Are you able to list the spell ID's somewhere so we can add them with the console? If not, no big deal. It only takes a few minutes to run around and collect them, just thought I'd ask. :)
Phenomenal mod. Can we have a low mysticism requirements version as well? 25, or none? I feel that this mod is fantastic for someone who doesn't want to use fast travel system at all and wants an experience closer to what Morrowind offered, but at 50 mysticism it can be daunting, especially for non magic characters. It would take a ton of time to get to 50 myst. as a minor skill, especially since mysticism has the most useless spells early game.
Instead of lowering it here, since we get way better xp in remaster, just adding this mod to get some xp whenever you fire off spells is a good compromise. https://www.nexusmods.com/oblivionremastered/mods/377
Might be best to block the spells when using them in different realms or put the player at the SI or Cyrodil portal when using the spell (although that might be too complex for the current modding capabilities). Or just a warning on your info/bug description to inform others for the moment :)
I have it as the first disclaimer on the known issues.
I should be able to block it programmatically when I get to the Shivering Isles update, but I'll make the description explicitly call out SI in the meantime.
Big thanks! Miss teleportation spells a lot after Morrowind Also I get a bit confused: for some reason Cheydinhal spell require greater skill level then Kvatch or Bruma but costs the same. Why is so?
I like doing Morrowind style no fast travel runs and I cannot express how nice it is to have diegetic travel options, absolute essential thanks for the mod and so quickly after release too < 3
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Ripping just the spell IDs out of it:
STSAnvilSpell
STSBravilSpell
STSBrumaSpell
STSCheydinhalSpell
STSChorrolSpell
STSFrostcragSpireSpell
STSImperialCitySpell
STSKvatchSpell
STSLeyawiinSpell
STSSkingradSpell
STSMarkSpell
STSRecallSpell
STSMarkHomeSpell
STSRecallHomeSpell
STSMadnessSpell
STSSanitySpell
STSBlissSpell
STSCrucibleSpell
STSDeepwallowSpell
STSFellmoorSpell
STSHaleSpell
STSHighcrossSpell
STSPasswallSpell
STSSplitSpell
I feel that this mod is fantastic for someone who doesn't want to use fast travel system at all and wants an experience closer to what Morrowind offered, but at 50 mysticism it can be daunting, especially for non magic characters. It would take a ton of time to get to 50 myst. as a minor skill, especially since mysticism has the most useless spells early game.
https://www.nexusmods.com/oblivionremastered/mods/377
https://www.reddit.com/r/oblivion/comments/1ka3hze/dialogue_options_are_missing_help_please_bug/
Might be best to block the spells when using them in different realms or put the player at the SI or Cyrodil portal when using the spell (although that might be too complex for the current modding capabilities).
Or just a warning on your info/bug description to inform others for the moment :)
I should be able to block it programmatically when I get to the Shivering Isles update, but I'll make the description explicitly call out SI in the meantime.
Teleport spells directly to the doors have been added to make crossing easier.
Thanks for pointing it out.
(edit: It showed up after uninstalling and reinstalling the mod) :)
It should be Kvatch, ingame spell has the same spelling mistake.
Miss teleportation spells a lot after Morrowind
Also I get a bit confused: for some reason Cheydinhal spell require greater skill level then Kvatch or Bruma but costs the same. Why is so?