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Changelogs
Version 4.5
Mages guild travel is NPC only now, removed the obelisks to avoid clutter
Mages guild travel no longer unlocks when you get all recommendations and become an Apprentice; Instead, you can teleport to and from, once you finish its corresponding recommendation quest
Changed the location of the Imperial City's Stables NPC to be closer to the stables building, in order to avoid conflicts with other mods
Changed the unused Tombstone activator to something else in order to avoid conflicts with other mods
Made it so after a certain Mages guild quest, when you teleport to Bruma, you spawn outside the guild hall, rather than inside
Version 4.0
Added a new NPC to the Mages Guild who will teleport you for 200g (100g as Arch Mage) after you finish the recommendation quests.
Tweaked the location of the Frostcrag Spire travel NPC and gave him a shelter so he doesn't freeze to death.
Version 3.0
Big mod overhaul
New NPC at the Stables to initiate travel (signs no longer do anything)
Changed Mages Guild teleport service to cost 1 Ectoplasm rather than 150g. No longer free as the Arch-Mage
Added boat travels from Bravil to Deepscorn Hollow and vice versa; Anvil to Dunbarrow Cove and vice versa (You need to unlock these destinations first)
Added horse travel from Chorrol to Battlehorn Castle and vice versa; Bruma to Frostcrag Spire and vice versa (You need to unlock these destinations first)
Version 2.1
Fixed Bruma's teleport after a certain Mages Guild quest.
Version 2.0
Rebranded the mod and overhauled it
Added different prices depending how far your destination is when using the stables
Added passage of time when using the stables
Added teleporter to Mage's Guild halls, allowing to teleport to the other halls or Frostcrag for a small fee (free if you're the Arch-mage)
Version 1.0
Initial release.
Donations
No donations accepted
I don't know about you but I'm personally not a fan of fast travel in games. However, these games usually have a travel system. So, with that in mind, I made this mod. It allows you to travel between the main city stables, as well as the mage guild halls (including the Arcane University). There's also travel to the DLC homes after you unlock them.
Read the changelog for updates and check images for more info.
Traveling between stables
There will be an NPC at every city stables who will be able to take you to every city.
It includes all the main cities, including Kvatch encampment.
Each trip will cost between 60 to 170 gold. Prices vary depending how far your destination is.
Time will advance when you travel, however it's a bit of a hacky solution, more info in the notes below.
After you unlock Battlehorn Castle and Frostcrag Spire, you'll be able to travel to them from their nearest cities (Chorrol and Bruma). You'll also be able to travel back to those cities from the Castle and the Spire.
Teleporting through the Mages Guild
Every guild hall (and the Arcane University Lobby) now has a Mage Guide NPC.
The Mage Guide NPC will teleport you for 200 gold, or 100 gold if you're the Arch Mage.
You'll only be able to teleport to the guild halls that you've finished your recommendation quest. The Arcane University teleport unlocks after you get all recommendations.
It includes all the main cities (except Kvatch) and the Arcane University Lobby.
You must be a member of the Mages Guild in order to use the service. If you get expelled, you must rejoin before you can use it again.
Teleports are instant, time won't advance like stables travel.
Sailing with row boats
At Anvil and Bravil's docks, there will be a row boat that can take you to Dunbarrow Cove (from Anvil) and Deepscorn Hollow (from Bravil). Like the other DLC homes, you'll only be able to travel there after you unlock them. You'll able to sail back to those cities from the Cove and Deepscorn Hollow.
Few things to note
Horses/Followers won't travel with you. I highly recommend Horse Whistle by PushTheWinButton so you can call your horse at will.
This mod doesn't touch fast travel; it's up to you to either not use the fast travel feature or get a mod that disables it.
For the Mages Guild teleporters, you'll still be able to see the current city you're at as an option to teleport to. Unless you want to waste gold, I'd suggest not making the mistake of picking the same place you're at.
As mentioned, the time passage when using the stables is a bit hacky. There's no way to actually advance time directly or advance to the next day. Therefore, if your destination would take past midnight and go into the next day, it simply stops at 23:59 instead, in order for the game to naturally move on to the next day. This only applies when the travel time would go past midnight, otherwise it should work alright.
How to install
Same as every .esp mod, place it OblivionRemastered\Content\Dev\ObvData\Data\ and add the entry to plugins.txt
Known Issues/Incompatibilities
The game breaks if you try to use stables travel while riding a horse, you'll need to reload your save in order for the game to go back to normal, so remember to dismount.
The game will crash if you use the NPC to travel from Battlehorn Castle/Frostcrag Spire if you somehow didn't discover their map marker. Battlehorn should be fine, but I tried moving Frostcrag's marker closer to the NPC in order to avoid the issue, but I haven't tested it. Just make sure you have their map markers unlocked.
Not compatible withNo Starting Map Markers or similar mods that remove map markers.Nothing I can do about it. Also related to the issue above. I haven't tried it but No Map Markers on New Game (.ESPless) has been reported to work, give that a try and let me know.
Not compatible with Turpentine 0.4.1 (Older versions are fine). The author removed the MessageBox function in the game for some reason, which this mod (and the game itself) relies on. I've let him know and hopefully it will get fixed.
If another mod uses the same unused NPCs as I did (TestORMale and TESTNecromancer), it will not be compatible.
I edited an unused horse, some Horse mods also edit it despite being unused, I recommend loading my mod after any mod that edits this record, unless said mod has a patch for mine.