[REL] Dwemer Technology PartII: Dwemer Skyship

Post » Fri Nov 05, 2010 7:31 pm

Hello,

I just started a new game with this mod, and still into the starting dungeons, everytime I use block, a dwemer parachute pops up from nowhere : ) Even if I drop it, if I block the parachute reappers.. follows my mod list

EDIT: Also, for some reason, if the mod is activated (Dwemer_Skyship_1_1_0), the game starts in console debug mode

Thanks!

Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Jog_X_Mod.esm04  EnhancedWeather.esm  [Version 1.2.8]05  Cobl Main.esm  [Version 1.55]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.6beta3]08  TamrielTravellers.esm  [Version 1.37a]09  FCOM_Convergence.esm  [Version 0.9.9a7]0A  Armamentarium.esm  [Version 1.2.2]0B  Windfall.esm0C  HrmnsOblivionScriptOptimizationv1.0.esp0D  nVidia Black Screen Fix.esp  [Version 1.0.0]0E  Unofficial Oblivion Patch.esp  [Version 3.2.0]0F  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]10  Oblivion Citadel Door Fix.esp11  DLCShiveringIsles.esp12  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]13  Francesco's Optional Chance of Stronger Bosses.esp14  Francesco's Optional Chance of Stronger Enemies.esp15  Francesco's Optional Chance of More Enemies.esp16  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]17  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]18  Enhanced Water v2.0 ND.esp19  OBSE-Storms & Sound SI.esp1A  Rainbows.esp1B  EnhancedWeather.esp  [Version 1.2.8]1C  EnhancedWeather - SI.esp  [Version 1.1.7]1D  WindowLightingSystem.esp1E  Living Economy.esp1F  Living Economy - Items.esp20  Crowded Roads Revisited.esp  [Version 1.1]21  DLCHorseArmor.esp22  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]23  DLCOrrery.esp24  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]25  DLCMehrunesRazor.esp26  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]27  DLCSpellTomes.esp28  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]29  Hiyoko_Store.esp2A  PersuasionOverhaul.esp  [Version 1.4]2B  Thieves Arsenal.esp2C  StockClothingArmor-forExnems.esp2D  DLCThievesDen.esp2E  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]2F  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]30  Cobl Glue.esp  [Version 1.55]31  Cobl Si.esp  [Version 1.32]32  OOO 1.32-Cobl.esp  [Version 1.41]++  FCOM_Cobl.esp  [Version 0.9.9]33  Cobl Races.esp  [Version 1.52]34  Bob's Armory Oblivion.esp35  FCOM_BobsArmory.esp  [Version 0.9.9]36  Oblivion WarCry EV.esp37  FCOM_WarCry.esp  [Version 0.9.9]38  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]39  OOO-Water_Weeds.esp  [Version 1.33]3A  OOO-WaterFish.esp  [Version 1.34]3B  OOO-No_Guild_Ownership.esp  [Version 1.33]++  ArmamentariumLL4OOO.esp++  ArmamentariumLLMagic.esp  [Version 1.05]3C  ArmamentariumArtifacts.esp  [Version 1.2.2]3D  FCOM_Convergence.esp  [Version 0.9.9]3E  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_SpawnRatesReduced.esp  [Version 0.9.9]3F  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.6Beta3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]40  Mart's Monster Mod - Extra Wounding.esp  [Version 3.6Beta3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.6Beta3]41  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.6Beta3]42  Mart's Monster Mod - Vindasel.esp  [Version 3.6Beta3]43  Mart's Monster Mod - Foxes.esp  [Version 3.6Beta3]44  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.6Beta3]45  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.6Beta3]46  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.6Beta3]47  TamrielTravellers4OOO.esp  [Version 1.38]++  TamrielTravellersItemsNPC.esp  [Version 1.38]48  TamrielTravellersItemsCobl.esp  [Version 1.38]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]49  PersuasionOverhaul_MMM.esp  [Version 1.2]4A  PersuasionOverhaul_OOO.esp  [Version 1.2]4B  Apachii_Goddess_Store.esp4C  Hentai_Compilation.esp4D  ClocksOfCyrodiil.esp4E  Ivellon.esp  [Version 1.8]4F  LetThePeopleDrink.esp  [Version 2.5]50  mrSiikas_DwemerTechnology_DwemerSubway.esp51  Dwemer_Skyship_1_1_0.esp52  road+bridges.esp  [Version 4.2.1]53  The Ayleid Steps.esp54  thievery.esp55  VaultsofCyrodiil.esp56  DLCFrostcrag.esp57  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]58  Knights.esp59  Knights - Unofficial Patch.esp  [Version 1.0.9]++  KotN Wayshrine Fix.esp5A  Mart's Monster Mod - City Defences.esp  [Version 3.6Beta3]++  FCOM_Knights.esp  [Version 0.9.9]5B  xuldarkforest.esp5C  xulStendarrValley.esp5D  xulTheHeath.esp5E  MMMMWL-TheHeath patch.esp5F  XulEntiusGorge.esp60  xulFallenleafEverglade.esp61  xulColovianHighlands_EV.esp62  xulChorrolHinterland.esp63  mythsandlegends.esp64  xulBeachesOfCyrodiilLostCoast.esp65  xulBravilBarrowfields.esp66  xulLushWoodlands.esp67  xulAncientYews.esp68  xulAncientRedwoods.esp69  xulCloudtopMountains.esp6A  xulArriusCreek.esp6B  xulPatch_AY_AC.esp  [Version 1.1]6C  xulRollingHills_EV.esp6D  MMMMWL-RollingHills patch.esp6E  xulPantherRiver.esp6F  xulRiverEthe.esp70  xulImperialIsle.esp71  LtPD+NRB4+UL-II Patch.esp  [Version 1.2]72  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]73  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]74  MidasSpells.esp75  FormID Finder without Pluggy.esp76  SupremeMagicka.esp  [Version 0.85]77  SM_ShiveringIsles.esp  [Version 0.85]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_OOO.esp  [Version 0.80]++  SM_MMM.esp  [Version 0.82]++  SM_COBL.esp  [Version 0.82]++  SM_AbsorbRestoration.esp  [Version 0.80]++  SM_EnableCharmChameleon.esp  [Version 0.80]++  SM_EnableRestoreEnchanting.esp  [Version 0.80]78  SM_EnchantStaff.esp  [Version 0.80]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]79  CuteElf11.esp  [Version 1.1.2]7A  Windfall.esp7B  Cyrodill Travel Services.esp  [Version 1.0]7C  Vows and Covenants.esp7D  Bashed Patch, 0.esp7E  Streamline 3.1.esp**  NRB4 Standard Road Record.esp

