[WIP] Companion Recall Anywhere Dialogue version

Post » Thu Apr 07, 2011 3:44 am

Anywhere you've cast your mark spell, inside or out, you can recall your companions to that spot.

cast mark spell (normally, nothing changed) then speak to the companion and choose the topic --Traveling then tell them to recall.

they will be waiting for you at your marked spot when you get there.

(don't cast recall before sending all your companions! :wink_smile:



Requires Tribunal/MWSE
Get it here


http://www.mediafire.com/?8b608ig3e3145a8

If not issues reported, I'll put this in RELeased status.

THIS IS ONLY ONE FUNCTION OF A NEW MOD OF MINE CALLED MW REAL.

in MW REAL this function works automatically when you cast any type recall spell/scroll (divine intervention, recall etc,.)

Read about it here!
http://www.gamesas.com/index.php?/topic/1146320-wip-mw-real/
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Gemma Flanagan
 
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Post » Thu Apr 07, 2011 1:05 pm

Does this require MWSE? How does it interact with the various multimark mods?
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Steeeph
 
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Post » Thu Apr 07, 2011 9:06 am

Requires MWSE.. sorry thought i had that listed.

It will send your companions to the last place the "mark" spell is cast.

shouldn't be a prob to add the ability to recall to multiple locations to be compatible with those mods.

It will work with those mods, just atm will send only to the last place you "marked" by spell.

Thought I'd release this separate from the main mod, so I'll look into adding a patch for those mods.
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Camden Unglesbee
 
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Post » Thu Apr 07, 2011 3:47 am

NOTE:
If you use a mod that offers multiple marked locations for recall (of any type) Link it to me and I'll be glad to make a patch for Companion Recall Anywhere to allow recalling your companions to those locations.
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sally coker
 
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Post » Thu Apr 07, 2011 5:30 pm

NOTE:
If you use a mod that offers multiple marked locations for recall (of any type) Link it to me and I'll be glad to make a patch for Companion Recall Anywhere to allow recalling your companions to those locations.
These are the ones I know of that replace Mark and Recall:

Non-MWSE
hessi9's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1397

MWSE required
cdcooley's http://www.tesnexus.com/downloads/file.php?id=27262
Melian's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8153.
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Josephine Gowing
 
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Post » Thu Apr 07, 2011 12:08 pm

I assume that http://www.gamesas.com/index.php?/topic/1135315-morrowind-graphics-extender-mge/ would be sufficient then or is there any scripts that you need to import in http://www.gamesas.com/index.php?/topic/1068986-wrye-mash-thread-5/ / http://www.gamesas.com/index.php?/topic/1106095-wrye-mash-stand-alone/?

Also would your mod be any conflict with http://www.gamesas.com/index.php?/topic/1071576-relz-julan-ashlander-companion-no13/ because this companion already has a teleportation ring included?


Anyway this would be interesting addon to MCA . :twirl:
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Victoria Bartel
 
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Post » Thu Apr 07, 2011 8:03 am

Non-MWSE
hessi9's Multiple Teleport Marking Mod Patchable to work in Dialogue Comanion Recall anywhere

MWSE required
cdcooley's Improved Teleportation Patchable to work in Dialogue Comanion Recall anywhere
Melian's Teleport Mod. If I understand this one right, there would be no need for my pluggin, however, looks like it would be compatible with MW REAL.


would your mod be any conflict with Julan, Ashlander Companion because this companion already has a teleportation ring included?


Haven't tested with this mod, but ring or not, as long as his Shortvar Companion is set to 1, the dialogue will be available and will work.

I assume that MGE would be sufficient then or is there any scripts that you need to import in Wrye Mash / WMSA?


Have not tested with MGE, but it should be sufficient yes.

Global vars contain the x, y, z coords of the last cast recall spell (slight tweaking would allow for spells that are replaced by another mod)

Basically, this function is controlled in this order:
Mark - your position is saved to globals and the cell name is written to file
NPC - companion variable must be set to 1
Dialogue - recall or not
Targeted global script then reads the cell name, and teleports your companion to the saved coords.

This dialogue version is more for testing really, but anyone is free to use it however if they can.
It's automatic in the main mod, but I may make entirely new spells so it will remain compatible with other teleport mods.

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Olga Xx
 
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