[REL] Dwemer Technology PartII: Dwemer Skyship

Post » Fri Nov 05, 2010 9:21 am

Thanks, the script I use is from http://cs.elderscrolls.com/constwiki/index.php/Casting_Spells_From_An_Activator. If anyone has a better idea, I'll be happy to add it to version 1.1.

And I added a no-Quest version of the Skyship to TesNexus. This can be used by people who have problems with the quest. We have 1000+ downloads at the moment, and only <1% seem to have problems.
Since I want everyone happy, I made this quick workaround :-)

Take a look at the script in http://www.tesnexus.com/downloads/file.php?id=17157 mod.
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Scott
 
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Post » Fri Nov 05, 2010 2:33 pm

yes but not everybody has SI and d2d versions cant use OBSE it would be rather rude to hide it from them (at least offer the non-OBSE/SI version)
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bonita mathews
 
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Post » Fri Nov 05, 2010 7:21 am

Thanks a lot for reporting bugs, we'll try to reproduce them and fix them in the next version. I'm even hoping to add some new content :-)
Just one word: "parachute"...

Oh, and in the captain's quarters there is something with a missing mesh on the right side of the room, on the bottom shelf.(I'm glad I have FormID Finder, it's marker is much better IMO.

Could you post a pic? Perhaps you deleted a nif? Cause I used Tes4Files, and it would be rather unlikely to "forget" one nif that way.
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amhain
 
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Post » Fri Nov 05, 2010 2:21 pm

This looks wonderful

is this going to be connected to the Fortress as originaly intended at some point? thank so much this is wonderful work.
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NeverStopThe
 
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Post » Fri Nov 05, 2010 3:41 am

Sorry it took so long, fell asleep.
http://s475.photobucket.com/albums/rr111/yx33a/Oblivion%20Images/?action=view¤t=OblivionScreenShot2.jpg
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Riky Carrasco
 
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Post » Fri Nov 05, 2010 1:59 am

Good to see this is out!
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Rachell Katherine
 
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Post » Fri Nov 05, 2010 10:48 am

Sorry it took so long, fell asleep.
http://s475.photobucket.com/albums/rr111/yx33a/Oblivion%20Images/?action=view¤t=OblivionScreenShot2.jpg



:confused:

...but there is nothing missing.


Ooh...after a closer look. There should be a crystal ball! But that?s a standard Oblivion mesh; it can?t be missing (ID: "GiantCrystalBall", can be found in CS under "Statics, Clutter, MagesGuild") and I have no glue why it isn?t "there" for you.
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Your Mum
 
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Post » Fri Nov 05, 2010 6:38 am

:confused:

...but there is nothing missing.


Ooh...after a closer look. There should be a crystal ball! But that?s a standard Oblivion mesh; it can?t be missing (ID: "GiantCrystalBall", can be found in CS under "Statics, Clutter, MagesGuild") and I have no glue why it isn?t "there" for you.

how come you didnt just use the normal crystalball??,you know, those which can be picked up..
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Maya Maya
 
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Post » Fri Nov 05, 2010 7:49 am

how come you didnt just use the normal crystalball??,you know, those which can be picked up..


:angel:
Frankly, probably just a mistake - may be by searching for a crystalball I "stumpled" first over that static instead of the one out of "clutter" and used it not recognizing that it?s just a static. But that doesn?t any harm nor does it explain why the mesh is missing in YX33A`s game.
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Matthew Barrows
 
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Post » Fri Nov 05, 2010 7:31 am

It's there in the CS for me too. So really, this doesn't make much sense. Though it could just be some sort of special item which was replaced by one of your mods, or something like that. I doubt that's what the issue is, but I was about to go kick the sh!t out of those things again, as I like that house.(New character, will post a SC sooner or later).
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Ian White
 
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Post » Fri Nov 05, 2010 7:19 am

Hey, I'm having some trouble with the skyship. It seems the mod makes all my NPC's and creatures freeze and unable to move in combat, unless they perform a front power attack. I narrowed it down and when I remove the skyship (i dont want to, i have it the way i like it, crew and all!) combat moves again! I was posting about it over http://www.gamesas.com/bgsforums/index.php?showtopic=909154 in another thread. Any ideas? I assume its a conflict with another mod but what? i used Tes4view and OBMM to look for conflicts and nothing substantial came to light. I really, really like the ship and I cant wait until its fully pilotable! Can you guys help me?

