Difference between revisions of "Teleport Recall"

1,839 bytes added ,  21:53, 27 May 2007
Marker Rat
imported>GuidoBot
imported>Wrye
(Marker Rat)
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My MOD, The Lost Telvanni Codex, has both recall and true-recall spells. RecallRef has to be a static marker. That is in the CS you have to copy an existing one (name it), put in the world somewhere then use it's refID directly. You would have to do the same thing if you used, eg., an item to achieve the same effect. You may have some timing issues too - I did. [[User:GuidoBot|GuidoBot]] 03:22, 4 November 2006 (EST)
My MOD, The Lost Telvanni Codex, has both recall and true-recall spells. RecallRef has to be a static marker. That is in the CS you have to copy an existing one (name it), put in the world somewhere then use it's refID directly. You would have to do the same thing if you used, eg., an item to achieve the same effect. You may have some timing issues too - I did. [[User:GuidoBot|GuidoBot]] 03:22, 4 November 2006 (EST)
==Marker Rat==
A teleport recall is quite popular for use with pocket dimensions, mobile tents, etc., but can also be used for multimark. The basic solution is to define a persistent ref object, place it at the mark point, and then later use moveto to return the player to that point.
Usually an XMarker static is used as the mark/recall point. The static is placed somewhere, given a name and then move to the player for mark and has the player move to it for recall. In my experience this seems to work fine for pocket dimensions, but for my Wrye Shivering mod which has a two ended portal (one end in Shivering Isles, other end anywhere outside of SI) it has major problems -- which are essentially those described by WGS. I don't know the exact details, but after quitting/reloading the moved marker often seems to snap back to its original worldspace (or interior cell) while keeping its new x,y,z position -- often this leaves you in some ordinarily out of reach part of the original worldspace/cell. Oddly, this does not seem to occur for markers moved within various tamriel worldspaces, but does occur for markers moved between SI worldspaces, and for markers originally in Tamriel that have been moved out of tamriel.
It seems that the problem is related to the game not really expecting statics and other types of objects (doors, etc.) to move. So, solution: Use a creature or npc marker instead (which are expected/allowed to move). What I did:
* Started with a standard rat
* Enabled low level processing and set health to zero. (Don't know if this is necessary, but seemed a good idea.)
* Saved as new object.
* Placed rat references, and generally treated the same way as an xmarker, except I also arranged for script to disable it.
So far (30 minutes testing) looks good. --[[User:Wrye|Wrye]] 21:53, 27 May 2007 (EDT)
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