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[REL] Melian's Teleport Mod

PostPosted: Sat Jan 02, 2010 8:23 pm
by melian
Melian's Teleport Mod1.3Melian* Unlimited teleport Marks. Cast as  many as you want. I've had over 50 current Marks during testing and no  problems yet.<br />    * Leave a Mark anywhere at all, as long as  teleporting hasn't been deliberately disabled. That includes interiors,  modded areas, TR maps... anywhere.<br />    * Name your Marks whatever you  like, either by typing in a name or choosing from a list. The list is  read from a plain text file for easy editing, so if there's a Mark name  you'll use a lot you can just add it to the list. You can also just use  the cell name as the Mark name if you prefer (this will always appear as  the first choice in the menu).<br />    * Unlimited companion follow,  configurable via a no-cost spell: have all your companions always follow  automatically when you teleport, or only those currently in follow  mode, or none.<br />    * Summon all followers together or individual  followers one at a time with a no-cost spell. This also works anywhere,  anytime, unless teleporting is disabled AND the follower is not in the  same cell. You can always summon individual followers if they're in the  cell with you, even when teleporting is disabled - so you can fish them  out of the lava in Akulakhan's Chamber for example - and if teleporting  is allowed you can summon them anywhere, regardless of where they (or  you) are.<br />    * Mark and companion lists should never be lost or  overwritten, even if you jump around different saves and different  characters. Even if those characters have the same name. The only way  you can lose a list is by deleting it yourself.
Title: Melian's Teleport Mod

Note: This mod DOES work with MGE 3.8.0-SVN_REV-118 internal MWSE (or MWSE 0.9.4a standalone is of course still fine). Older MGE versions will NOT work. The old MGE "stable version" will NOT work. It has to be the SVN.

UPDATED to version 1.3
# 1.1 Fixed issue dealing with player character names that contain spaces. Your list files will now use the first part of your character's name (up to the first space, if there is one) as the identifier. (Thanks to FallenWizard for reporting this issue.)
# 1.2 Fixed a bug where an extra page of buttons all labelled "null" could appear in menus in certain circumstances. Included optional patch for Heaven's Lookout (thanks to TalonHunter78 for reporting this issue). Revised readme (thanks to Ashryn_the_Vampire for letting me know it works with the latest MGE!).
# 1.3 Fixed issue dealing with player character names containing any problem characters (not only spaces this time). Turns out MWSE file-creation is very fussy in that department, so apologies to everyone who's had problems with this! (Thanks to hamsmagoo for the bug report!). Revised readme (thanks to Elaura, Dragon32 & Krovosos for letting me know where info was missing). Added 'debug mode' to main plugin (writes debug messages to MWSELog.txt), so there's no longer any need for a separate version.


Author: Melian
Melian* Unlimited teleport Marks. Cast as many as you want. I've had over 50 current Marks during testing and no problems yet.<br />    * Leave a Mark anywhere at all, as long as teleporting hasn't been deliberately disabled. That includes interiors, modded areas, TR maps... anywhere.<br />    * Name your Marks whatever you like, either by typing in a name or choosing from a list. The list is read from a plain text file for easy editing, so if there's a Mark name you'll use a lot you can just add it to the list. You can also just use the cell name as the Mark name if you prefer (this will always appear as the first choice in the menu).<br />    * Unlimited companion follow, configurable via a no-cost spell: have all your companions always follow automatically when you teleport, or only those currently in follow mode, or none.<br />    * Summon all followers together or individual followers one at a time with a no-cost spell. This also works anywhere, anytime, unless teleporting is disabled AND the follower is not in the same cell. You can always summon individual followers if they're in the cell with you, even when teleporting is disabled - so you can fish them out of the lava in Akulakhan's Chamber for example - and if teleporting is allowed you can summon them anywhere, regardless of where they (or you) are.<br />    * Mark and companion lists should never be lost or overwritten, even if you jump around different saves and different characters. Even if those characters have the same name. The only way you can lose a list is by deleting it yourself.
Image
Readme:

TES III: Morrowind
Melian's Teleport Mod
Version 1.3

REQUIRES MWSE

Contents:

  1. Version History
  2. Description/Features
  3. Requirements
  4. Installation
  5. Load Order & Dependencies
  6. Updating From Previous Versions
  7. Playing the Plugin
  8. Compatibility
  9. Known Issues/FYIs
 10. Information for Modders
 11. Uninstalling
 12. Credits
 13. Copyright
 14. Contact Info
 15. File List

