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Re: [REL] Melian's Teleport Mod

PostPosted: Wed Jan 20, 2010 11:49 pm
by melian
Does it work if you just add them again by casting the spell on them? If not, could you maybe send me your savegame file and also the list files (in the MWSE directory, stuff starting with "mel_tpp" is from this mod)?? If you just upload them here or rapidshare something, I think I can probably fix it.

Re: [REL] Melian's Teleport Mod

PostPosted: Thu Jan 21, 2010 12:38 am
by TalonHunter78
yeah if i add them to the list via the teleport control spell they will teleport with me, but there are also files in mwse folder that i haven't seen before.

Re: [REL] Melian's Teleport Mod

PostPosted: Fri Apr 09, 2010 12:04 pm
by Elaura
Mel, MLOX is reporting the following: " > 'mel_teleportPlugin_1_2.esp'
| These mods require Morrowind Script Extender (MWSE) v0.9.4a, or MGE v3.5.6 or later."

Note the big 'OR'?  I think this Note might need to be rewritten in the next version of the MLOX rules because I still can't use your mod with the internal MWSE active in MGE.  I had to run MWSE separately.  My versions are MGE 3.8.0 and MWSE 0.9.4.1.  GOTY edition MW, Trib, and BM with MPP and MCP installed.  

As I've said before, this is not a problem, I was aware of it when I d/l the most recent version.  As far as I know there are only a handful of mods out there which absolutely require the internal MWSE in MGE to be running to work.

Truly, I simply couldn't have a companion in MW without your teleportation.  I certainly couldn't betatest any companion mods without it.  I've been testing it with MCA and Jac's Wolfie companion and have had no issues yet.  You are brilliant!

Re: [REL] Melian's Teleport Mod

PostPosted: Fri Apr 09, 2010 2:33 pm
by Jac
Mel, is there a way for a mod to know when this is installed so that companions can add or remove themselves from the list automatically? CDC's mod had a way for modders to do this by checking a global variable to see if the mod was load, then run two lines to either add or remove. Thanks.

Re: [REL] Melian's Teleport Mod

PostPosted: Sat Apr 10, 2010 2:51 am
by melian
Elaura:
Thanks for letting me know about that, I'll see about getting it fixed. It does work with the MGE 3.8.0-SVN_REV-118 internal MWSE, but not the "stable version" (which is older). I'm sure I said that in the mlox thread too - hope they're not assuming backwards compatibility for everything, I'm sure there's at least one other mod that requires rev-118.

Jac:
The add/remove thing from CDCooley's mods also works with this, so if you've got that already you don't need to do anything at all. CDCooley let me use his script ID and variable for this so it's all exactly the same. :)

PS If I'm a bit sluggish replying to stuff for a while (at least another day or two, most likely 2 weeks or so) - it's because my internet is really-super-horribly slow atm. This is due to circumstances that were completely within my control, but I didn't care :sheo:  (I downloaded a pile of high-res tiff images from the LOC and went WAY over my limit :P ).

Re: [REL] Melian's Teleport Mod

PostPosted: Sat Apr 10, 2010 9:39 am
by Jac
I got confirmation from Elaura that companions setup to use CDCooley's mod will add and remove themselves properly with this mod loaded. Thanks, Melian.

Re: [REL] Melian's Teleport Mod

PostPosted: Fri Jul 16, 2010 8:23 am
by melian
Bugfix update!

Version 1.3 fixes the file creation issues when the player's name can't be used in the filename - and this time it should work for any player name, no matter what, even if you call yourself "!@#$%".

So if your recall menu showed a page full of "null" and your character's name contained something else besides just letters, this should fix it. If your character's name can't be used for the filename it will use an underscore instead, but you can still find out which files belong to your character pretty easily since all main list files created after installing 1.3 will have your character's full name as the first string.

Still working on the new features (like list re-ordering for example) but it's taking a while, so I'm planning another update when that's done.

Re: [REL] Melian's Teleport Mod

PostPosted: Mon Jul 16, 2012 12:41 am
by Frethog
TalonHunter78 wrote:Thanks its livable I did find the erase mark button. You're right, not really a need for it if ya can erase it and all. Took me a bit to find the that button.  Got rid of some marks I no longer needed.
I would like to locate the "Erase Mark" feature as well.  I cannot seem to find it either with 'mark' or 'recall'.

Re: [REL] Melian's Teleport Mod

PostPosted: Mon Jul 16, 2012 1:27 am
by Davada Jones
Image
Did you intentionally wait until two years (to the day!) after the fact to bump this? Because if so, you get 1000 Style Points and the title of "Most Stylin' Thread Necromancer", a highly-sought after honor that I totally didn't just make up on the spot.

If your post is serious and the date just happens to be a freakish coincidence, I might be able to help you. It's been awhile since I've played with this plugin, but if I recall correctly, you cast "Teleport Control" while not looking at an NPC, and the erase mark button should be in that menu. Make sure you're not looking at an NPC, or you'll get a different menu! One that might not have the erase mark button!!

Like I said, it's been awhile, so I could be mistaken, and I can't really be bothered to re-install Morrowind at two o'clock in the morning just to check, so if this post hasn't helped alleviate your problem, hopefully the next poster to come along will. Good luck!

Re: [REL] Melian's Teleport Mod

PostPosted: Mon Jul 16, 2012 2:02 am
by Frethog
Honestly, I hadn't even noticed the date on his post.  That's pretty funny.  

