[RELz] Side's Sailing Ships

Post » Tue May 03, 2011 11:08 am

For some reason my companion kept looking down at the deck while we were sailing. Is there an invisible NPC down there?

Is there a collision problem with the stairs up to the high rear decks of the larger ships? I kept falling through those stairs.

Finally, sailing along the Valenwood coast at sunset was awesome, the setting sun to starboard and a mysterious new land to port (or possibly the other way round :wacko: ).


yes. but if it's invisible... why do the companions look there??

yes. with the 'stoertebeker'. i will trade this ship for a viking ship...

oh yes... feel free to upload screenshots to the nexus...! ;)
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koumba
 
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Post » Tue May 03, 2011 4:44 pm

I had some great screenies of the trip down the Valenwood coast. Unfortunately I seem to have lost them. Is there a limit on the number of screenshots that the Oblivion file will save? Like 12 maybe?. I suspect that they've been overwritten by shots of me coming into Leyawiin harbor, which, while nice shots, don't show the boat.

I'll repeat the journey and get some screenshots to upload, but not today B)

Latest fun with my boat-

I managed to get it up the Niben. Not easy, even with the small sailing boat, (name begins with G?) and I had to use one of the scrolls to get it through an Oblivion bridge to a closed gate just outside Leyawiin. Anyway a slaughterfish managed to get aboard. It was pretty cool watching it thrash about all the way to Bravil, reminded me of stories of flying fish. We docked at Bravil, spent the night there then headed south in the boat the next morning. The slaughterfish had vanished overnight.

Another cool event on the way down the Niben: we (that is my PC and her follower Viconia), got attacked by a will o the wisp while sailing close to the shore. Viconia was running around the deck throwing shock spells at it, I had to concentrate on piloting the boat. I don't know whether V killed the WotW or we just sailed out of range but we escaped unscathed. I love it when things like this happen, it's why I'm still playing.

OK, 1 question and a couple of ideas/suggestions.

-The on board storage is presumably safe. Yes?

Suggestions, which may not be possible-

Adding an animated texture for the wake of the boats/ships would be incredible. It would make the ships feel much more embedded in the sea, rather than smoothly gliding over the top of it. Maybe something based on the gentle waves used by Iliana on the beaches of Elseweyr.

Boat speed is dictated in part by wind direction right? It would be great to have a wind direction indicator on the ships. Best of all would be a little flag at the top of a mast blowing the correct way.

Finally, on my boat (the small sailing ship beginning with G) there's nowhere to sit. Maybe add a bench?
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NAtIVe GOddess
 
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Post » Tue May 03, 2011 1:19 pm

I managed to get it up the Niben. Not easy

You may already be aware of this mod but if you aren't, http://www.tesnexus.com/downloads/file.php?id=17200 makes the Niben a bit more navigable for ships.
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TWITTER.COM
 
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Post » Tue May 03, 2011 2:57 pm

You may already be aware of this mod but if you aren't, http://www.tesnexus.com/downloads/file.php?id=17200 makes the Niben a bit more navigable for ships.


I was vaguely aware of that mod, but hadn't got round to checking it out. I remember thinking that it was quite an old mod so may not be compatible with Better Cities Leyawiin. I'll have a proper look at it. Thanks.
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Oscar Vazquez
 
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Post » Tue May 03, 2011 10:42 am

I have a idea you guys could do for your next version.

Add a couple of instruments to the captain's quarters (the ships with a captain's quarters) that the player can activate and listen to music that he or she has put in a music directly etc. I was watching Master and Commander and the idea popped into my head.

Tell me what you think.
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louise fortin
 
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Post » Tue May 03, 2011 2:36 pm

Shipping In Cyrodill works great, can now sail from Anvil to the IC Waterfront. This has inspired me to make my own mod, a shipping port on the Niben with hireable crew members and quests to deliver goods, catch pirates and stuff
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Claire Vaux
 
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Post » Tue May 03, 2011 3:45 pm

Shipping In Cyrodill works great, can now sail from Anvil to the IC Waterfront. This has inspired me to make my own mod, a shipping port on the Niben with hireable crew members and quests to deliver goods, catch pirates and stuff

If you make that, it'll be a must-have companion for me.
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Natalie Taylor
 
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Post » Tue May 03, 2011 11:31 am

1. I had some great screenies of the trip down the Valenwood coast. Unfortunately I seem to have lost them. Is there a limit on the number of screenshots that the Oblivion file will save?
2. The on board storage is presumably safe. Yes?
3. Adding an animated texture for the wake of the boats/ships would be incredible. It would make the ships feel much more embedded in the sea, rather than smoothly gliding over the top of it. Maybe something based on the gentle waves used by Iliana on the beaches of Elseweyr.
4. Boat speed is dictated in part by wind direction right?
5. Finally, on my boat (the small sailing ship beginning with G) there's nowhere to sit. Maybe add a bench?