Version History

   * 1.0 Initial release
   * 1.1 Fixed issue dealing with player character names that contain spaces. Your list files will now use the first part of your character's name (up to the first space, if there is one) as the identifier. (Thanks to FallenWizard for reporting this issue.)
   * 1.2 Fixed a bug where an extra page of buttons all labelled "null" could appear in menus in certain circumstances. Included optional patch for Heaven's Lookout (thanks to TalonHunter78 for reporting this issue). Revised readme (thanks to Ashryn_the_Vampire for letting me know it works with the latest MGE!).
   * 1.3 Fixed issue dealing with player character names containing any problem characters (not only spaces this time). Turns out MWSE file-creation is very fussy in that department, so apologies to everyone who's had problems with this! (Thanks to hamsmagoo for the bug report!). Revised readme (thanks to Elaura, Dragon32 & Krovosos for letting me know where info was missing). Added 'debug mode' to main plugin (writes debug messages to MWSELog.txt), so there's no longer any need for a separate version.

Description & Features

   * Unlimited teleport Marks. Cast as many as you want. I've had over 50 current Marks during testing and no problems yet.
   * Leave a Mark anywhere at all, as long as teleporting hasn't been deliberately disabled. That includes interiors, modded areas, TR maps... anywhere.
   * Name your Marks whatever you like, either by typing in a name or choosing from a list. The list is read from a plain text file for easy editing, so if there's a Mark name you'll use a lot you can just add it to the list. You can also just use the cell name as the Mark name if you prefer (this will always appear as the first choice in the menu).
   * Unlimited companion follow, configurable via a no-cost spell: have all your companions always follow automatically when you teleport, or only those currently in follow mode, or none.
   * Summon all followers together or individual followers one at a time with a no-cost spell. This also works anywhere, anytime, unless teleporting is disabled AND the follower is not in the same cell. You can always summon individual followers if they're in the cell with you, even when teleporting is disabled - so you can fish them out of the lava in Akulakhan's Chamber for example - and if teleporting is allowed you can summon them anywhere, regardless of where they (or you) are.
   * Mark and companion lists should never be lost or overwritten, even if you jump around different saves and different characters. Even if those characters have the same name. The only way you can lose a list is by deleting it yourself.

Requirements

Either standalone MWSE 0.9.4a or higher, or MGE 3.8.0-SVN_REV-118 or higher internal MWSE. Older MGE internal versions will not work (as far as I know).

Installation

Uncompress the archive to a folder on your desktop or some other convenient place. The only file you have to install to run this mod is "mel_teleportPlugin_1_3.esp": this file must be used regardless of whether you use any of the others or not. The esps go in Data Files, and the text file "mel_tpp_MarkTags" goes in Data Files\MWSE (see the file list at the end of this readme if you're confused about file locations).

Load Order & Dependencies

  1. mel_teleportPlugin_1_3.esp
  2. mel_teleportPlugin_1_3_Patches.esp (optional, requires mel_teleportPlugin_1_3.esp)
  3. mel_teleportPlugin_1_3_JulanAddon.esp (optional, requires mel_teleportPlugin_1_3_Patches.esp)

   * If you're using The Underground, it must load before mel_teleportPlugin_1_3_Patches.esp. Other patched companions can load before or after, it doesn't matter.
   * The only requirement for mel_teleportPlugin_1_3_Patches.esp is mel_teleportPlugin_1_3.esp. You don't need to run all (or any) of the patched companions to use it.
   * The Julan addon is pointless unless you're running Kateri's Julan mod and at least one other companion, but it does not actually require anything other than mel_teleportPlugin_1_3_Patches.esp to run, and load order relative to the Julan mod doesn't matter.
   * If you're using the Heaven's Lookout patch, it must load after Heaven's Lookout.
   * The Heaven's Lookout patch requires Heaven's Lookout, but nothing else (not even mel_teleportPlugin_1_3.esp).

Updating From Previous Versions

Use Wrye Mash or another utility to redate the new esp to match the old esp's date, then deactivate the old esp and activate the new. You may get warnings on load saying that some plugins your save depends on have changed - this is normal, you can ignore it.

If you have list files that were created with previous versions, they won't have your character's name as the first string in the file, but they will still work with version 1.3.

There is no separate 'debug version' anymore. If you want to turn on debug mode, open the console and type

Code: Select all
set mel_tpp_debug to 1


then hit enter and close the console. Debug messages are written to the MWSELog.txt or mwse-mge log.txt file (in your Morrowind directory). To turn debug mode off, set the value back to 0.

