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In-game Teleportation spell


forascalon

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Does everyone realize there is a "Teleportation" spell included in Skyrim? I've seen mage bosses use it, and it's epic, but I can't learn it via spellbooks or anything. I found the SPEL: form ID using "Help teleportation 4" in the console, and it returned 0008972a "Teleportation" along with a few of the magiec effect (MGEF) IDs. Even after adding the spell via: player.addspell 0008972a, it does not apper in my lists, and I cannot cast it with the console since I don't understand the parameters needed to cast it.

 

So, after a grueling Google search I'm really having trouble finding anyone else who knows/cares about this awesome spell. I know there is a mod on the Nexus that uses the included magic effects in a custom teleportation spell, but I'd really like to know if there was a way to just use the spell that came with the game - can we not just modify it with the Creation Kit to make it a "playable" spell, or something simple like that?

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What are we talking about here, forascalon - a short-range zipping-around-the-room sort of spell, as opposed to a long-distance travel option? I can see the attraction of the former, but the latter wouldn't improve things much for me - I'm content with fast travel for that purpose. And I think even a short-range spell would be disorientating, because to be useful it'd have to shift you around at such speed that I'd struggle to re-orient myself before the baddie of the moment had got another bead on me. It'd need to be practically instantaneous, with no fade in/out screen, wouldn't it? At least for combat use.
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You're absolutely correct, kged. I'm happy with the fast-travel system; what I'm wanting is just to use the short-range spell the mage bosses have. They just move a few coordinates away within the same cell - no loading screens would be necessary - and usually it's behind the player. I can see it being very useful for getting out of the way when a big attack is coming at you (say, dragon fire, or a heavy-hitting Draugr boss).

 

It would certainly be disorienting, and it may not even be that useful. It just irks me that there is a spell there I can't use - and it looks so wicked! lol

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I assume you're referring to the magic effect AbTeleportationScriptEffect. I took a look at its script, and without some serious modifications, it won't work for the player. You're restricted in that it's designed to:

 

A) Be used in a given area. The teleport effect moves the "caster" (not an entirely appropriate term for this spell) to one of several XXX markers nearby. This means that if the caster is too far from the markers (1600 units or more) the spell will have no effect.

 

B) Be a constant effect, triggered by enemy proximity and hits sustained in melee. This is probably why it didn't show up in your spellbook; the spell can't be "cast" in the traditional sense.

 

C) Only be used by NPCs. The player is referenced separately from the caster when the script tries to determine which XXX marker to use. This could cause problems in the way the script plays out, if used by the player.

 

You'd be better off trying to build your own teleport script. Considering how easy my mod "Call Housecarls" was to put together, I don't think it would be too complicated to do something similar with the player.

 

Interesting find, though. I had witnessed enemies using this spell before, but never looked it up.

Edited by JanusForbeare
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Aha! That explains it. From what I remember of previous Elder Scrolls installments, I believe I can piece together what's happening here:

 

1. There is a "Spell" called "Teleportation" - whose form ID I mentioned above - and a separate form ID for the scripted magical effect called by the spell (which is what Janusforebeare is talking about).

 

2. Instead of being a normal spell, in the sense that it simply uses a pre-defined magic effect from a drop-down list in the editor, this particular spell uses the "AbTeleportationScriptEffect" - which is something different; a script that is classified as a "magic effect" by the game for use in special, situational spells. When the spell is cast or triggered, it calls the script and references the appropriate visual effects. This totally explains why only a few select enemies are able to use the spell, and why it wouldn't work in a random situation; using X-markers is brilliant, and makes for really awesome boss fights, but it would obviously be impossible to use on a player character.

 

Thank you all SO much for your replies! I'm going to give the Teleportation Spell mod a try, since it uses the same cool visual effect and seems very practical in application of the spell.

 

Cheers!

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There's another file on skyrim nexus called unplayable spells that lists 2 teleport spells 1 in and 1 out, you might need the esp. from unplayable effects made playable, I haven't tried it, but thought it was worth mentioning...
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