2 or more 'mark' or recall spells
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2 or more 'mark' or recall spells
I'm thinking is it posible to have several mark + recall spells? eg Mark 1, mark 2 etc.
+ Could there be spells like "Recall Balmora", or "recall Vos"?
+ Could there be spells like "Recall Balmora", or "recall Vos"?
- evilgreebo
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yes it is. Just go to spells, there should be one cal-
Oh nvm....
U can do this though.
Make a activator (like the little Indexes) that when u click on them u warp somewhere. Make it so u can carry that object.
Finally find the propolion index script and just copy paste and change teleport location and it would be just the same.
Oh nvm....
U can do this though.
Make a activator (like the little Indexes) that when u click on them u warp somewhere. Make it so u can carry that object.
Finally find the propolion index script and just copy paste and change teleport location and it would be just the same.
- evilgreebo
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there is already a board about this in the custom items board...check it out.
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good idea, however, they left one mark speel in the game for a reason:
warp into a hard area
kill and kill till you are low on health
warp to another area when you almost die
warp back to the area
repeat, and you have ruined the effect of the area
warp into a hard area
kill and kill till you are low on health
warp to another area when you almost die
warp back to the area
repeat, and you have ruined the effect of the area
Hold on sec, my keyboard is sliding off the desk, i gotta catch it b4 it jnkgdnldnl
- evilgreebo
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Yes its is possible but only to preprogrammed locations.
You make custom spell that has name, like "TR_Balmora_recall" whit the recall effect and you have a global script to check when the player is efected by "spellID" (got to look the code up though) then have the script remove the recall effect and move him to balmora.
You make custom spell that has name, like "TR_Balmora_recall" whit the recall effect and you have a global script to check when the player is efected by "spellID" (got to look the code up though) then have the script remove the recall effect and move him to balmora.
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- evilgreebo
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the same works with divine intervention, place the proper marker in front of an imperial cult shrine.
transport via ship or silt strider or the propylon chambers work the same way. you can touch an activator or you ask a NPC (dialogue). the spells work different (the player uses the spell), but they also need a marker.
transport via ship or silt strider or the propylon chambers work the same way. you can touch an activator or you ask a NPC (dialogue). the spells work different (the player uses the spell), but they also need a marker.
if in danger, if in doubt,
run in circles, scream and shout
run in circles, scream and shout
The mod is called Multiple Teleport Marking Mod v2.2
It allows you to mark and recall to 12 places... So it can be done... or at least worked around. I don't want to see this idea disappear into the heap without being recognized. a simple yes or no and a short description of why would suffice.
-Gens
It allows you to mark and recall to 12 places... So it can be done... or at least worked around. I don't want to see this idea disappear into the heap without being recognized. a simple yes or no and a short description of why would suffice.
-Gens