Optional files:

mel_teleportPlugin_1_3_Patches.esp

This patches some companions to make them compatible with this mod. Companions that require this patch are:

   * Emma's Lokken companions
   * Emma's Laura
   * Qarl's Underground companions

The patch is also useful if you use my Comes-By-Road healer companion (it won't break anything if you don't use it, but using the patch stops unnecessary scripts from running).

Note that you don't have to run all of these companions to use the patch. The only thing it requires is the base teleport mod (mel_teleportPlugin_1_3.esp). All the fixes are done from the same script so the overhead for unneeded fixes should be negligible.

Even with the patch, if you're doing the Lokken Main Quest I would also recommend you leave your companion teleporting setting on "only if they're following". There are quite a lot of escort quests in WWoL and followers don't automatically add or remove themselves (one follower has teleporting disabled at one point in the quest, but otherwise it's up to you), so it's very easy to forget and teleport someone by accident when you should have left them behind. This won't break any quests that I'm aware of - but it might well break immersion, so consider yourself warned!

mel_teleportPlugin_1_3_JulanAddon.esp

This is an optional addon for those using Kateri's Julan companion. Julan is already fully compatible with this mod as-is - in fact this addon doesn't do anything to Julan at all. What it does do is teleport your other companions along with you and Julan at two points in his quest when they would otherwise be left behind. You can only use this addon if you are also using "mel_teleportPlugin_1_3_Patches.esp": it won't work by itself, because it changes that script to check for Julan's quest states as well (this avoids having an extra global script running).

mel_tpp_MarkTags

This is a plain text file containing default Mark names (the names you'll see in the menu when you cast Recall). These are displayed in a menu for you to choose if you don't want to type in a name or use the cell ID when you cast Mark.

If you don't want to change anything in the file you don't have to install it: it will be created automatically if it's not found when the plugin starts up. I've included it here for people who want to edit it (you can do this using any text editor): just put each Mark name on a new line and don't leave any blank lines. You can delete the defaults if you wish, and as long as you put something in there it won't be overwritten, but if the file is empty or missing it will be recreated with the defaults again.

mel_teleportPlugin_HeavensLookoutPatch.esp

Heaven's Lookout uses Mark & Recall to put the player back where they teleported from when you use the mod's teleport ring. This does work with my teleport mod, but it looks bad because it brings up the Mark & Recall menus (which obviously wasn't Andy's intention). This patches the ring script to use MWSE functions instead, so you can just teleport straight there and straight back, no menus.

However, since it doesn't use the normal Mark and Recall anymore, it doesn't have any fixes for different saves and different characters. Only one return position is stored - and that's where you'll go, even if it was stored for a different character. If this is likely to be a problem for you, you can either make sure you return to your original position before you go to Heaven's Lookout with another character, or you can just not use the patch - it will still work, you'll just have to live with the menus.

The patch must load after Heaven's Lookout to have any effect, but load order relative to my teleport mod esps doesn't matter - in fact the patch can be used even if my teleport mod isn't loaded at all.

If you're installing this for an existing game, make sure you are not in any Heaven's Lookout cells when it's activated - you need to teleport to Heaven's Lookout using this patch before any return position is stored. You may get some messages on load saying local count is different and variables will be reset - this is harmless, you can ignore it.

Playing the Plugin

This mod takes over the normal Mark and Recall effects from the game. To use the basic teleporting functions, just use same spells/items you normally would and make the appropriate choice in the menu. When you have at least one Mark, casting Mark again will bring up a menu so you can replace an old Mark with the new one if you wish. It's pretty self-explanatory really.

The remaining functions use a new no-cost spell "Teleport Control", which you will be given automatically when you start the game with this mod loaded. This is an "on self" spell - to cast it "on" someone, just make sure you're focussing on them so their name-box pops up.

Before you can teleport or summon your followers, you need to add them to your list. If you cast "Teleport Control" on a follower (whether NPC or creature), you'll get the following options:

   * Add this companion
   * Remove this companion
   * Nevermind

If you cast the spell without a follower targeted, you'll be given another list of options:

   * Erase a Mark: Permanently deletes the chosen mark from your list.
   * Summon all my companions: Brings all listed companions to you, regardless of where they are.
   * Review my companion list: Shows a list of your companions, and allows you to remove or summon individual followers if you want to.
   * Change companion teleport options: You can choose to have all listed companions follow you whenever you teleport, or only current followers, or none at all. If you tend to forget to remove escort quest followers from the list, but you want current followers to teleport with you automatically, choose "Only if they're following me at the time" so that you don't get unwanted followers when you teleport.
   * Nothing

Compatibility

By its nature, this mod is absolutely NOT compatible with Marcel Hesselbarth's MultiMark or with CDCooley's Companion Teleporting or Improved Teleportation. There's no point whatsoever in running these together in any case. The same applies to any other mods that do the same thing.

