For anyone wondering how to install (Steam) - just open game folder -> open "OblivionRemastered" and paste installed mod ("Content" folder). Then copy-paste the name of .esp [" FrostcraigSpireReturn.esp "] file into Plugins.txt (both in Oblivion Remastered > Oblivion Remastered > Content > Dev > ObvData > Data.
Can confirm class selection removes the spell. Perhaps it could be learned when getting the map marker? Reading the book in the tower? Turning it into a spell tome you find with the key? Entering the tower or going on to the balcony for the first time? Some kind of item on the balcony? I know modding an unsupported game like this is tough but there are lots of ways to skin this cat.
Other than that, it's a fantastic QOL mod with a fantastic premise.
This is almost what i was looking for...What I'm actually looking for is the possibilty to teleport from the mage guild quarters back to Frostcraig Spire. I know. i could use your mod just inside the guild quarters, but i would rather use some kind of portal, like the ones inside Frostcraig Spire
would it be possible to make this spell one you learn via book? possibly a book located in the home, so you can't teleport to somewhere you don't own 😄 otherwise, fantastic mod. very useful
This mod is great, it does exactly what it says it does, easy endorse. Its nice to handle some business between quests and not have a ton of time pass. Would you be able to make the same spell for Deepscorn Hollow?
Not only are you completely, by an absolute landslide laughably ignorant; perhaps you should just pick up the correct tools or use correct methods to change it yourself? I think it makes perfect sense lol. You -unsummon- yourself to the tower. And then wow. What would the correct use of the english language be, in order to return? I'm not sure... Probably, well gee, I don't know. Maybe... Summon Self Back? Considering from where we -used- the spell very appropriately named "Unsummon Self", which I understood immediately, we would be summoning oneself back.
Next time, just maybe, well gee. I don't know. Think. Be kind and courteous.
The first two digits represent the load order of the mod (in hex), which will vary. The first mod loaded (oblivion.esp) is mod zero.
This worked for me when nothing else did. I don't know why the spells did not show up when they worked just fine on my previous character.
Here is a step-by-step for the confused: Determine the mod's load order. It's right in the load order list. Subtract one, due to the unfortunate inability of programmers to understand how counting works. Convert this number to hexadecimal. (search the Internet if you need a calculator) That number needs to be padded to two digits: "0F" for 15. These are the two digits at the beginning of the reference to the spells. So, f'rinstance, if your Vortex load order number is 44 --> 43 --> 2B --> 2B000ED5, 2B0015B0
I love this mod - but please for my sanity name the spells something clearer. I currently have both in my inventory and I only remember which to use based on magicka cost the names are so unspecific.
Something like "Teleport Home" and "Return to Origin" maybe. The return spell is undoubtedly harder to name
I came in to post this same thing, great mod but a small tweak to the spell names would kick it up a lot in usability. You might even name them with a prefix so they group naturally alphabetically. Frostcrag: Warp To, Frostcrag: Leave. Clustered and clear makes users happy. Gonna add more spells? Reuse your prefix.
99 comments
Then copy-paste the name of .esp [" FrostcraigSpireReturn.esp "] file into Plugins.txt (both in Oblivion Remastered > Oblivion Remastered > Content > Dev > ObvData > Data.
Thank you for this amazing mod, it's great.
Other than that, it's a fantastic QOL mod with a fantastic premise.
otherwise, fantastic mod. very useful
Edit: solved, solution is under bugs
Next time, just maybe, well gee. I don't know. Think. Be kind and courteous.
player.addspell "29000ED5"
player.addspell "290015B0"
This worked for me when nothing else did. I don't know why the spells did not show up when they worked just fine on my previous character.
Here is a step-by-step for the confused:
Determine the mod's load order. It's right in the load order list.
Subtract one, due to the unfortunate inability of programmers to understand how counting works.
Convert this number to hexadecimal. (search the Internet if you need a calculator)
That number needs to be padded to two digits: "0F" for 15. These are the two digits at the beginning of the reference to the spells.
So, f'rinstance, if your Vortex load order number is 44 --> 43 --> 2B --> 2B000ED5, 2B0015B0
Something like "Teleport Home" and "Return to Origin" maybe. The return spell is undoubtedly harder to name