User avatar
Lyndsey Bird
 
Posts: 3539
Joined: Sun Oct 22, 2006 2:57 am

Post » Fri Nov 05, 2010 6:52 pm

Just download the most recent version These issues have been fixed.
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Flutterby
 
Posts: 3379
Joined: Mon Sep 25, 2006 11:28 am

Post » Sat Nov 06, 2010 4:43 am

Just download the most recent version These issues have been fixed.


Worked fine! Thanks!
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Nathan Hunter
 
Posts: 3464
Joined: Sun Apr 29, 2007 9:58 am

Post » Sat Nov 06, 2010 1:39 am

Coming from a modding community like arma to this one..
I am so completely impressed by what you guys do..
honestly..

they make such bad mods..
almost never work right..
bad textures. fall through vehicles..
and then I come here and see this beautiful monstrosity..
I am in awe..

I am so happy to see this exists..
Thank you sooooooooooooooooo muuuuuuccchhhhh...
turbo download power.. activate..
form of .. smiley icon... :bolt:

you will not see me for a while..lol..

EDIT:
I like the ship.
I just wish I could fly it.

Also the lack of any sense of earning it kind of kills me.
The AI's you fight to get it tend to kill themselves.
They seem way to easy for such an awesome prize.

If you don't get the scroll off the desk in the captains HQ on the ship, before you summon the ship..
you can't ever get back on it..
No one ever tells you to get that scroll, then read it.
Your quest doesn't update or anything to mention absolutely needing it.
so you wouldn't even think to look for it, after you get the ring from the AI.

I just walked away and summoned the ship..
it popped up above me.. but I couldn't get in it..lol..
Unless you use midas magic carpet or something lol..
If you save after that point, you have to uninstall the mod, then reinstall.
Then do the mission again if you don't have a way to fly.