This mod works much the same way as Marcel Hesselbarth's MultiMark in that it disables teleporting everywhere so as to take over that function from the game. This may cause issues with other mods. I do check for CDCooley's disabled-teleport variable state, so it will catch that, but if a mod doesn't use that and wants to disable teleporting it won't work correctly, and if a mod tries to do tricky things with recall/intervention/mark spells it may not work as intended. If you find any incompatibilities let me know and I'll see if I can patch it.

The patch esp fixes all companions I'm aware of that need a fix, but there may be some I've missed. If you find any, let me know and I'll try to add them to the patch.

This mod may not work with non-English language versions of Morrowind. If the default cell ID is not "Wilderness", the mod just won't work. If the endgame cells have different IDs than the English version, teleporting won't be disabled when it should be. These issues should be pretty easy to fix if you don't mind a bit of script-editing.

Known Issues, FYIs & Other Information

Blank messageboxes

If a message is written to the screen at the same time as you cast a teleport spell (the usual culprit is a Mysticism skill increase), you may see an extra, blank messagebox along with it. This is just a minor visual issue: you can safely ignore it.

Vampire companions

I've added a fix for vampire companions but it hasn't been thoroughly tested. If your vampire companion ends up headless after a teleport, please let me know and I'll try to fix it. In the meantime, you can get their head back by equipping a helm on your companion - when you remove the helm, the head should reappear.

GMSTs

The GMST sTeleportDisabled is INTENTIONALLY altered by this mod. Don't try to clean it out, and make sure any mods that load after this one are GMST-clean, or else you'll get messages telling you that teleporting is disabled every time you use it.

Modifying, merging or otherwise resaving this mod

If this mod is modified, merged or just resaved in a high-level editor (such as the Construction Set, or MWEdit), the teleport-disabled message will reappear. To fix this, you need to make sure the string value is present and set to something (can be anything, just a single character is fine, this is just to stop the subrecord disappearing altogether). Once you're finished editing, load up the mod in Enchanted Editor and remove the GMST string: find the bit that says "Teleportation magic does not work here" or whatever you set it to, then click the button labelled "edit using multi-line editor" and delete all the text. If the multi-line editor doesn't work (sometimes it doesn't), you'll have to use the "Analyse/Edit Raw Subrecord Data" button and set all values to 0. Resave from EE and it should be ready to use.

Text input issues

The text input feature has some unavoidable problems and may be unstable for some. That's why it's optional: if you have issues with text input, you don't have to use it. Choosing from the list should be as stable as anything else in your game, so if you want a certain name for a Mark you can put it in the text file (in your MWSE directory) and choose it from there.

When using text input, the game will sometimes seem to freeze up. Usually this can be fixed by hitting the ~ key for the console a few times. If the text input box appears when you do this, the console will pop up as soon as you start typing. Close the console and the text input should work correctly after that.

Changing your character's name

If you change your character's name partway through a game with this mod active, you'll need to go into your MWSE directory and copy your Mark and companion lists and rename them. The files are all prefixed with "mel_tpp" and the list files contain your character's name and a number. The number should stay the same, just change the name. Note that changing your name during a game is not recommended in any case, and I haven't actually tested this.

MWSE directory files

Files are created in the Data Files\MWSE directory, and there's no function to delete them, so you'll have to clean out that directory yourself every now and then - but be careful you don't remove any files that are still in use in your game.

All files created by this mod start with "mel_tpp": if you want to remove the mod entirely, just delete all these files (and the esps). And if you don't want to read through the following explanations: the easiest way to deal with the files is just to wait until you've finished any games using this mod, then delete everything in the MWSE directory that starts with "mel_tpp".

The following are temp files; you can delete these anytime you want to but they'll be back if you use the mod again:

   * mel_tpp_t1
   * mel_tpp_t2
   * mel_tpp_mc
   * mel_tpp_mi
   * mel_tpp_name

The main list files that store your mark and companion lists will be called:

   * mel_tpp_m[something]
   * mel_tpp_c[something]

Where possible, the "something" part will include your character's first name. This is just to make it easier to work out which files belong to which character. If the name can't be used, it will just use an underscore (_) instead. Either way, though, the first thing written in the file will be your character's name, so you can just open it up to check if you need to.

The final part of the "something" is a number, which corresponds to the value of the variable "mel_tpp_index" in your game (you can check this from the console by using "show mel_tpp_index"). If you've never used that character name before, the highest number will be the most recent.