1. the current screenshot index is saved in the ini on exit. if you CTD this index isn't saved and you overwrite the last screenshots with new ones. to prevent this open the console and type 'saveini' after taking screenshots.
2. it is intented to be safe. if it's not, this is a bug...
3. i'm not able to do that.
4. no. the wind SPEED.
5. yes, you will get a bench... ;)

I was vaguely aware of that mod, but hadn't got round to checking it out. I remember thinking that it was quite an old mod so may not be compatible with Better Cities Leyawiin. I'll have a proper look at it. Thanks.


it's not compatible with better cities. even the BC version. i use the version with the drawbridges. it doesn't delete the bridge in leyawiin and there are some landscape tears at the waterfront.

i think about making a new version...

Add a couple of instruments to the captain's quarters (the ships with a captain's quarters) that the player can activate and listen to music that he or she has put in a music directly etc. I was watching Master and Commander and the idea popped into my head.


if you want to listen to music use my BetterMusicSystem.

Shipping In Cyrodill works great, can now sail from Anvil to the IC Waterfront. This has inspired me to make my own mod, a shipping port on the Niben with hireable crew members and quests to deliver goods, catch pirates and stuff


great idea!

i'm working on the auto-travel features. with this scripts it would be possible to add pirates that travel a given route. and you will need a crew for sailing your own ship without interaction.

i also solved the 'visible when distant' problem. ships are ALWAYS visible now no matter how distant! :)
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Angel Torres
 
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Post » Wed May 04, 2011 12:18 am

i also solved the 'visible when distant' problem. ships are ALWAYS visible now no matter how distant! :)


Great work side777 :foodndrink:
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Charlie Ramsden
 
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Post » Tue May 03, 2011 6:12 pm

i also solved the 'visible when distant' problem. ships are ALWAYS visible now no matter how distant! :)

Nice!
So, if the Shipping in Cyrodiil mod isn't even compatible with BC, I'm guessing it's going to have massive problems with OC:LR? :(
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leni
 
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Post » Tue May 03, 2011 3:34 pm

So, if the Shipping in Cyrodiil mod isn't even compatible with BC, I'm guessing it's going to have massive problems with OC:LR? :(


as i wrote before: it doesn't delete the bridge in leyawiin and there are some landscape tears at the waterfront.

this isn't 'massive'. i will fix it someday...
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Milad Hajipour
 
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Post » Tue May 03, 2011 1:49 pm

Searching out http://www.tesnexus.com/downloads/file.php?id=17200 on Nexus can yield 4 main results which include a http://www.tesnexus.com/downloads/file.php?id=17201 and an http://www.tesnexus.com/downloads/file.php?id=23261.

The drawbirdges version contains a Better Cities variant.

What these are not compatible with:
New Roads and Bridges (well you could either edit your own NRB to take out the bridge north of Layawiin or make a patch to remove it) - that bridge becomes redundant with the drawbridge just south of it, or better yet make a NRB patch that replaces the bridge that NRB adds with the drawbridge version. There are other issues with NRB near the IC with the new southern bridge - there would be massive clipping of ships passing under it.
OC Layawiin Reborn again just taking out the additions near Layawiin would work.

And whole waterfront district area is just horrible for shipping. The water is so shallow around most of the IC that really the best placement for the piers and such would be south east of the IC - which is where I would stick any additional ports or places to buy ships.

I also strongly suspect that other mods that add to the waterfront district would conflict as well. When I had these mods mods installed (Regal, Reaper, etc) I got ctds when near there with shipping installed. Pretty consistent, didn't track it down though.

The drawbridges is my favorite one and if the edits to the waterfront were removed and additional ports added to the southeast then patches for Layawiin (whatever flavor) we would have in place the infrastructure to have shipping with the current mod landscape.

I knew Side would figure out the LOD. awesome news.
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gandalf
 
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Post » Tue May 03, 2011 6:39 pm

Searching out http://www.tesnexus.com/downloads/file.php?id=17200 on Nexus can yield 4 main results which include a http://www.tesnexus.com/downloads/file.php?id=17201 and an http://www.tesnexus.com/downloads/file.php?id=23261.

The drawbirdges version contains a Better Cities variant.

What these are not compatible with:
New Roads and Bridges (well you could either edit your own NRB to take out the bridge north of Layawiin or make a patch to remove it) - that bridge becomes redundant with the drawbridge just south of it, or better yet make a NRB patch that replaces the bridge that NRB adds with the drawbridge version. There are other issues with NRB near the IC with the new southern bridge - there would be massive clipping of ships passing under it.
OC Layawiin Reborn again just taking out the additions near Layawiin would work.

And whole waterfront district area is just horrible for shipping. The water is so shallow around most of the IC that really the best placement for the piers and such would be south east of the IC - which is where I would stick any additional ports or places to buy ships.

I also strongly suspect that other mods that add to the waterfront district would conflict as well. When I had these mods mods installed (Regal, Reaper, etc) I got ctds when near there with shipping installed. Pretty consistent, didn't track it down though.

The drawbridges is my favorite one and if the edits to the waterfront were removed and additional ports added to the southeast then patches for Layawiin (whatever flavor) we would have in place the infrastructure to have shipping with the current mod landscape.


I knew Side would figure out the LOD. awesome news.




Sounds cool :-)...

