I decided to give this creature marker method a try, however I am unable to resolve several serious flaws:
1) Though stripped of all movement and AI and set to 0.01 scale, the creatures still have a huge "hitbox" of collisions. This is perceived as an "invisible wall" when I move through the marker location, and causes function-breaking problems when I do player.MoveTo and the collision bumps the marker creature way the hell off to some unreachable place that I end up too next time I teleport.
I have attempted to follow the instructions elsewhere on the forum to set mass to 0 in nifscope, as well as modifying the collision type to none and motion and its quality to fixed, yet the problem persists. This is also a major issue with the creatures often "falling through the world", for example if I cast the spell on a bridge, which again completely breaks the spell.
I also attempted disabling the reference after moving it to the marker location, which seems to fix the collision problem, but brings me to...
2) Havok physics on even disabled creatures? Again, falling through the world is a frequent problem. I tried setting the Z value to 150 over the player's current position with no joy. Still frequently falling through bridges and other such objects and ending up teleporting into a place I have to toggle collisions off in the console to get out of.
I've been reading the forums all morning, and can't seem to find a solution. I would really like to incorporate a working teleport system into my current project. I am guessing the only way to do this would be to modify the .NIF file in a way I have yet to read about or do correctly, however I am skeptical if Havok is something that can be avoided. I even tried a constant SkipAnim block with no luck. The marker creatures still fall to gravity like anything else.