Make sure you wait a few days after you initially get it..
I think the game may need to load some textures or what not.
Had a few instances of falling through it until I waited, then it was fine.
which is normal for textures in this game.

But I still think it looks cool..
Just hoping it's made flyable someday.
Keep up the good work. :)
User avatar
Sanctum
 
Posts: 3524
Joined: Sun Aug 20, 2006 8:29 am

Post » Sat Nov 06, 2010 3:53 am

Man o man. I love this mod. All of your [mr siika and centurion] mods are amazing. I hope you two go down as making the best dwemer mods out there for oblivion. please make a new pilotable version. if not thats fine. But I love the mod. great job guys.
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xx_Jess_xx
 
Posts: 3371
Joined: Thu Nov 30, 2006 12:01 pm

Post » Sat Nov 06, 2010 4:40 am

I don't understand what is going on here first someone said he flew the ship then it appears that the ship still doesn't fly. Also the link to download the glider thing doesn't work. But all in all awsome mod.
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Racheal Robertson
 
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Joined: Thu Aug 16, 2007 6:03 pm

Post » Sat Nov 06, 2010 5:32 am

Ok I got the link to work now.
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Samantha Mitchell
 
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Joined: Mon Nov 13, 2006 8:33 pm

Post » Fri Nov 05, 2010 11:44 pm

Just a quick question; is there any chance of a future update to this to enable piloting of the airship?
I love this mod, it's one of my top 5 favourites...all it's missing for me is the flyability! XD

Oh, another question...wil CM Partners be safe staying on the airship when I'm elsewhere and re-summon the ship? :3
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Georgia Fullalove
 
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Joined: Mon Nov 06, 2006 11:48 pm

Post » Sat Nov 06, 2010 5:29 am

we'd need a scripter with the neccacery skills, and mr sika's permission of course. Perhaps jason's pilotable boat scripts could be adapted?
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Mimi BC
 
Posts: 3282
Joined: Sat Oct 07, 2006 10:30 pm

Post » Fri Nov 05, 2010 11:22 pm

I have a bug with this mod. After being arrested or finishing Sheogorath's quests in Shivering Isles I loose the 'Call Fire power' and 'call airship' spells. They never come back.
If I can have the spell ID, then I might be able to get the spells back. I tried typing the editor ID (just in case they're the same) but it didn't work.
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Tania Bunic
 
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Joined: Sun Jun 18, 2006 9:26 am

Post » Fri Nov 05, 2010 11:33 pm

I've had the same issues as Zuperbuu.
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Josh Lozier
 
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Post » Fri Nov 05, 2010 11:23 pm

Absolutely -anybody- know the SpellID for the 'Call for fire power' and 'Call Skyship'?? I've tried everything I can find on the CS...and even the 'Clean Spellbook' mod. NOTHING is able to get that spell back. It's a serious bug in the mod and just the SpellID will substitute for a fix for now, but it needs looking at.

I've tried: Player.addspell (and then this number which I got hovering over the 00CallAirshipSpell in the CS: 0100C210)
It didn't work, so it can't be the Spell ID. Most Spell ID's start with '00' not '01'. I added an extra '0' to the numbers but it didn't work, I removed the 1 and added another 0 and it didn't work.

This mod is amazing, but this one little bug of the 'call' spell vanishing after a prison sentance and finishing Shivering Isles or Knights of The Nine is a huge kick in the teeth for it.
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Carlos Vazquez
 
Posts: 3407
Joined: Sat Aug 25, 2007 10:19 am

Post » Sat Nov 06, 2010 12:18 am

Absolutely -anybody- know the SpellID for the 'Call for fire power' and 'Call Skyship'?? I've tried everything I can find on the CS...and even the 'Clean Spellbook' mod. NOTHING is able to get that spell back. It's a serious bug in the mod and just the SpellID will substitute for a fix for now, but it needs looking at.

I've tried: Player.addspell (and then this number which I got hovering over the 00CallAirshipSpell in the CS: 0100C210)
It didn't work, so it can't be the Spell ID. Most Spell ID's start with '00' not '01'. I added an extra '0' to the numbers but it didn't work, I removed the 1 and added another 0 and it didn't work.

This mod is amazing, but this one little bug of the 'call' spell vanishing after a prison sentance and finishing Shivering Isles or Knights of The Nine is a huge kick in the teeth for it.

