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Dragatus' Teleportation
Category: Magic, Merchants
File Size:
0.016 MB
Feb 11, 2012 @ 4:15am
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Adds two new spells based on the classic Mark, Recall, and Divine Intervention spells from Morrowind. The spells have been asigned to the school of Conjuration because teleporting is sort of like reverse summoning.

Divine Intervention is a novice spell that teleports you to a random temple. It works normally during combat and can be used to escape from a too powerful enemy (that's where the name comes from).

Mark & Recall is an adept spell that allows you to place a mark anywhere and later teleport back to it. Conjuration mastery perks unlock additional marks, up to a maximum of six with Master Conjuration. This spell doesn't work during combat, so you can't use it to escape. But if you use Divine Intervention to save yourself you can of course then immediately recall to any marks you've placed.


The mods currently still doesn't have any safety checks to prevent you from breaking quests. So you CAN BREAK QUESTS. I repeat: you CAN BREAK QUESTS. I haven't tried it yet, but from the top of my head it could probably break Azura's daedric quest, the last mission of the main quest, and several other quests I can't think of right now. So use common sense when placing marks and interventing. And make plenty of hard saves, but that's something you should be doing anyway in pretty much every RPG ever made.

I already have an idea how to implement a safety check, but I need to improve my Papyrus scripting skills before I can get it done. There is also currently an issue where you can recall before you've placed a mark, which teleports you to the Unowned Cell. If you have Divine Intervention you can use that to get out, but otherwise you'll be stuck there with no way out. I'm currently working on resolving this.


All merchants that sell conjuration spell tomes should automatically sell them, though you might have to wait 24 hours so they reset their inventory. You can also find them as random loot. Happy hunting!


- First release. Hopefully it should be bug free.


- Implement safety check to prevent quest breaking.
- Prevent recalling until mark has been placed.
- Reduce casting time of Mark & Recall from 4 seconds to 2 seconds.
- Add Divine Intervention scrolls to vendors.
- Try to allow players to name their marks.
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-FLUX_FPS- Jan 6 @ 5:29pm 
it doesnt work?
TheVandal Nov 25, 2014 @ 8:48am 
@ a fist full of septims
if you get this mod it just defeats the purpose of disabling fast travel
@ LadySky89
There is a mod that i think you would like if you hate loading screens. Its called Open Cities Skyrim, if i remember correctly. It removes the loading screens to enter cities.
........I rode in on horses with my followers and got a huge bounty.
Instinktiv Oct 28, 2014 @ 7:56am 
It should be an Alteration spell, not conjuration LOL
LadySky89 Feb 1, 2014 @ 3:26pm 
This is much better than fast travel... This, and common transport vehicles, are what Bethesda should've put in both Oblivion and Skyrim. Game's immersion would've gained a lot!
A fist full of Septims Dec 31, 2012 @ 10:24pm 
This mod is perfect when you have fast travel disabled!
raz334 Mar 16, 2012 @ 5:55pm 
@kwarlord oblivion had several multimark systems as much as 9 marks, check out midas magic for oblivion for 1 and another one i believe was called multimark. they can be found by doing a google search for oblivion Nexus. and many other Skyrim Mods not on steam can be found on Skyrim Nexus (see a pattern?)
shaggyman316 Feb 20, 2012 @ 11:36am 
multiple marks are good for mat gathering. good mod bro.
Sergeant Sativa Feb 20, 2012 @ 3:35am 
I definitely vote to keep it true to the Morrowind style of only one Mark and Recall. And, if this is the case, there would be no need for naming.
bloofunc Feb 17, 2012 @ 9:16pm 
I think multiple click through menus would be fine. Now if you could export/import locations from player to player you ould geta virtual trade of interesting places...
kwarlord Feb 14, 2012 @ 11:30am 
I wish Oblivion had this...