but: oblivion is not a pirate game! once i added the feature to define custom routes for the ship, NPC controlled ships would be no problem to add, but a HUGE performance hit! look: ALL ships would have to be permanently loaded, no matter where you are! (or otherwise not be visible if outside of the 5x5 loaded grid.)
besides this there were several issues discussed before, like the lack of real collision detection, actors jumping from board like idiots due to missing path grids...
besides this there were several issues discussed before, like the lack of real collision detection, actors jumping from board like idiots due to missing path grids...
Well, so much for the aspiring Pirates of Topalzance mod, I guess... :facepalm: Well, at least the pirates can still dance thanks to various animation mods out there!

I see what you mean about performance hit. I guess ships are too big to just disappear once they go into the next cell. Maybe you could still have them fade from view after a while. I wouldn't care if they disappear for a better performance gain. Plus, even having just a couple of these ships making a regular circuit around Cyrodiil's waterways would be amazing. The PC would just have to find out the ship's schedule if he wants to catch a lift. Certain NPCs would have this info and be able to sell a travel voucher or something to this effect.
What about using a modified horse script or something? They always seem to mysteriously find their way back to their original stable (although they make a b-line for it regardless of paths, rivers, etc.)
Anyway, I would not want you to spend too much time worrying about that for the time being. It is more important to get the basic ship sailing functionality stable and any bugs worked out before moving forward on other aspects.
I wouldn't mind doing a little playtesting on this(not sure if you need to do an update of the latest file or something?) Anyway, have a great Memorial Day; don't work too hard! :foodndrink: