What I do not and will never get is the complaints of Oblivion's fast travel system. This system was put in so people didn't have to always run to the nearest dude that you could charter transit from; as long as there were no bad guys around and you weren't in a cell marked "no fast travel from here," then you could be on your merry way. If you thought that the fast travel in Oblivion was unrealistic, then you always had the option to buy a horse and ride to your location. The game doesn't force you to use the fast travel system, you use it of your own accord. Instead of coming onto the forums to complain about the "magical teleport from anywhere to anywhere" system, learn some self restraint. And if you want to use carriages and stuph like that, go find (or make) a mod that will add them into the game.
Here's some code I wote up rather quick for the cariages. I used the names of the towns in Oblivion b/c IDK what they are calling the towns in Skyrim.
set buttonBegin OnActivate MessageBox "Where would you like to go?", "The Imperial City", "Chorrol", "Bruma", "Cheydenhall", "Leyawin", "Bravil", "Skingrad", "Anvil", "Nevermind"EndBegon GameMode set button to GetButtonPressed if (button == 0) moveto ;best bet is an x marker elseif (button == 1) moveto elseif (button == 2) moveto elseif (button == 3) moveto elseif (button == 4) moveto elseif (button == 5) moveto elseif (button == 6) moveto elseif (button == 7) moveto else return endif set button to -1 ;failsafe in case the script bugs and it assumes you always want to go to that town from then onEnd
After that, it's just a matter of placing carriages (as activators with a script like mine) around the provence, near the front gates of all the towns, then place an X Marker for each of your moveto refs and put thier id number into the code. Aside from drawing and rendering the carriages (which I'll admit to having absoutly no experience in), it's easy as pie.... mmm, pie...