For example: if my character's name is Randolph and the value of mel_tpp_index is 2, my current list files would be "mel_tpp_mRandolph2" and "mel_tpp_cRandolph2". But if my character's name is "!@#$%", which can't be used in a filename, the current list files would be "mel_tpp_m_2" and "mel_tpp_c_2" (and the first thing in both those files would be "!@#$%").

These list files shouldn't be deleted until you've finished with that character.

If you delete the main list files from your MWSE directory and try to continue with the game that was using them, it will break the mod and might crash the game, especially if you have companions. Don't delete files unless you're sure you won't need them later. If you have deleted the files and can't recover them, you can set all the following variables to 0 in the console and continue playing, but you'll have to rebuild your Mark and companion lists:
Code: Select all
set mel_tpp_Clist to 0
set mel_tpp_Cend to 0
set mel_tpp_Cnum to 0
set mel_tpp_Mlist to 0
set mel_tpp_Mend to 0
set mel_tpp_Mnum to 0


GCD

GCD (Galsiah's Character Development) has an issue which may - very occasionally - be triggered by this mod. The method used by GCD to force the player's stats menu to update level correctly is quite risky: if it happens at exactly the wrong moment, it can permanently disable menus. For this mod, this can happen if casting Mark or Recall gives you a level increase (not just a skill increase, only an actual level increase will do this) and GCD's HUD update script doesn't detect the menu in time. If you don't have the HUD update active with GCD (or if you don't use GCD at all) this won't affect you. It's a very rare issue in any case. However, since it can be triggered by any mod that uses a spellcast to bring up a menu, I recommend you use a fix for this if you use GCD.

The easiest fix is to change the GCD script "Gals_Level_Screen_Update". Near the top of the script you'll find this:
Code: Select all
if ( menumode == 1 )
 return
endif

Change it to this:
Code: Select all
if ( menumode == 1 )
 return
elseif ( player->GetSpellReadied )
 return
endif


This will stop the HUD update from happening while you have a spell readied (it will just wait until you leave spellcasting stance and do the update when it's safer to run it) - so this should prevent the problem for any mod that uses a spellcast to trigger a menu.

Information for Modders

To disable teleporting for the player:

Use the same method as is used for CDCooley's teleport mods (this will work for my mod and both of CDCooley's):

Add a global variable "cdc_teleportation": it should be a short variable with default value 0. Check the variable from your script or dialogue: if it's not 0, then either my mod or one of CDCooley's mods is running, and you can disable teleporting by setting cdc_teleportation to a negative value (anything less than 0 will work). Set it back to 1 to re-enable teleporting. If the variable stays at 0, none of these mods are running, so you shouldn't change the value (that would break other mods). Be a bit careful how you do this though, since other mods might also want to disable teleporting at the same time. Note that you may still need to use the DisableTeleporting command.

To set up a companion to add or remove themselves from the teleporting list automatically:

Add the cdc_teleportation variable as above. Duplicate the companion's follow and wait dialogue lines and add an extra filter to the top copy for "cdc_teleportation != 0". To add the companion to the list, add this to the resultbox:
Code: Select all
set cdc_companion_call_script.insert to 1
StartScript cdc_companion_call_script

To remove the companion, add this:
Code: Select all
set cdc_companion_call_script.remove to 1
StartScript cdc_companion_call_script

This will work with both CDCooley's mods as well as mine.

To disallow teleporting for a particular NPC (only works with my mod):

Create a new spell with ID "mel_tpp_NoTeleport" - it should be a copy of the one included in my mod. Add this spell to your NPC (don't get them to cast it - just add it to them using AddSpell) to disable teleporting for that NPC. You can remove it later to re-enable teleporting if you wish. This won't remove the companion from the list if they've already been added, but your NPC won't teleport automatically and if the player tries to summon them they'll just be given a message indicating that they can't teleport that companion now.

To find out whether an NPC is on the companion list:

Create a new spell with ID "mel_tpp_IsListed" - it should be a copy of the one included in this mod. Use GetSpell to check for this spell on your NPC: if they've got it, they're on the list.

To find out whether this mod is running:

Add a global variable "mel_tpp_index". It should be a short variable. Set the default value to -1 (IMPORTANT!). Check the value of this variable from script or dialogue: if it's greater than 0, this mod is (or was) running.

If you just want to know whether any teleporting mod is running, you can check the variable cdc_teleportation and if it's not 0, either this mod or one of CDCooley's teleporting mods is/was running.

Uninstalling

Just delete all files in your Data Files directory that start with "mel_teleportPlugin" and all files in your MWSE directory that start with "mel_tpp".

If you're removing this mod and then continuing with the game that was using it, there are a few more things you have to do. As always, be sure to back up your saves before you make any changes!