EDIT: Using the no quest version fixed the problem! panem suggested that. Maybe a bug in the quest? I dont know :P keep up the good work guys! when is the next version due out? :P
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NeverStopThe
 
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Post » Fri Nov 05, 2010 12:29 am

...It seems the mod makes all my NPC's and creatures freeze and unable to move in combat, unless they perform a front power attack. ...


...Is under investigation.
It doesn?t happen always (at least to me) and seems to be the reason why it wasn?t recognized during testing the plugin.
Although I don?t currently exactly know what causes it, I don?t believe it?s a plugin conflict but may be a problem with one of the scripts.
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Lizbeth Ruiz
 
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Post » Fri Nov 05, 2010 5:11 am

I'm getting the same problem. Just now made the connection between the two.
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Christie Mitchell
 
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Post » Fri Nov 05, 2010 2:44 pm

Although I don?t currently exactly know what causes it, I don?t believe it?s a plugin conflict but may be a problem with one of the scripts.


I think you're right about this.

If you do figure it out, it would be awesome if you could let us know some details about the bug in the http://www.gamesas.com/bgsforums/index.php?showtopic=837706. I think it may be the same or similar bug found in the quest mod http://www.tesnexus.com/downloads/file.php?id=5751 (it happened to me after completing that quest and I've been wanting to figure out why ever since).

Thanks, man!
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ruCkii
 
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Post » Fri Nov 05, 2010 2:01 pm

I think you're right about this.

If you do figure it out, it would be awesome if you could let us know some details about the bug in the http://www.gamesas.com/bgsforums/index.php?showtopic=837706. I think it may be the same or similar bug found in the quest mod http://www.tesnexus.com/downloads/file.php?id=5751 (it happened to me after completing that quest and I've been wanting to figure out why ever since).

Thanks, man!


Of course yes!
Assuming I?m able to locate the problem. Last day I had a look at all quest-scripts and couldn?t see anything suspicious. May be for testing I have to delete part by part of some scripts to find the culprit.
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Tyrel
 
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Post » Fri Nov 05, 2010 12:50 pm

the ship is nice but why don't you make it like a vehicle? same as jason's pirate ship ,you can activate it and you can drive
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Catherine Harte
 
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Post » Fri Nov 05, 2010 12:43 pm

i have wrote a vehicle script with controllable speed
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Trent Theriot
 
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Post » Fri Nov 05, 2010 7:02 am

i have wrote a vehicle script with controllable speed


Great!
Although it?s up to Mr_Siika to decide if he wishes such changes, I?d suggest to post that script or sending him a PM containing it.


And concerning that "enemy-freezing-problem" I?m very hopefull that we could determine the problem and solve it (at least during the last few hours of testing an updated version I didn?t anymore encounter such a problem).
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Alycia Leann grace
 
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Post » Fri Nov 05, 2010 1:55 pm

i like the dwemer i want to help. i can make animated models with sequence manager, scripts. i will make the script for the ship , if siika want to .and in the ship can be some sky glider (with vehicle script) and if you in the ground and press a button the ship can fires fireballs or lightnig bolts front of you (not directly to you) , of course if siika decide that.
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Sammykins
 
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Post » Fri Nov 05, 2010 9:59 am

i have made the skyglider and the ship driveable (i made the skyglider model)
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jesse villaneda
 
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Post » Fri Nov 05, 2010 1:25 pm

i have made the skyglider and the ship driveable (i made the skyglider model)


You are astounding me more and more!
Is for sure an huge improvement and I hope that Mr Siika can soon have a look at it!
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Chica Cheve
 
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Post » Fri Nov 05, 2010 5:29 pm

Any luck with the freezing enemies bug? I had it happen to me, but I love the mod.
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Lady Shocka
 
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Post » Fri Nov 05, 2010 7:02 am

Any luck with the freezing enemies bug? I had it happen to me, but I love the mod.

I think it was traced down to a room id starting with 00.
I didn't have issue, but it could just be that I'm lucky.
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Emma Louise Adams
 
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Post » Fri Nov 05, 2010 8:40 am

Goodness me exciting things happening here...lovely work as usual Mr S
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john palmer
 
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Post » Fri Nov 05, 2010 7:20 am

Any luck with the freezing enemies bug? I had it happen to me, but I love the mod.


Until the update is out, you can use the "No-Quest"-version of that plugn.

Or a little workaround:
Alter the script "DSStartNPCScript" as following (that should prevent the "enemy-freezing-bug):
Scriptname DSStartNPCScript

short done

Begin GameMode

if ( done == 0 )
if ( GetDistance Player < 768 )
set done to 1
SetForceRun 1
StartConversation Player
endif
endif

End

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evelina c
 
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