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Sudo Modding

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SudoModding

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  1. SudoModding
    SudoModding
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    Hello everyone, sorry for the late update.
    I added a spell "Unbind Thralls" that you can cast to force the unbinding of every thrall slots (same as several of you recommended, thanks).
    Cast it if you can't bind thralls anymore.

    (1.2 version) The spells are not added automatically, what can I do?
    - Open the console commands
    - Type -> help "bind Thralls"
    - Look at the number in the line that starts with `BOOK:`, example -> BOOK:  (0B00387F) 'Spell Tome: Bind Thrall'
    - Type -> player.addItem theNumberInsideBracketsNextToBook 1
    - Repeat the process with "Teleport Thralls" and "Unbind Thralls"
    - Close the console commands
    - Eat the 3 books, and you're done

    (1.3 version) I can't find the book in Phinis Gestor room, what can I do?
    - Same as 1.2, but you only need 1 book called "Thralls Binding"
  2. Sourceoflife
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    is the teleport spell working on corpses for you guys?
    It only works on reanimated or living npc's for me. 
    -Yes I've tried to run FAR away.
  3. namechooser
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    awesome mod been using it forever

    i think that teleport thralls is a great spell, i want it to teleport all my followers living and undead

    i want this BIND THRALLS to work on anyone, followers living followers npcs, not just dead corpses or reanimated

    can you help me to edit this so i can get the result that i want ?

    what i was doing previously is killing the npc, then casting bind thrall, then resurrecting them with the console back to the living, starting the dialogue , gaining them as a follower.. that works.. but thats too much effort. 
    1. SudoModding
      SudoModding
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      I included all the source code scripts in the mod files.
      To be able to bind every non hostile NPCs/animals:
      - open TeleportThrallsMainScript.psc
      - Ctrl + F "bindThrall(Actor thrall)"
      in this function, change this part (we don't want actors that are not dead, and not summoned or hostile to the player)
      if ! thrall.isDead() && ( ! thrall.isCommandedActor() || thrall.isHostileToActor(PlayerREF) )
              return
      endIf
      to (we don't want actors that are not dead, and hostile to the player)if ! thrall.isDead() && thrall.isHostileToActor(PlayerREF)
              return
      endIf
      This should work
    2. lianyao
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      It doesn't work.
    3. namechooser
      namechooser
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      - open TeleportThrallsMainScript.psc
      hi, thanks for the response.
      i have never tried to edit a .PSC file. 
      i opened it with a text editor, seems to work fine, but don't i have to compile it ? i don't know how to compile it into a .PEX . 

      i opened this mod with SSEEdit . usually these kind of spells have some conditionals attached to them, that can be easily deleted with SSEEdit.
      i couldn't find any of the conditionals attached to spells or the spell magic effects.

      TeleportThrallsBindThrall "Bind Thrall" [MGEF:3E0012C4]
      TeleportThrallsBindThrallSpell "Bind Thrall" [SPEL:3E0012CA]
    4. lianyao
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      It works!!Sorry, this is my fault, I thought editing PSC would be enough, this is my converted file with CREATION KIT, Just overwrite the original file after downloading:

      https://drive.google.com/file/d/1Gar4D3-YqSrtgz5ceoXwPz3KCEBSA2w8/view?usp=sharing



    5. namechooser
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      It works!
      i just tested your customized file link

      looks like it works. i unbinded one of my dead thralls. then i deanimated it. then i resurrected it (making it living again). then i cast bind thrall on it. there was no problem.
    6. namechooser
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      hey really lovin this mod, i use it constantly. but maybe we can get a stabler version. it seems to break sort of fast - with 20 thralls, then i have to unbind again, is sort of a pain, but eventually it works.

      so not really complainin' but i think it gets less stable with lots of thralls at the same time, 

      i got this custom dead thrall raises everything in 9999 area . so i have all these thralls its hilarious. wish there was a spell that automatically tagged all of my current dead thralls, without having to singularly pick them. 
    7. SudoModding
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      Glad you like it! Well since you already modified the script, it's easy to change the 20 limit too, in TeleportThrallsMainScript, search forTTthrallsList = new Actor[20], change 20 to whatever you want (keep it reasonable to avoid crashing)
  4. namechooser
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    really love this mod, been using it for years

    but i think its unstable.

    i CTD crash-to-desktop many times while teleporting thralls.

    usually this spell works totally fine, is why i have been using this mod for so long -
    but if , for example, i'm on a boat and then i jump off, swim over to shore, 
    my dead thrall has a big problem trying to path on over, sometimes it will get lost in the water, or will try back route paths that don't exist

    then when i try this spell, Teleport thrall, under those conditions, when the thrall is trying to path over, and cannot, the game will Crash.

    i'm just giving a heads up to the mod author, about this Rare Crash - to-Desktop bug. 
    1. SudoModding
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      The thing is, the script isn't making them move at lightning speed, it really just teleports them instantly from point A to point B, so I don't think any kind of pathfinding problem could impact the script.

      What could be a problem, is teleporting a dead thrall that is currently swimming, on earth. I can't test it on my end, but on the top of my head I don't think I tested this specific scenario.

      (assuming this mod is indeed the source of the crash)

      A band-aid solution: usually staying very close to your dead thrall will help them move out of difficult to path terrains
  5. Heek40
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    Is there any way to give the spell a magicka cost?
    1. SudoModding
      SudoModding
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      You can easily modify the mod to do that, I would suggest you any tutorial to "create a new spell", then just modify this mod to change the cost of the spell you want (no scripting knowledge required)
  6. LeQuack2
    LeQuack2
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    Is there a limit on how many thralls you can bind? As I have a few magic and skills overhauls that increase the base summon count
    1. SudoModding
      SudoModding
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      It's 20. You can modify the mod to increase this limit, but I preferred to keep it low to be safe
  7. RobertMatinyan
    RobertMatinyan
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    omg, that's what we all needed. Big thanks to the author, I'm going to translate this mod on russian for a wider audience
    1. SudoModding
      SudoModding
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      Thanks!
  8. dbs156
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    Does binding thralls and corpses prevent them from despawning until unbound?

    If so, won't that cause long term problems if you forget to unbind or lose bound corpses over time and accumulate a bunch of non-despawning corpses in your game?
    1. SudoModding
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      Does binding thralls and corpses prevent them from despawning until unbound?
      No, as stated in the description
      Some corpses will never disappear, and other will

      But this could still create a problem if you prevent corpses from disappearing by binding and teleporting a lot of them, that's why there's a limit of 20 corpses.

      That might be low, but I was indeed worried of this specific point (this, and teleporting many corpses all at once).
  9. CosmicShadowJ
    CosmicShadowJ
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    ahhhhhh thankyou soo much. this solves a problem ive been annoyed by for years. its working great
     
  10. WanderingBits
    WanderingBits
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    Absolute game changer. 
  11. lianyao
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    How do get the summoned creature to face the same direction as the player?Is it to be modified here?


    ObjectReference p = Game.FindClosestReferenceOfType(TeleportThrallsMarker, PlayerREF.X,  PlayerREF.Y,  PlayerREF.Z, 20048)