When you first reload a save after removing this mod, open the console and set the following variables:
Code: Select all
set cdc_teleportation to 0
set mel_tpp_index to -1

You may be told these variables don't exist: that's fine, don't worry about it. You just need to make sure that they're reset if they're used by any other mods still in your game.

For each of your companions, click on them to focus the console and type:
Code: Select all
RemoveSpell mel_tpp_IsListed

If you're told this spell doesn't exist then don't bother doing it a second time. But if the spell does exist then it's being used by another mod, so you'll need to remove it from your companions to let that mod know this one isn't being used anymore.

Finally, with the console not set to any particular object:
Code: Select all
EnableTeleporting


If you're using companions that have their own teleport scripts, you will need to activate those now (if they weren't running before). For most companions, you can do this by telling the companion to wait, then to follow again.

Credits

CDCooley

Marcel Hesselbarth

Loriel

Fliggerty

Bill

Emma

Grumpy

Kateri

CDCooley deserves an extra-special thankyou for permissions and assitance. It's not every day someone will help you make a mod that's intended to replace theirs. So: thanks again!

Permissions/Copyright

This plugin is freely distributable and modifiable as long as it is used only for TES3:Morrowind and is distributed free of charge. Inclusion of the relevant credit information is appreciated.

Note that some content is not mine, so my permissions don't apply to it (this mainly concerns the IT and companion patch). For permission to use or modify other modders' work please contact them.

Contact

To contact me (melian), your best bet is a PM on Emma's forum, Fliggerty's forum, or Bethesda's forum. You can email me if you must, but be aware that I don't check my emails very often so you might have to wait a while for an answer - and do remember to give your message a subject line clearly related to Morrowind, otherwise I'll assume it's spam and delete it.

File List

...\Data Files\mel_teleportPlugin_1_3.esp


OPTIONAL FILES:

...\Data Files\mel_teleportPlugin_1_3_Patches.esp

...\Data Files\mel_teleportPlugin_1_3_JulanAddon.esp

...\Data Files\mel_teleportPlugin_HeavensLookoutPatch.esp


...\Data Files\MWSE\mel_tpp_MarkTags

Re: [REL] Melian's Teleport Mod

PostPosted: Mon Jan 04, 2010 4:18 am
by TalonHunter78
thank you melian for this mod it replaced two teleporting mods i was using may your an fliggs mods of 2010 be many and great i love a good mod especialy when they make things easy and fun and can replace two for one

Re: [REL] Melian's Teleport Mod

PostPosted: Mon Jan 04, 2010 10:14 am
by Bryss Phoenix
WOW, this is pretty impressive!  Thanks for all your efforts here and for producing such a good readme as well.  :cheer:

Re: [REL] Melian's Teleport Mod

PostPosted: Mon Jan 04, 2010 11:08 am
by TalonHunter78
yes bryss  i am impressed with this mod as well downloaded today and it has exceeded my expectations my companions most will teleport with to ravenloft the other two teleportation mods i was using could not do that and works very well with br and tel scelestus haven't tried my other companions yet but im sure i wont be disappointed and the infinite mark is really nice along with naming your mark espeacialy when your unsure of where your at or if you to keep track of them all as with br i have a mark on bitter coast i named corpse drop so i know which one is for dropping off corpses one for raveloft cause some of my revnants guard different rooms and now i have a better excuse to down load more house mods i love houses but im rambling just saying this mod is gonna be great if melian uploads this to PES i would vote 10 and hope it makes it to hall of fame it deserves to be there

Re: [REL] Melian's Teleport Mod

PostPosted: Mon Jan 04, 2010 11:22 am
by TalonHunter78
i seen fliggs name and cooleys in the credits of the readme melian has genius along with most modders who put out quality mods and dont rush them  fligg cooley sandman101 darknut and most peopels mods i use have put time and quality in their mods ill try a mod if it sounds good i give it the benefit of the doubt but if i dont like it ill uninstall even if it means starting over but the mods ive gotten at GHF ive not uninstalled cept for improved teleportation and that was only to use melians teleporting mod many times ive had to teleport a npc out of a fight and or out of lava or to get them unstuck ive come across many great mods that i like that have had a low Rating on PES just because someone doesn't know how to install or they need to know they need mwse or mge then they give low ratings cause its their fault cause they didn't read the read me or get the updated version of the mod the read mes are there for a reason even im guilty of messing up save games cause i misunderstood the readme and had to reread it very carefully gotta do thing step by step as the instructions tell you and most readmes will tell you if its incompatible anyways sorry for my rambling again been up for forty eight hours playing morrwind mostly leveling and looking for certain weapons im guilty i have my favorites