I'm not sure, but from what i can remember a SpellID is generated based on what mods load with and before/after the mod. That means if you load several other mods that add spells or such, they will also affect what SpellID the spells receive, and therefore it doesn't.

Don't take this as facts though, my experiences of the CS are "limited" at best.
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LuBiE LoU
 
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Post » Fri Nov 05, 2010 7:37 pm

I will look into this matter, sorry for the trouble!
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mollypop
 
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Post » Sat Nov 06, 2010 3:32 am

Awsome, because that's all that's really bugging me about the mod...the fact I 'lose' the spell. XD
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Setal Vara
 
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Joined: Thu Nov 16, 2006 1:24 pm

Post » Sat Nov 06, 2010 12:34 am

Just had to add that this ship is AMAZING in every single way and beats most of the house mods out there by a simple glance. All I hope for now is the two small airships I see on the preview videos! More airships! MOOOOOORE!
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Marlo Stanfield
 
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Joined: Wed May 16, 2007 11:00 pm

Post » Sat Nov 06, 2010 5:00 am

Reminds me of the dwemer skyship mod made for Morrowind. It was somewhere near Balmora. Great job!
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David John Hunter
 
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Post » Fri Nov 05, 2010 5:22 pm

Looks very nice, I can't wait to test it out!
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maya papps
 
Posts: 3468
Joined: Mon Aug 07, 2006 3:44 pm

Post » Sat Nov 06, 2010 12:37 am

This looks like a unique and very impressive house mod, and it also has basis in Elder Scrolls lore due to being of Dwemer make, in fact, the first thing I thought of when seeing it was the Dwemer airship quest in Bloodmoon. Very nicely done.
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Ridhwan Hemsome
 
Posts: 3501
Joined: Sun May 06, 2007 2:13 pm

Post » Sat Nov 06, 2010 3:17 am

If could itbe possible for the Dwemer Imortal to have more abilities than just repairing and buy ing stuff that is 50 coins? Like you can order him places like the bridge or tell him to take the ship somewhere like have a list of places.
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Camden Unglesbee
 
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Joined: Wed Aug 15, 2007 8:30 am

Post » Sat Nov 06, 2010 2:51 am

excellent work and a nice sneak peek at Phitt's Sheogorad :)

Some issues - I killed the Immortal outside the airship. When he gets back up he has the [I HAVE NO GREETING] text associated with SI, hence i 'm pretty sure i cant complete the quest. ALso, you may want to remove the part that sorts nirnroots in the ingredient sorter. Currently, if the player retrieves the nirnroots the nirnroot count will increase again (since they're technically different from the one the player sorted).

That's about all. I do suggest you add a bit more detail in the readme about where to start the quest.


I am also receiving the [I HAVE NO GREETING] text. I haven't gone to SI yet so I haven't entered or exited from any portal. Any suggestions?
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Latisha Fry
 
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Joined: Sat Jun 24, 2006 6:42 am

Post » Fri Nov 05, 2010 4:37 pm

Nice mod, although I gotta say; I absolutely hate the quest. Know why? Because I havn't been able to do it. I spent two hour's fast-travelling/waiting/sleeping etc. and still the guy with the book don't show. Anything done wrong on my part? Because the one time I give up on it, I go on a character that I couldn't care less about, guess what? The dude show's up at Anvil Castle. Is there anyway to just make him show through the console or something, because to be honest, the initiation wait just does my nut in.
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Flutterby
 
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Joined: Mon Sep 25, 2006 11:28 am

Post » Sat Nov 06, 2010 7:29 am

Has a fix been released for the I Have No Greeting thing yet, as I just got that bug :P
(oh, and hooha for reviving a 6-Month-Dead Thread :D)

CC
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Andrew Perry
 
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Joined: Sat Jul 07, 2007 5:40 am

Post » Sat Nov 06, 2010 7:19 am

Speaking of this mod I have just remembered is there still plans to make the Sky Ship drivable?
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ijohnnny
 
Posts: 3412
Joined: Sun Oct 22, 2006 12:15 am

Post » Fri Nov 05, 2010 5:44 pm

Speaking of this mod I have just remembered is there still plans to make the Sky Ship drivable?


Well, there is http://www.tesnexus.com/downloads/file.php?id=26780, although I havn't tried it...
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SexyPimpAss
 
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