Mark & Recall, and Mage Guild Guides. At each major city, there is a travel agent who will offer transportation to other major cities, including a few mod added destinations as well. Their services are relatively cheap and are based on the distance between each stop they service. They are also heavily armed and should you decide to attack them, be prepared for a significant fight. This may also draw in local guards. These agents WILL NOT RESPAWN IF KILLED, so try not to make a mess. A Divine Intervention spell which functions in a similar manner to the one from Morrowind. The only real difference is that it will bring you to one of the chapel interiors instead of dropping you outside. The spell is sold in every chapel and requires Mysticism skill of 50 or higher. Scrolls are available from loot and vendor lists that deal with Journeyman level items. Divine Intervention does not function in Oblivion realms, Shivering Isles, or in a few other select areas where being yanked out might break something. It is also aware of Knights of the Nine and will not transport you to a desecrated chapel during the quest. Mark & Recall spells which function nearly identically to their Morrowind and Daggerfall equivalents. This allows you to set a marker virtually anywhere and recall to it later. The spell does not function within Oblivion realms, Shivering Isles, or a few other select locations that will break something. The spells are sold by Alves Uvenim in Leyawiin since they specialize in Mysticism. Teleportation services are now provided at the Mages Guild. Each city offers a teleportation pad in the public area of the guild which allows transport to every other major city. Ask around while in a guild and you'll be directed to the person in charge of the teleporter. Fees for non-members are 100 Septims. Fees for initiate members of the guild are 25 Septims. Teleportation is free once you have access to the Arcane University. Frostcrag Spire is available as a destination, but is only guaranteed to work with the OFFICIAL DLC. Fast Travel can now be optionally disabled as well through an ini file. Downloads AFK Mods Oblivion Nexus TES Alliance The Assimilation Lab Installation Requirements Shivering Isles Expansion Official Oblivion Patch 1.2.0.416 OBSE v0019b or higher. Highly Recommended: Elys Silent Voice 0.93 - Dialogue in the mod will not stay on screen long without this. Installation Unpack the contents into your Data folder. BAIN is recommended for proper management. Activate the mod using your favorite mod manager, or through the Oblivion launcher. If upgrading from 1.3.1 or older, remove the BSA file as 2.0 onward will no longer ship with one. BSA real estate is getting scarce, and this mod really didn't warrant needing one. If upgrading from 2.x, the silent voice files are no longer included. In the Data\ini\Cyrodiil Travel Services.ini file, setting the option to 0 will enable Fast Travel, setting the option to 1 disables it. Removal Uninstall the ESP and the Data\ini\Cyrodiil Travel Services.ini file. Load Order Load before Open Cities Reborn, otherwise it probably doesn't matter. Compatibility This mod should be compatible with just about everything. It does not alter quests, nor does it alter existing NPCs. It only adds new ones. Their AI schedules should take them inside the cities to eat, but as long as someone hasn't destroyed the taverns they frequent, there should be no problem. No landscape was altered, and no outdoor path grids were changed. This should eliminate a major source of headaches with other mods. I've tried to make use of the existing stables where possible. Sometimes even assigning sleeping quarters inside the stable buildings because there was not enough space outside to fit their whole setup. This was especially tricky in Bravil, to the point where Ciingail had to have her stuff placed on the deck of the stable building itself. There will be overlap in purpose with the Cyrodiil Transportation Network mod. I began work on mine a long time before realizing that one existed, but continued on with mine after realizing I wasn't entirely happy with the other one. Not a knock against the author, just that I wanted something a bit different. As long as you're willing to overlook there being more than one land based transport provider in each location, we should compliment each other nicely. No textures or meshes were added, everything placed is vanilla content. There should be no reason for a compatibility problem with anything that replaces them. This mod is fully compatible with Open Cities Classic, Open Cities Reborn, and Better Cities. Credits * Dwip: The Divine Intervention setup was based on his initial work with a test mod.
  2. Version 3.1

    215 downloads

    This mod is a collection of travel options which aims to recreate a system similar to what existed in Morrowind. It includes regular travel agent services at the stables, Divine Intervention, Mark & Recall, and Mage Guild Guides. At each major city, there is a travel agent who will offer transportation to other major cities, including a few mod added desintations as well. Their services are relatively cheap and are based on the distance between each stop they service. They are also heavily armed and should you decide to attack them, be prepared for a significant fight. This may also draw in local guards. These agents WILL NOT RESPAWN IF KILLED, so try not to make a mess. A Divine Intervention spell which functions in a similar manner to the one from Morrowind. The only real difference is that it will bring you to one of the chapel interiors instead of dropping you outside. The spell is sold in every chapel and requires Mysticism skill of 50 or higher. Scrolls are available from loot and vendor lists that deal with Journeyman level items. Divine Intervention does not function in Oblivion realms, Shivering Isles, or in a few other select areas where being yanked out might break something. It is also aware of Knights of the Nine and will not transport you to a desecrated chapel during the quest. Mark & Recall spells which function nearly identically to their Morrowind and Daggerfall equivalents. This allows you to set a marker virtually anywhere and recall to it later. The spell does not function within Oblivion realms, Shivering Isles, or a few other select locations that will break something. The spells are sold by Alves Uvenim in Leyawiin since they specialize in Mysticism. Teleportation services are now provided at the Mages Guild. Each city offers a teleportation pad in the public area of the guild which allows transport to every other major city. Ask around while in a guild and you'll be directed to the person in charge of the teleporter. Fees for non-members are 100 Septims. Fees for initiate members of the guild are 25 Septims. Teleportation is free once you have access to the Arcane University. Frostcrag Spire is available as a destination, but is only guaranteed to work with the OFFICIAL DLC. Fast Travel can now be optionally disabled as well through an ini file.
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