[REL] Dwemer Technology PartII: Dwemer Skyship

Post » Fri Nov 05, 2010 6:35 pm

Sorry for the redundancy. I appreciate that you take care with your replies.


But yeah, the ladder could be used for getting down or up. You might get a spell which "summons" a ladder near the ship (looking like it's connecting) and you then just activate it to be brought to the top, or climb down. I could see this being a pain to script though.


With the ship controllable in real time you could just bring it down closer to the ground and jump off.
User avatar
FoReVeR_Me_N
 
Posts: 3556
Joined: Wed Sep 05, 2007 8:25 pm

Post » Fri Nov 05, 2010 9:24 am

Good news: Version 1.1 is finished and is now being testet by centurion, rung and me. If everything works fine, I'll release it tonight.
I promise you one thing: Once you have the parachute, you cannot live without it :-)

edit: speaking of which... I think I have one question left to ask in the http://www.gamesas.com/bgsforums/index.php?showtopic=917002. Hope I get an answer before release.
User avatar
Ross Zombie
 
Posts: 3328
Joined: Wed Jul 11, 2007 5:40 pm

Post » Fri Nov 05, 2010 7:35 am

Good news: Version 1.1 is finished and is now being testet by centurion, rung and me. If everything works fine, I'll release it tonight.
I promise you one thing: Once you have the parachute, you cannot live without it :-)

edit: speaking of which... I think I have one question left to ask in the http://www.gamesas.com/bgsforums/index.php?showtopic=917002. Hope I get an answer before release.

Good news! I hope you get the help you need.
User avatar
Steph
 
Posts: 3469
Joined: Sun Nov 19, 2006 7:44 am

Post » Fri Nov 05, 2010 11:04 pm

Version 1.1 should be online in a few minutes. The Upgrade from 1.0 to 1.1 can be downloaded already. I'd suggest deactivating 1.0... not sure if you'll have to take the quest again.
But that would be a great opportunity to experience some awesome voice acting by the Cyrodiil Upgrade Team!

Changelog once more:
Dwemer Skyship 1.1 Change Log

bug-fixes
- removed wind sound when summoning the Skyship (the sound never stopped afterwards)
- removed bell sounds when the player teleported to the skyship
- fixed a bug that caused enemies and NPCs to stop moving

new features
- added atmoshperic voice acting (big thanks to the Cyrodiil Upgrade Team)
- added a http://www.tesnexus.com/downloads/images/20799-1-1227736868.jpg that allows the player to jump from the Skyship (thanks to QQuix for his awesome scripts)
(great thing to have when wanting to get down from a mountain fast as well!!) if you cannot find the parachute: It's in a chest in the captain's cabin!
User avatar
Kaylee Campbell
 
Posts: 3463
Joined: Mon Mar 05, 2007 11:17 am

Post » Fri Nov 05, 2010 7:24 am

whenever i block, my character has the parachute equipped onto him automatically, im teleported ridiculously high up in the air, and i freefall. i havent even started the quest yet! is this a known bug?
User avatar
Stephy Beck
 
Posts: 3492
Joined: Mon Apr 16, 2007 12:33 pm

Post » Fri Nov 05, 2010 8:28 pm

Excellent mod! I've been using it for just a few days, and I LOVE it. This update looks excellent. How's the real-time flight script coming along?
User avatar
Kelsey Hall
 
Posts: 3355
Joined: Sat Dec 16, 2006 8:10 pm

Post » Fri Nov 05, 2010 1:52 pm

Im having the same problem as Sepiroth.
User avatar
Flash
 
Posts: 3541
Joined: Fri Oct 13, 2006 3:24 pm

Post » Fri Nov 05, 2010 1:59 pm

Terribly sorry, it seems we forgot to remove some test settings. Only OBSE users will have that problem. I uploaded a fixed upgrade (from 1.0 to 1.1) version to TesNexus.
This should help.
User avatar
Anne marie
 
Posts: 3454
Joined: Tue Jul 11, 2006 1:05 pm

Post » Fri Nov 05, 2010 10:39 pm

Time for an update :D!! Keep up the good work guys. ;)
User avatar
lauraa
 
Posts: 3362
Joined: Tue Aug 22, 2006 2:20 pm

Post » Fri Nov 05, 2010 4:23 pm

im confused. now theres a no quest version and version 1.0 but no upgrade or 1.1 on tesnexus
User avatar
YO MAma
 
Posts: 3321
Joined: Thu Dec 21, 2006 8:24 am

Post » Fri Nov 05, 2010 1:18 pm

I had to remove version 1.1, as OBSE users experienced problems with it. I left some test-quests in it (which use OBSE to override some keys with different actions, like right mouse button: set the player 2000 units up in the air instead of blocking), and I did not discover them during testing because i don't use OBSE that much and not at all for the Skyship.
QQuix and I will fix this today. I'm very sorry.
User avatar
Your Mum
 
Posts: 3434
Joined: Sun Jun 25, 2006 6:23 pm

Post » Fri Nov 05, 2010 11:22 pm

no worries man. i was also wondering about the dwemer airship, not this mod but the one from the griphon fortress. hows that coming along?