Re: [REL] Melian's Teleport Mod

PostPosted: Mon Jan 04, 2010 6:55 pm
by melian
Thanks guys :D

Re: [REL] Melian's Teleport Mod

PostPosted: Tue Jan 05, 2010 10:52 am
by Bryss Phoenix
You're welcome. :)

Re: [REL] Melian's Teleport Mod

PostPosted: Sat Jan 09, 2010 12:03 am
by melian
Bugfix already! :oops:

This release (1.1) fixes a bug in dealing the player names that contain spaces. Instead of trying to use the whole name (which doesn't work if it contains spaces, apparently) it will use whatever is before the first space. So just don't call your character " "... :tongue:

Re: [REL] Melian's Teleport Mod

PostPosted: Sat Jan 09, 2010 2:46 am
by Gnomey
How about " Mister"? :tongue: Or " Misses", of course.

Oh, right, the mod. :wink: This one certainly looks worthwhile, seeing as it includes most of the changes I wanted for the teleportation system. (Things remaining: being able to teleport on touch or on target, as a possibly peaceful method of getting rid of/trapping/freeing people. Then there's my brother's suggestion of being able to teleport to wherever your cross-hair is pointing, or some-such.)

Re: [REL] Melian's Teleport Mod

PostPosted: Sat Jan 09, 2010 2:41 pm
by Wolf
This looks really good.  Mabye you could script it when you mark to drop something on the ground so you can see you marked their?

Re: [REL] Melian's Teleport Mod

PostPosted: Mon Jan 11, 2010 6:14 pm
by TalonHunter78
Noticed an oddity or a bug with Heavens Lookout. When you use the ring to go to Heavens Lookout the teleport mod brings up the mark menu, and when you take the Heavens Lookout ring off it brings up the recall menu. You can still go to Heavens Lookout only after you create a mark, and to leave you have to use the recall menu. Not really a big thing just thought I'd bring it to your attention. You can still go there and back, Just have to use the mark and recall menu with the ring in the mod.

Re: [REL] Melian's Teleport Mod

PostPosted: Mon Jan 11, 2010 7:48 pm
by melian
Sounds like the Heaven's Lookout mod uses mark & recall to return you to where you were (likely a workaround for vanilla MW functions not taking variables). I'm pretty sure I've got that mod around here somewhere - I'll take a look and see.

Re: [REL] Melian's Teleport Mod

PostPosted: Mon Jan 11, 2010 9:57 pm
by melian
Patch for Heaven's Lookout.

The patch is optional, it just removes the menus and lets you teleport as Andy obviously intended with the Heaven's Lookout teleport ring.

Note: This stores your return position separately from normal marks, and there's no fix for reloads, different characters, etc - so if you play different characters in parallel you should return to your original position with one before you go to Heaven's Lookout with another.

Also - don't install this while your character is in the Heaven's Lookout cells, otherwise the ring will probably take you to some Daedric ruin in the Ashlands!

Re: [REL] Melian's Teleport Mod

PostPosted: Tue Jan 12, 2010 5:33 am
by Dragon_Lance
You are awesome! :nanadance:

Re: [REL] Melian's Teleport Mod

PostPosted: Tue Jan 12, 2010 12:40 pm
by TalonHunter78
Thank you Melian!  Dragon_Lance is right your awesome.

One other thing I hate mention it. I know your busy and all but could you put a cancel button in the mark menu. You see I have mark and recall as a hot key and I hit mark, when i wanted recall and cast it only to realize i couldn't exit the mark menu, Like you can the recall menu I know it was my fault and I should have been paying attention and all but a cancel button would be handy in that situation. I don't know how much trouble it would be to put that button there its just an idea. Seeing as how it would be quite handy

Re: [REL] Melian's Teleport Mod

PostPosted: Wed Jan 13, 2010 10:24 pm
by TalonHunter78
Melian your mod works like a charm for teleporting revenants around that i have created in B.R, Thanks a Million!

Re: [REL] Melian's Teleport Mod

PostPosted: Wed Jan 13, 2010 10:48 pm
by melian
TalonHunter78 wrote:One other thing I hate mention it. I know your busy and all but could you put a cancel button in the mark menu. You see I have mark and recall as a hot key and I hit mark, when i wanted recall and cast it only to realize i couldn't exit the mark menu, Like you can the recall menu I know it was my fault and I should have been paying attention and all but a cancel button would be handy in that situation. I don't know how much trouble it would be to put that button there its just an idea. Seeing as how it would be quite handy

Hm, I'm not really sure, but I'm thinking probably no. Reason: you'll lose magicka either way, and you can delete the mark for free, so it's not that big a deal - and there's a limit on the number of buttons allowed in MW menus (which is why you tend to end up with pages and pages of marks), so adding a cancel button would make one less button for the options on page 1. The reason I put a cancel button in Recall is because you can't just undo that once you've been teleported (and the reason it's on every page is for script efficiency - every page uses the same code).

