Oblivion
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Elessar_VPR

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=====Cyrodiil Transportation Network ===== ========== v 1.3 ================= ************************************** Overview: ************************************** Adds back Morrowind style travel to Oblivion, including: Mage Guild Guides, Ships, Horse Carriage, Divine Intervention and Mark and Recall *******************************

Requirements
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=====Cyrodiil Transportation Network =====
========== v 1.3 =================

**************************************
Overview:
**************************************

Adds back Morrowind style travel to Oblivion, including:
Mage Guild Guides, Ships, Horse Carriage, Divine Intervention and Mark and Recall

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Installation:
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OMOD Version - Just double click to activate =D !!!! (needs OBMM by Timeslip found here http://timeslip.chorrol.com/obmm_download.html)
Zip Version - Extract to your data directory (should be in the relevant paths already)

Cyrodiil transportation network 1.3.esp - Original Version
Cyrodiil transportation network 1.3 WZ.esp - Same as Original, but with a short quest for those wishing to travel to Frostcrag Spire (Official Wizards Tower Plugin)

If you are using the original version install the files in the sound/voice/Cyrodiil transportation network 1.3.esp folder and if you are using the Wizard Tower version install the files in the sound/voice/Cyrodiil transportation network 1.3 WZ.esp directory.

ONLY USE ONE ESP, DO NOT USE BOTH!

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Description:
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*Guild Guides:
Adds an NPC to each Mages Guild Chapter and the Arcane University, that will teleport you instantaneously to any other guild. Transport is exclusive to Mage's Guild members and the cost is dependent roughly on your rank in the guild (is free for Arch-Mage!). Each NPC has a full schedule and can usually be found in a basement room, or in the case of the University, just look for the doors in the main open area. Bruma situation should be taken care of.

*Ships:
Adds a ship and captain to Anvil, Bravil (look front and left as you face the main gates), Leyawiin (near the coast guard station) and the Imperial City Waterfront. They offer ship travel to other ports, though not necessarily all the other ports, for a fee.

*Horse Carriage:
Like the Stilt Striders in Morrowind, these are found at each city and at the Imperial Bridge Inn, and will take you to other locations for a fee. Not every destination is available for each city, though the Imperial City serves all but Kvatch and the Imperial Bridge Inn. Find the riders near the stables of each city (the Kvatch rider is at the far end of the camp).

*Divine Intervention
Spell that automatically teleports you to the nearest chapel (/temple). Can't be used in Oblivion or in other areas where it wouldn't be sensible. Also if you are in jail or have a bit of a bounty, the Nine will refuse to help you! Spell available from the spell sellers in the Chapels at Anvil, Bravil, Chorrol and Cheydinhal, and scrolls from the Mystic Emporium in the Market District of the Imperial City.

*Mark and Recall
Both are Apprentice level spells. Mark allows you to set a location to teleport back to later, with the recall spell. An apprentice can only have one mark, a journeyman can have two marks, an expert three marks and a master four marks. Spells available from Alves Uvenim in the Leyawiin Mages Guild. Not castable in combat and can't Mark or Recall in locations like Oblivion etc.


All fees are fairly minimal, so are useable nearly whatever you financial situation.

When you first play with the mod you will recieve a ring (x*Fast Travel Ring*x) when you equip it, it will give you the option to enable or disable Oblivion's normal fast travel system. If you want to change your mind at any time, just equip the ring again!


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Change Log
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V1.31
- Fixed versions of each esp that remove the dispel effect from Divine Intervention
- Fixed the missing AI package reference on the normal version.
- Open Cities version of each plugin.

V1.3
- Added a crate to the lower deck of each transport ship that gives you the opportunity to stowaway. Location you end up is random but dependent on where you board. Stowing away is a serious offence and there is a chance you will be caught (function of your sneak and security skills). Crates are open and marked as 'Large Crate'.
- Horses now travel with you when you travel by carriage, as long as it is the last horse you rode and it's reasonably close to the stable you're travelling from. Note this currently only works with the vanilla horses. Hopefully in the next version any horse you own will be supported
- Added a book, 'An Overview of Transport in Cyrodiil' which details NPC's names, fares etc. involved in the mod. Find in some of the Guild Guides and ships.
- Slightly changed ship costs and duration (now a little cheaper but a bit slower).
- Mark and Recall Spells also available from the orc woman in Chorrol Chapel.
- Recall script slightly rewritten to (hopefully!) solve the crash problems people were having. Recall also no longer works when you are in jail
- Marks now have sparkly stuff to show their locations (can take a little while to appear at times)
- All ships now full sized.
- Optional .esp version which adds a small quest for those wanting to travel to Frostcrag Spire. Search around the Skingrad Guild Guide.
- Remove 'X*' tags from fast travel ring (now just named 'Fast Travel Ring').

V1.2
- IC Rider transports you to Anvil properly, instead of just taking your money!
- Moved the ship in Anvil so it's no longer blocking the painter's view (does not conflict with Don Prestoni's Anvil Mercant Houseboat).
- Addition of topics should now always add properly (seems there's a quirk in the way Add Topic works in the GREETINGS).
- Mark and Recall spells now also available from Borissean in the Praxographical Center of the Arcane University.
- Added another fast travel ring option. The choices are now: Enabled (normal), Enabled only when mounted and disabled.- -Fixed some errors/inconsistencies in the dialogue.
- Cleaned up a few things.

V1.1
- Minor dialogue tweaks
- Added silent mp3's for the longer bits of dialogue
- Can now travel to Leyawiin from the Bridge Inn (as originally intended)
- Fast Travel Ring no longer a quest item. If you lose it and want to change option type, 'Set EVPRFastTravelNo to 2' in the console and you should get a new ring.
- Fixed issue with Cheydinhal Mages Guild Basement doors.
- Adjusted lighting levels in Anvil and Bruma Guild Guide Rooms

V1.0 - Initial Release


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Future Plans
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*Voice-overs
*Any horse you own going with you
*Combat Mark and Recall spells.


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Known Issues/ Conflicts
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If you divine intervention to an internal location that isn't part of one of the main cities to another such location, then you may not actually end up at the nearest chapel (will probably end up at Anvil).

Doors to the Bruma Guild Guide aren't quite perfect in there activation radius

Any mod that alters the same space for the ships will likely conflict and things like that but otherwise I don't think there are any

Any bugs/suggestions please PM me in the official forums, post in the release thread () or email [email protected]


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Credits & Thanks
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Kafeid - wonderful boots and vests!
Mighty Joe Young - painting textures
Bethesda - the game!!!!

If you want to use anything in this mod please contact the relevant creator.

Feel free to upload to other locations/modify feel free, but a note in the credits would be nice. (if uploading somewhere could you let me know, in case of updates etc...)


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ENJOY!!!!!!

Elessar_VPR

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(Versión española 'esp' solamente. Requiere el resto de componentes del archivo principal)