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The Elder Scrolls IV: Oblivion Downloads > Modifications > Miscellaneous:
Cyrodill Transportation Network (1.1)
Filename: cyrodiil_transportation_network.zip


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4.22 MB
1.1
Elessar_VPR
310
06-04-2006
Modifications > Miscellaneous


Average User Rating: 10
Number of Votes: 2
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2 Other Files by Elessar_VPR:
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Cyrodill Transportation Network (1.1) - File Description  

  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!





Description:
*Guild Guides:
Adds an NPC to each Mages Guild Chapter and the Arcane University, that will teleport you instantaneously to any other guild. Transport is exclusive to Mage's Guild members and the cost is dependent roughly on your rank in the guild (is free for Arch-Mage!). Each NPC has a full schedule and can usually be found in a basement room, or in the case of the University, just look for the doors in the main open area. Bruma situation should be taken care of.

*Ships:
Adds a ship and captain to Anvil, Bravil (look front and left as you face the main gates), Leyawiin (near the coast guard station) and the Imperial City Waterfront. They offer ship travel to other ports, though not necessarily all the other ports, for a fee.

*Horse Carriage:
Like the Stilt Striders in Morrowind, these are found at each city and at the Imperial Bridge Inn, and will take you to other locations for a fee. Not every destination is available for each city, though the Imperial City serves all but Kvatch and the Imperial Bridge Inn. Find the riders near the stables of each city (the Kvatch rider is at the far end of the camp).

*Divine Intervention
Spell that automatically teleports you to the nearest chapel (/temple). Can't be used in Oblivion or in other areas where it wouldn't be sensible. Also if you are in jail or have a bit of a bounty, the Nine will refuse to help you! Spell available from the spell sellers in the Chapels at Anvil, Bravil, Chorrol and Cheydinhal, and scrolls from the Mystic Emporium in the Market District of the Imperial City.

*Mark and Recall
Both are Apprentice level spells. Mark allows you to set a location to teleport back to later, with the recall spell. An apprentice can only have one mark, a journeyman can have two marks, an expert three marks and a master four marks. Spells available from Alves Uvenim in the Leyawiin Mages Guild. Not castable in combat and can't Mark or Recall in locations like Oblivion etc.


All fees are fairly minimal, so are useable nearly whatever you financial situation.

When you first play with the mod you will recieve a ring (x*Fast Travel Ring*x) when you equip it, it will give you the option to enable or disable Oblivion's normal fast travel system. If you want to change your mind at any time, just equip the ring again!




  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!




Cyrodill Transportation Network (1.1) - Screenshots  
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Cyrodill Transportation Network (1.1) - File Download Options  

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Cyrodill Transportation Network (1.1) - User Comments  
The following comments are owned by the user that posted them. The Elder Scrolls Files is not responsible for their content.

Total comments: 6 | Last comment: 06-06-2006 at 01:14

 #1 - 06-04-2006 at 13:22
HypToniZe
From:
Joined: March 15th, 2006
Posts: 159
This...RockRock
This is very usefull big grin

 #2 - 06-04-2006 at 13:25
lansti
Joined: December 22nd, 2005
Posts: 46
Is this like fast travel, just with a fee in addition?

 #3 - 06-04-2006 at 13:52
bloodreaver9
Joined: April 6th, 2005
Posts: 94
Quote:
Is this like fast travel, just with a fee in addition?

No, it basically adds the travel system that morrowind had. Ships, guild guides...etc...

You can disable the fast travel system with it.

 #4 - 06-04-2006 at 15:23
Generic_Evil_Genius
From: (Farnbrough)
Joined: July 7th, 2004
Posts: 151
i always disliked fast travel, skipping huge chunks of the game just seems like a waste, at least this limits it a bit and adds a sense of realism too, much appreciated cool

 #5 - 06-06-2006 at 00:53
vodazzz
Joined: May 24th, 2005
Posts: 12
it doesn't work!! when i talk to NPC I can only ask him about rumors.... there is no other selection

 #6 - 06-06-2006 at 01:14
Elessar_VPR
From: (Plymouth)
Joined: June 4th, 2006
Posts: 3
hey vodazzz,
that's an issue caused by a quirk in the way Oblivion handles it Greetings and Add Topics. If you can't wait make the mod load last in the load order (either by using OBMM or opening then saving it in the construction set), until you have spoken to one of each type of NPC.

Or you could wait for the next version, 1.2, which fixes this problem and should hopefully be up be up here later today!



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