Take a Hike
⚪ Last updated 2021⚠️ Install Order · 2 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
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🔍 Analysis
- 🏆 #78 of 137 Immersion mods in this game by downloads
📋 About This Mod
Take a Hike
Summary
This mod disables (almost) all methods of travel except your own two feet. Now you can take your time, enjoy the scenery and commune with nature without the distraction of modern contrivances like silt striders and teleportation magic. Stop and smell the Gold Kanet!
Use along with Map and Compass for extra-hardcore mode!
Details
This mod contains both a plugin and an MWSE-lua component. Both are required for the mod to work as intended.
The following methods of travel are affected by this mod:
- Fast travel services: This refers to silt striders, boats, guild guide travel and the gondolas in Vivec. This mod takes advantage of the "service refusal filtering" feature of Morrowind Code Patch to cause all NPCs that normally provide travel services to refuse to transport you.
Each class of travel-providing NPCs (Caravaners, Shipmasters, Guild Guides and Gondoliers) has several service refusal dialogues, and there's a generic one for any travel service providers in a different class.
Note that this portion of the mod requires Morrowind Code Patch and its "service refusal filtering" feature to function properly. Without MCP, NPCs will provide travel services like normal.
- Teleportation magic: This refers to Almsivi Intervention, Divine Intervention and Recall spells, and the various enchanted items, scrolls and potions that provide these effects. Any AI/DI or Recall effect, from whatever source, will no longer work.
This change is implemented via MWSE-lua, so be sure to install the MWSE component of the mod, or teleportation magic won't be disabled.
- Propylon network: The Propylon chambers in the Dunmer strongholds no longer function, even if you have the correct index. This obviously conflicts with the official plugin Master Index (which it makes no sense at all to use alongside this mod) or any other mod that edits the Propylon scripts.
- Vampire amulets: The Quarra, Berne and Aundae amulets that you can receive as a vampire will no longer transport you to your clan's headquarters.
- Barilzar's Mazed Band: The ring you receive at the end of the Tribunal main quest will still transport you to Mournhold the first time you use it (so you won't get stuck in the Clockwork City), but will no longer function after that.
Note that this means that once you leave the Clockwork City, you cannot return.
- Going to jail: Guards will now transport you back to the exact location you were arrested in after your jail sentence is complete. You'll no longer end up at the nearest jail.
This is the second portion of the mod implemented in MWSE-lua.
There are a few means of transport that remain functional:
- Transport to Mou
📊 Mod Details
- Game
- Morrowind Mods
- Author
- Necrolesian
- Version
- 1.0.2
- Downloads
- 69
- Endorsements
- 5
- Category
- Immersion
- Created
- 5/28/2020
- Updated
- 1/20/2021
🔧 How to Install Morrowind Mods
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