Will not be updating this thread. Please check out MeriTamas's (Mostly) Magic Mod here.
To the best of my knowledge, the newest version works with 0.10.27. There is an issue I detected with anchors created with older versions of DFU. A few details lower.
An override to the Teleport effect. Supports more anchors.
The number of anchors depends on Teleport Spell Level (explained lower).
Chances of success also depend on Spell Level, but also on the number of the anchor slot being used. The further down the list, the less the probability of success.
Please download from NexusMods
Current latest released version is 0.4
This is the first released version. Will be planning further development, refinements, alternative formulas based on community input etc.
Please report any bugs you encounter.
Fair warning. This is not a plug-and-play or a delete-and-gone mod. It could take a little effort to start using it with existing saves, and then some effort to remove it. Please read lower and in the readme.txt file, and keep your old save files until you become confident the mod is reliable. Did my best to make it so, but would not like to take blame for any losses
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Features
The mod provides an advanced override to the Teleport effect with support for more anchors.
When cast, the player is presented with a choice:
- either attempt to set a new anchor
- or to teleport to one of the anchors he already has.
Anchor setting.
The player can choose which one of the possible anchors he would like to overwrite. The number of available slots is contingent on Teleport Spell Level (explained lower) - it is twice the amount. The lower the slot is in the list, the less the likelihood of success.
Anchors can be named for easier reference.
If the player attempts to set an anchor, he either succeeds, setting the anchor, or fails, in which case nothing happens (apart from having expended the magicka anyway).
An example: if the player has a Teleport spell level of 8,
- the player will have the first 16 slots available
- about the first 2 of the anchors (a quarter of 8) will work all the time (100%)
- about another 2 anchors (another quarter of 8) will work nearly all the time (99%)
- from then on, the probability of success gradually changes,
- at 8 (equal to Spell Level) the chance is about two thirds
- at about 16 (twice the Spell Level) the chance reaches 0
Teleportation.
The number of anchor slots the player can access is two times Teleport Spell Level.
Only successfully created anchors are permitted targets (so at a Spell Level of 8, you will see only 2 targets if you have only set up two anchors in total).
Once selected a valid target, teleportation is attempted. The more down the list of anchor slots the target is at, the less chance the teleportation succeeds. If teleportation fails, in about one in four cases, nothing happens and in three in four cases, the player is randomly teleported to one of all the anchors he has (could be the one he originally aimed for, the chances are equal).
Teleporting into buildings.
I know of one issue: when you teleport into a building, you will need to exit and re-enter to regain functionality of the building.
More on the background of this issue in this other thread. The issue is set to go away starting from the version of the mod released for DFU 0.10.24 - thanks to Interkarma for making the needed modification to the game. This issue should be resolved now with version 0.5 released for 0.10.27. Please report if you still encounter the issue.
Important notice to version 0.5 to DFU 0.10.27: it may have been just my mod configuration but I got a report that the terrain sampler has been changed and the player repositioned. Then, when I tried to teleport to one of the anchors I had made with a previous version of DFU, I got teleported high into the sky (or below ground level) - I was falling away from everything I could detect. Weird. When I made an anchor via DFU 0.10.27 and teleported to it, it worked like normal.
Spell Level (SL) Calculation .
See my Unleveled Spells mod for a more general description. Here, I will only go into Teleport Spell Level.
Teleport Spell Level is contingent on Mysticism (the School the Teleport spell belongs to), Willpower and Luck.
Formulas introduced by the mod:
Skill Spell Level = (Mysticism - 9 ) /3
Willpower Spell Level = 10 + (Willpower / 5)
Luck will have a role in that there will be (Luck -50)/10 points available to increase (or decrease) the one of the aforementioned with the lower value.
Overall Spell Level is defined as the lower of Skill Spell Level and Willpower Spell Level after applying the Luck-points.
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To install
Before applying the mod, you should remove any anchors mode with the built-in Teleport spell from the saves you wish to use the mod with.
If there is such a built-in anchor when the modded game loads a save, it will cause an anomaly. This is actually a bug. I plan to fix this issue in the next version which will be released for DFU version 0.10.24, but the mod seems usable with the described precaution even now.
10 JUNE 2020 UPDATE: Turns out this is not a bug, but a feature after all.
For details, see lower.
Removal
To uninstall the mod, you will first need to remove the modded spell effects from your save files.
You can use the "advanced-teleport-kill yes" console command to do this. Load the game in question, enter the console command, invoke the Teleport spell, then wait a few seconds and save the game. The new save should contain no modded effect (no anchors) and be usable with the mod uninstalled/turned off. This destroys the previously saved anchor data, so after turning the mod back on, you'd have to re-create these in-game.