Teleportation magic not working

Old and generally outdated discussions, with the rare hidden gem. Enter at your own risk.

Moderators: Haplo, Lead Developers

Locked
eldrichgeld

Teleportation magic not working

Post by eldrichgeld »

After i completed the quest to get back the fiancee from the Daedric ruin on the island in the north (can't remember the exact names), i noticed that teleportation magic no longer worked, anywhere. After i left the shrine it wouldn't let me use any teleportation magic. Please help!
User avatar
Bloodthirsty Crustacean
Developer Emeritus
Posts: 3869
Joined: Fri Feb 02, 2007 7:30 pm
Location: Elsewhere

Post by Bloodthirsty Crustacean »

To solve the problem temporarily, use the EnableTeleporting command in the console.

To solve the problem for everyone, I'd need to be able to pinpoint the reasons why you encountered this problem. Unfortunately there's not really enough information to do that, nor I suspect would it be easy to replicate, otherwise there'd have been more reports...
a man builds a city
with
Banks and Cathedrals
a man melts the sand so he
can see the world outside


"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
blackbird
Reviewer
Posts: 1816
Joined: Thu Mar 01, 2007 9:55 pm
Location: Brugge (bruges), Flanders, Belgium

Post by blackbird »

I believe there is a deadric ruin near port Telvannis where you can't teleport when inside the ruin. It's scripted that you cannot leave the ruin with magic, just like clockwork city and Dagoth ur.
Theo
Developer Emeritus
Posts: 1683
Joined: Thu Dec 16, 2004 5:01 pm
Location: PRAGUE

Post by Theo »

I did the quest. Teleportation should be reenabled with the same script that disables the forcefield blocking the exit from Yashazmus during the rescue action. I wonder what went wrong... I tested it dozen times and it worked :x
THEO
Pluto
Member
Posts: 6
Joined: Wed Nov 04, 2009 7:29 am

Post by Pluto »

I can also confirm this happening in Yashazmus during that rescue quest.

I tried to Recall home while is in there, perhaps that's what caused it to break the script.
Teleportation didn't work again until I fixed it with the console.
Theo
Developer Emeritus
Posts: 1683
Joined: Thu Dec 16, 2004 5:01 pm
Location: PRAGUE

Post by Theo »

Did the forcewall disappear after killing Ilwen? I guess so as you got outside, so there should be no other problem then missing command in that script. I apologize for inconvinience hopefuly this will be fixed in the next release.
THEO
Guest

Post by Guest »

In the script TR_m1_GS_MQ_5_Fence(the one on the gate)
change:
EnableTeleporting
SET Phase TO 3

to:
SET Phase TO 3
EnableTeleporting


That should fix the persisting Disable.
Pluto
Member
Posts: 6
Joined: Wed Nov 04, 2009 7:29 am

Post by Pluto »

^^ Whoa, I replied as Guest. oops.
Anyways, that should work, in the original script Teleportation Disable was being called in PHASE 2 but also being Enabled before PHASE 3 is set.
Enabling after PHASE 3 is set should fix it.
Theo
Developer Emeritus
Posts: 1683
Joined: Thu Dec 16, 2004 5:01 pm
Location: PRAGUE

Post by Theo »

Uh!!! O_o I see not how fliping order of those commands should make any difference, provided they are in the same if-clause, but morrowind scripting differs from the regular programming in many hideous aspects so I will believe you.
THEO
Pluto
Member
Posts: 6
Joined: Wed Nov 04, 2009 7:29 am

Post by Pluto »

yeah, Morrowind scripting is funny.
But I had a similar problem in one of my mods, and I am pretty sure that's how I fixed it. Unless my memory is malfunctioning. ;) lol
User avatar
Faalen
Developer
Posts: 312
Joined: Wed Jun 18, 2008 5:22 am
Location: America's Dairyland

Post by Faalen »

Unless Pluto has actually implemented and tested this fix, based on the little information given I have to disagree. If they're in the same if-block both commands will process in the same frame regardless of order. In fact, if that "set" command makes the controlling if-statement untrue, moving other commands after it would if anything make them more likely to fail, though they will still operate as normal barring any unusual hiccups in processing. Far more likely is that there is something preventing the entire script or that section of it from running at all.
Q1-77-Tel current progress:
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=266462#266462]Journals 100% done.[/url]
Practical implementation is now underway.
Locked