I will create the fort Akatosh Docks as well more compatible for the next version (1.3) so that they can be used with Side's sailing ships mod....also I decieded to build my planned imperial navy base on Summerset Isles ...this will give us one more big port where we can sail to...:-)
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Ernesto Salinas
 
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Post » Tue May 03, 2011 10:50 am

The drawbirdges version contains a Better Cities variant.

What these are not compatible with:
New Roads and Bridges


yes, i use the BC version. but it suffers from the issues i mentioned above...

i didn't test NRB yet. do you think it's possible to simply replace the bridges with drawbridge versions? why not ask arthmoor to implement this officially? NRB turns the waterfront into a farce... (if vanilla oblivion didn't already do it anyway)

I will create the fort Akatosh Docks as well more compatible for the next version (1.3) so that they can be used with Side's sailing ships mod....also I decieded to build my planned imperial navy base on Summerset Isles ...this will give us one more big port where we can sail to...:-)


it's becoming interesting...! :)
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BRAD MONTGOMERY
 
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Post » Tue May 03, 2011 12:48 pm

i tried to build the interior for the 'Stoertebeker' but i really really don't like the base interior meshes for that ship. so i will trade this ship with a viking ship, possibly... unless someone else would make the interior for this ship.


I may be able to improve the mesh, I'm a fairly good modeler. (Its my favorite ship and would be great with an interior.)
Let me know what you want changed and I can do it.
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Del Arte
 
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Post » Tue May 03, 2011 9:51 pm

I may be able to improve the mesh, I'm a fairly good modeler. (Its my favorite ship and would be great with an interior.)
Let me know what you want changed and I can do it.


just in time. today i decided to remove the cog (but it's not done yet). :)

do you know the interior? are you able to do the interior work in the CS too? if it's your favorite feel free do do whatever you want. you can even leave it as it is if you do the CS work.

if i had to do the CS work i would like the mesh open completely, i mean in one piece without load doors like the pirate ship, and with stairs... and not that claustrophobic...
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Fluffer
 
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Post » Tue May 03, 2011 10:25 am

Can do!

I'll make some changes to the mesh, a little more detail and all one piece.
Then I'll do the cs work.
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Naazhe Perezz
 
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Post » Wed May 04, 2011 1:55 am

Can do!

I'll make some changes to the mesh, a little more detail and all one piece.
Then I'll do the cs work.


great! :)

let me know if you would like to place some furniture on the deck too...
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Steven Hardman
 
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Post » Wed May 04, 2011 12:04 am

I'm probably weird, but I just noticed something : "7 ships to sail the 7 seas of Tamriel" and it's at Beta 0.7?
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Matthew Aaron Evans
 
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Post » Tue May 03, 2011 7:01 pm

i also solved the 'visible when distant' problem. ships are ALWAYS visible now no matter how distant! :)

Excellent! That's great news! :celebration: Do you mind telling us how you did it? Any screenshots of far-off ships sailing up the Niben?
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Tamara Dost
 
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Post » Tue May 03, 2011 4:23 pm

I'm probably weird, but I just noticed something : "7 ships to sail the 7 seas of Tamriel" and it's at Beta 0.7?


just numerology... you most likely noticed my nick name too...? ;)

Excellent! That's great news! :celebration: Do you mind telling us how you did it? Any screenshots of far-off ships sailing up the Niben?


yes, this is pretty easy. use 'MoveTo' to move the object to the player and use 'SetPos' to set it back to it's location. this way the engine keeps the object loaded because 'SetPos' doesn't move it completely. (loaded means visible AND scripts running!) you have to do this on cell change only. and use a quest script. if you use the object script it won't get moved when the player teleports to another location in tamriel (e.g. leaving a city through another gate)... and keep in mind that the object will be rendered all the time now no matter how distant! i will add low poly meshes for the distance later.

no time to take screenshots yet.
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Cathrin Hummel
 
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Post » Tue May 03, 2011 1:36 pm

I crash too much while using this mod, like when I take a companion(any companion) from the interior of the ship to an exterior location, and randomly while sailing.
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Mistress trades Melissa
 
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Post » Tue May 03, 2011 4:20 pm

PMed you the new ship interior info.

I also think it would be a good idea to make it possible to move a ship from one worldspace to another somehow. There are a couple large scale mods in new worldspaces that it would be fun to sail in, like sheogorad or the shivering isles(not sure how you would get a ship to the isles :P )
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Tai Scott
 
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Post » Tue May 03, 2011 10:02 pm

PMed you the new ship interior info.

I also think it would be a good idea to make it possible to move a ship from one worldspace to another somehow. There are a couple large scale mods in new worldspaces that it would be fun to sail in, like sheogorad or the shivering isles(not sure how you would get a ship to the isles :P )

Heh, sailing in the Shivering Isles would be awesome.
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Phillip Hamilton
 
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Post » Tue May 03, 2011 7:44 pm

Heh, sailing in the Shivering Isles would be awesome.


I don't see any need to actually transport a ship to the Isles, but having a couple of ships (a large one and a small one) actually available in the isles would be cool. I started speculating about what a Shivering Isles ship would look like like, and got to thinking about all the stone furniture. How about a stone ship! It would fit right into the realm of madness.
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Phoenix Draven
 
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