EDIT: i also have an embarrasing question....but how do i move the mothership?
User avatar
KRistina Karlsson
 
Posts: 3383
Joined: Tue Jun 20, 2006 9:22 pm

Post » Fri Nov 05, 2010 2:50 pm

no worries man. i was also wondering about the dwemer airship, not this mod but the one from the griphon fortress. hows that coming along?

EDIT: i also have an embarrasing question....but how do i move the mothership?

You use the spell to call it and look up in the sky ;)
User avatar
Adam Baumgartner
 
Posts: 3344
Joined: Wed May 30, 2007 12:12 pm

Post » Fri Nov 05, 2010 2:18 pm

haha thanks bro. i think the spell i got was to teleport to the ship though. i didnt get any other.
User avatar
Dean
 
Posts: 3438
Joined: Fri Jul 27, 2007 4:58 pm

Post » Fri Nov 05, 2010 11:05 pm

haha thanks bro. i think the spell i got was to teleport to the ship though. i didnt get any other.

Didn't you also get a "call dwemer ship" spell (maybe lesser power) or something like that?
User avatar
Genocidal Cry
 
Posts: 3357
Joined: Fri Jun 22, 2007 10:02 pm

Post » Fri Nov 05, 2010 5:51 pm

i got an anger npc spell haha. thats it.
User avatar
stevie critchley
 
Posts: 3404
Joined: Sat Oct 28, 2006 4:36 pm

Post » Fri Nov 05, 2010 4:53 pm

Didn't you also get a "call dwemer ship" spell (maybe lesser power) or something like that?


doesn't one have to activate the scroll in the captains cabin for that to work?

i think that "anger NPC spell" is a deadly reflex thing if memory serves
User avatar
Madison Poo
 
Posts: 3414
Joined: Wed Oct 24, 2007 9:09 pm

Post » Fri Nov 05, 2010 1:26 pm

doesn't one have to activate the scroll in the captains cabin for that to work?

i think that "anger NPC spell" is a deadly reflex thing if memory serves

I yes, I remember doing that.

"anger NPC spell" is indeed from deadly reflex, but no need to worry about it.
User avatar
Angelina Mayo
 
Posts: 3427
Joined: Wed Jan 24, 2007 4:58 am

Post » Sat Nov 06, 2010 1:42 am

This is a fantastic mod, I was just wondering, wheres the fire support spell? I found the teleportation one.
User avatar
vicki kitterman
 
Posts: 3494
Joined: Mon Aug 07, 2006 11:58 am

Post » Fri Nov 05, 2010 1:34 pm

Is version 1.1 up yet or is it still being fixed because of that problem with OBSE?
User avatar
Phillip Hamilton
 
Posts: 3457
Joined: Wed Oct 10, 2007 3:07 pm

Post » Fri Nov 05, 2010 11:54 am

This is a fantastic mod, I was just wondering, wheres the fire support spell? I found the teleportation one.

The "call skyship" and "fire support" spells should be added to your spellbook after the quest.

Is version 1.1 up yet or is it still being fixed because of that problem with OBSE?

I hope the problem is history.
Version 1.1 is online now. The upgrade (from 1.0 to 1.1) is as well. Use the upgrade, if you already downloaded 1.0. Saves you some bandwith ;-)
Just make sure you use the new esp!
User avatar
Lauren Dale
 
Posts: 3491
Joined: Tue Jul 04, 2006 8:57 am

Post » Fri Nov 05, 2010 2:02 pm

Nope. Only spell I got from the skyship was skyship teleportation.
User avatar
Ebony Lawson
 
Posts: 3504
Joined: Fri Feb 16, 2007 11:00 am

Post » Fri Nov 05, 2010 9:27 pm

Oh, nevermind, apparently I had to kill the immortal at the top, yeah..
anyway, great update, the parachute is so much fun. But could there be anyway to make it a jetpack? To get to the ship easier?
And just for fun.
User avatar
gemma king
 
Posts: 3523
Joined: Fri Feb 09, 2007 12:11 pm

Post » Fri Nov 05, 2010 10:44 am

:) looks fantastic, works fantasticly, all in all another fantastic mod.
User avatar
Roberto Gaeta
 
Posts: 3451
Joined: Tue Nov 06, 2007 2:23 am

Post » Fri Nov 05, 2010 4:47 pm

Thanks a lot! Seems we got rid of the bugs :-)
How do you people like the parachute btw? Ever tried jumping off Gnoll mountain? You can reach the Imperial City from there!
User avatar
ashleigh bryden
 
Posts: 3446
Joined: Thu Jun 29, 2006 5:43 am

PreviousNext

Return to IV - Oblivion