I'll keep it in mind though... And if anyone knows some way of adding more buttons to a single menu I'd love to know about it :sheo:

Re: [REL] Melian's Teleport Mod

PostPosted: Wed Jan 13, 2010 11:03 pm
by TalonHunter78
Thanks its livable I did find the erase mark button. Your 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. Thanks again Melian!

Oh I thought of some thing maybe you could put the Heavens lookout patch on PES or do you need Andy's permission to do that? Because I was thinking it might help someone who has Heavens Lookout and your mod.

Re: [REL] Melian's Teleport Mod

PostPosted: Mon Jan 18, 2010 1:38 am
by melian
Updated to 1.2 :cool:

Includes Heaven's Lookout patch in the package now (thanks TalonHunter78), plus some bugfixes, and revised readme.

Re: [REL] Melian's Teleport Mod

PostPosted: Mon Jan 18, 2010 3:38 pm
by TalonHunter78
I tried to get the new version on P.E.S but file planet was acting up, so i got it here thx for hosting this mod here Melian! Because I wouldn't have been able to get it when I got up this morning. Sort of like a habit for me to come here, and to P.E.S to see whats been updated, and released. If I'm not making much sense I'm srry. I'm not well.

Re: [REL] Melian's Teleport Mod

PostPosted: Wed Jan 20, 2010 5:05 pm
by TalonHunter78
Melian I have a slight problem that started after I updated my companions wont teleport.  I set the Teleport control spell to teleport if their following me and its not working I have to go back and add them to companion list to get them to teleport. When before they would just teleport when I used recall, I didn't have to add them to the list. I looked over the readme and I couldn't find an answer there so I though you might know what I need to do?

Re: [REL] Melian's Teleport Mod

PostPosted: Wed Jan 20, 2010 7:37 pm
by melian
Er, not yet :chinscratch:

Can you use Mark and Recall as usual (ie is the problem only with companions or have you lost your mark list as well)?
When you updated, did you redate the new esps to match the old ones? And did you add or remove any mods that loaded before your companion mods?
Did you change or delete any files in the MWSE directory?
Are you sure your companions are actually following? Sometimes the AI glitches and they stop following, and that can sometimes happen when your load list changes, even if you do everything right (GetCurrentAIPackage should return 3 for each companion in follow mode, if it returns -1 they've glitched).

If it's not any of those things...
Take a look at your companion list file. It will be in the MWSE directory, called "mel_tpp_YourName(number)" (the number is the value of "mel_tpp_index" in your game) - you can open it in any text editor (it's just null-terminated strings). Does the file look OK? And is the index value right (ie does it point to the right file)?

You could post your companion list here if you want, and tell me the variable values (check in the console):
mel_tpp_index
mel_tpp_clist
mel_tpp_cnum

...Or you could just send me your savegame and companion list files and I'll take a look if you want.

Re: [REL] Melian's Teleport Mod

PostPosted: Wed Jan 20, 2010 8:09 pm
by TalonHunter78
Everything looks Okay I typed in what posted and the index is 1, clist 463, and the cnum is 0, also when I typed in getcurrentaipackage its 0.00 the companions I currently trying to teleport with are from br. I also checked different npc's and its the same. I think i broke it.

Re: [REL] Melian's Teleport Mod

PostPosted: Wed Jan 20, 2010 9:39 pm
by melian
Don't panic :wink:

If AI package is 0, it means 'wander/wait' - so they're not following (and most NPCs should have ai package 0 - that's fine). Just tell them to follow again - and if they don't get the message, hit them (seriously - it works! MW thinks combat is important enough to put a bit of effort into the AI. Just don't hit them more than twice or they'll probably attack you).

cnum=0 is the main problem - it's the number of companions in your current list (ie the mod thinks you don't have any companions). If it works when you re-add them that's probably the easiest way to fix it really, if all your companions are with you. I'd like to know why it happened though - it shouldn't have. :chinscratch:

Re: [REL] Melian's Teleport Mod

PostPosted: Wed Jan 20, 2010 9:49 pm
by TalonHunter78
I'll try hitting them, but how can I fix the cnum right now I have two companions following me.


I hit them and its the same.