First off, thank you for your blinding boots of speed response.  You must be a moderator that is prompted when someone posts.  Obviously, I found this thread through a search engine because I knew I would never get an answer on PES.

It’s amazing how many times I had to read the proper portion of the read-me instructions before I understood the “Teleport Control” spell.  But it did finally smack me upside the head.  I was getting the notorious “Null” slots and I wanted to erase them.  I have tried it now to success.

I was just getting ready to elaborate on my situation with a long post when I finally figured it out (before I read your response).  Thanks again.

I have been getting back into this game again this year and have been previously using someone else’s 12 point mark/recall mod.  It wasn’t nearly as useful in TR/Sacred East.

Re: [REL] Melian's Teleport Mod

PostPosted: Mon Jul 16, 2012 5:20 am
by Davada Jones
But I am an Ex-Magister (which is GHF-talk for Ex-"Super Moderator" or somesuch)!
Welcome to GHF! Put up your feet and stay awhile. I'd give you a fishystick, but I've misplaced all my spares.

Re: [REL] Melian's Teleport Mod

PostPosted: Mon Jul 16, 2012 10:26 am
by Xar
You can get answers on PES if you manage to get the shy inhabitants to talk, :P. The reason that you (and everyone else) never gets answers is simply the fact that the comment section is just that, a comment section. It's not really meant to be a forum thread thingy. As it is, the only people capable of answering your question are people interested in downloading the mod. And they most likely don't know the answer. Sorry to derail the thread...  I just wanted to place my twopence in.

Re: [REL] Melian's Teleport Mod

PostPosted: Wed Sep 11, 2013 2:28 am
by BUBISHI
Hi You all,

I'm realtively new to Morrowind, playing it for allmost a year now, with the MGSO running. I still can't belive this game keeps me so excited and now that I have got lost in the wonderfull world of mods it's an even more fascinating game.
I appreciate the work of the Mod comunity, You people have created so many brilliant things and kept Morrowind alive and able to compete with new games. I also have to mention the help I recieved from all the friendly people.

I have one question regarding Your teleportimg mod, Melian.
I started with an older slave companion Mod: Special Slave Companions v2.0 (url=http://mw.modhistory.com/download--12142) it was just fine for me. ((Somehow can't use the add link, option of this forum yet))
Now I'm starting Uvirith's Legacy 3.1 [http://roadhunter.com/~stuporstar/index.html]. This mod includes some companion-teleporting options I don't now yet, but the Mod-author, Stuporstar, suggests to add Your mod for better performance.
I have read that Your mod is compatible with Emma's Laura, if I use the extra Plug-In. The teleport option of Special Slave Companions v2.0 is based on Emma's Laura.
Will Your Mod work with the older Special Slave Companions v2.0 without interfeering or causing issues?

Thank You for Your help.

BUBISHI

Re: [REL] Melian's Teleport Mod

PostPosted: Wed Sep 11, 2013 10:12 am
by Jac
Melian has been gone for awhile, Bubishi, but if you're facing your companion and cast the companion spell, you can add them to your list that way. The mod shouldn't interfere with that one.

Re: [REL] Melian's Teleport Mod

PostPosted: Fri Sep 13, 2013 2:18 am
by BUBISHI
It took me some time to notice the Teleport Control spell. Tried it on my Companion and figured out how it works, nice little gadget!

The only thing that surprises me is: after adding a Companion and leaving him in my home, going to do some chores or questing and then recalling to a tempel the companion is also recalled to the temple. So I have to deduct him from the companions list, I think...

Re: [REL] Melian's Teleport Mod

PostPosted: Fri Sep 13, 2013 5:57 am
by Spirithawke
Yes, if you want him to stay in a specific spot you do have to deduct him from the list from what I too understand about the mod.

Re: [REL] Melian's Teleport Mod

PostPosted: Fri Sep 13, 2013 7:43 am
by Elaura
Actually, there is an option in the teleport control which gives you these choices:

Your companions always teleport with you
Your companions teleport with you only when they are following
Your companions never teleport with you.

You do not need to take them out of your list after you choose "only when following".  All you should have to do is tell them to wait using existing dialog options.

Re: [REL] Melian's Teleport Mod

PostPosted: Fri Sep 13, 2013 7:49 am
by Spirithawke
Thanks for the correction Elaura. Not as familiar with that mod as I thought heh.

Re: [REL] Melian's Teleport Mod

PostPosted: Fri Sep 13, 2013 8:47 am
by BUBISHI
Sounds great. Thanks, Elaura & Spirithawke. I will experiment with these options.

Re: [REL] Melian's Teleport Mod

PostPosted: Mon May 25, 2015 1:50 pm
by micheru12
Just started using the mod, playing with Julan 2.2 and no matter how many times I tell him to wait or remove him from my companions, he teleports with me whenever I use a teleportation spell. Recall, Almsivi and Divine Intervention. Has anyone else experienced this and if so how did you fix it?

Re: [REL] Melian's Teleport Mod

PostPosted: Mon May 25, 2015 2:19 pm
by DonnerGott
I believe that Julan has his own teleporting scripts.

Re: [REL] Melian's Teleport Mod

PostPosted: Sat Oct 28, 2017 5:03 am
by IlyaRysenkov
Really great mod. Thanks, Melian. This is a real teleportation. What's more, you can teleport from places where you can't usually do it, and take companions!
:punkrock: