[RELz] Side's Sailing Ships

Post » Wed May 04, 2011 2:42 am

the ship seems to sail much much faster than it would if I were on deck.

it would be nice if the Luggage were available inside the ship :)


the speed depends on the current wind speed. it is heavily varying from 10% to more than 300% with vanilla weather. if you go inside the weather doesn't change. so if you enter during a thunderstorm you are 3 times faster than with clear weather.

i don't know the Luggage or how to add it. but if it's easy i would add it. you could add it to if you know how.

But knowing me I did something wrong.


yes. you did not read this topic. many different solutions were discussed here many times.


Just turn your borders off in the oblivion ini and you can sail anywhere you want.


thank you for the link. i will add it to the readme... :)
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chinadoll
 
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Post » Wed May 04, 2011 4:00 pm

Just turn your borders off in the oblivion ini and you can sail anywhere you want. I think that's how most people use it.

Here's a link for how to do that: http://www.uesp.net/wiki/Oblivion:Ini_Settings


I guess so. I never really wanted to but hey why complain about a problem if it can be fixed. Stupid me. :facepalm:
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Emmanuel Morales
 
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Post » Wed May 04, 2011 9:54 am

hmm, it's a bit quiet. no experiences to share...?

still any bugs? is it working at all?

Uninstalling and then installing the new version made my ship disappear (presumably it's back at the harbour), so I haven't been back to get a new ship yet. I'll let you know how it's going when I get around to it.

*snip*

http://www.tesnexus.com/downloads/file.php?id=27235
There's also a mod somewhere that makes it possible to sail from Leyawiin to the Imperial City, but I've forgotten what it's called.
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Noraima Vega
 
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Post » Wed May 04, 2011 3:06 pm

just to let you know...Fort Akatosh Redux 1.3 will be released soon ....the improved docks can be used for your ships....

regards

onra
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james tait
 
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Post » Wed May 04, 2011 4:01 am

Uninstalling and then installing the new version made my ship disappear ...


as i wrote before:

read the readme before you install or upgrade! a clean save is REQUIRED!!




the improved docks can be used for your ships....


thank you! :)
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Marion Geneste
 
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Post » Wed May 04, 2011 7:21 am

I made a clean save. :shrug:
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Charlie Ramsden
 
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Post » Wed May 04, 2011 2:05 pm

I made a clean save. :shrug:


i'm confused. if you made a clean save... how could the ship disappear??
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OJY
 
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Post » Wed May 04, 2011 5:03 am

Great job, side, the Curious Clara has yet to curiously disappear. The only kind-of-inconvenient thing is the weather changing on entering the ship/exiting. I'm not sure, but maybe the way Max Morbus fixed Natural Weather 2.1.2's randomly changing weather is similar? Either way great job, the interiors are superb as are the controls. I'll report back if my ship vanishes :)

Pfroggy's Wall Climbing works great if you want to climb up to the uh, look out tower. I climbed up while sailing at full speed. http://i20.photobucket.com/albums/b206/Dastwi/atshore.jpg <--- wearing your excellent backpack while I did it too, didn't hinder my climbing abilities xD. Another thought, I'm not much of a scripter myself but it'd be cool to be able to pick up the boat and drop it in another world space or wherever you wanted. I plan to make a pirate cave to put my ship in like The Goonies :P
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louise fortin
 
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Post » Wed May 04, 2011 2:38 am

I once tried to control the ship from the crows nest but it was out of the ship control range, it would be great to be able to control the ship from there, much better view. It would help with parking a lot.
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Agnieszka Bak
 
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Post » Wed May 04, 2011 4:13 am

1. The only kind-of-inconvenient thing is the weather changing on entering the ship/exiting.
2. I'm not sure, but maybe the way Max Morbus fixed Natural Weather 2.1.2's randomly changing weather is similar?

3. Pfroggy's Wall Climbing works great if you want to climb up to the uh, look out tower.
4. it'd be cool to be able to pick up the boat and drop it in another world space or wherever you wanted.


thank you! :)

1. this happens because i can't use the regular oblivion door teleport. (this engine is not designed for moving doors, i.e. teleport markers.) i use the moveto function and this changes the weather randomly. i always reset the weather to the last known weather but depending on how much it transitioned it will still 'jump'.
2. i don't know if he fixed the same issue. i guess not.
3. thank you for introducing this! i will try it as soon as possible.
4. yes. but it's work too. i will think about it if the ship doesn't disappear anymore...

I once tried to control the ship from the crows nest but it was out of the ship control range, it would be great to be able to control the ship from there, much better view. It would help with parking a lot.


yes, i will add this to the next version.

but it works with that wall climbing mod like KylerSB wrote.
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Sarah Edmunds
 
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Post » Wed May 04, 2011 3:31 pm

I once tried to control the ship from the crows nest but it was out of the ship control range, it would be great to be able to control the ship from there, much better view. It would help with parking a lot.


In the screenshot I linked I had the ship anchored because I was shooting king crab on shore from the crow's nest.
Believe me, at least on the Curious Clara, I have not found a "vertical limit" for when the ship plays the bell and
considers you a landlubber. I'm always in control riding up there :P

Docked - http://i20.photobucket.com/albums/b206/Dastwi/dockeddunkori.jpg
Un-docked - http://i20.photobucket.com/albums/b206/Dastwi/departdunkori.jpg
All thanks side777's + Pfroggy's(http://www.tesnexus.com/downloads/file.php?id=23419) 2 of what I call, mod-necessities :P

thank you! :)

1. this happens because i can't use the regular oblivion door teleport. (this engine is not designed for moving doors, i.e. teleport markers.) i use the moveto function and this changes the weather randomly. i always reset the weather to the last known weather but depending on how much it transitioned it will still 'jump'.
2. i don't know if he fixed the same issue. i guess not.
3. thank you for introducing this! i will try it as soon as possible.
4. yes. but it's work too. i will think about it if the ship doesn't disappear anymore...



yes, i will add this to the next version.

but it works with that wall climbing mod like KylerSB wrote.


The weather thing is no big deal, there isn't much sense in going inside every couple of minutes anyway so it's unnoticable if you wait until a normal time to retire.

I'm too content with my NON-VANISHING Curious Clara that I don't even feel up to testing another ship :P, as far as I can tell it simply won't vanish.

The only thing that would make climbing easier is better "platform" collision. The beams going up are perfect for climbing, however sometimes you hit a bump in which you press jump while climbing and "wiggle" the mouse around the collision bump to proceed up, no big deal. That's not just on the ship though, that's any surface that isn't completely flat (this mod let's you climb anything). What I mean is on the big crows nest; if you look at the screenshot I linked it shows the "platform" part of the collision, the only suitable place to stand, albeit with a beam up your bum. The front nest has better collision for standing and it not looking unpleasant.
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Julie Serebrekoff
 
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Post » Wed May 04, 2011 5:17 pm

Believe me, at least on the Curious Clara, I have not found a "vertical limit" for when the ship plays the bell and
considers you a landlubber.

The only thing that would make climbing easier is better "platform" collision.


i believe you. i guess this climbing mod uses SetPos to move the player up. this way the engine doesn't update the player's position except for rendering. if you would climb up the ship from the water you may not be able to sail...

now that i know the platform is used i will add a collision, of course. :)
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Veronica Martinez
 
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Post » Wed May 04, 2011 3:15 pm

i believe you. i guess this climbing mod uses SetPos to move the player up. this way the engine doesn't update the player's position except for rendering. if you would climb up the ship from the water you may not be able to sail...

now that i know the platform is used i will add a collision, of course. :)


It seems all the other crows nests have perfect collision so the Curious Clara is the only one that needs'a'fixin'. And the collision is so ideal on the other boats, that when you bump your head on the crows nest, you go right through it. However, when you appear above it instead of falling back through it, it's collision catches you as it should.

I don't think the climbing operates that way. It's like being able to walk vertically, you move around the exact same way as walking or swimming. And one of the best functions it does serve is being able to climb back on your moving boat. I've boarded onto the ships several different ways; (jumping, running, falling, climbing, uh... astral projection :P) and not once has the boat-bell not rang, or considered me not on-board.
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barbara belmonte
 
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Post » Wed May 04, 2011 6:47 am

Hi, A great job indeed! One of the best mods to come out ever!
Thank You very much!

Now, a question. I've installed the Blackmarsh heightmap from "Under the sign of the dragon - Tamriel Heightmaps -" mod and while circumnavigating Elsweyr not too far from Anvil the sea textures disappears from under the ship (or I have to better say: the sea disappears from the horizon while sailing).
I've to install some kind of heightmap for this area too then? What's the simplest setup to enjoy and navigate with your mod?
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Imy Davies
 
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Post » Wed May 04, 2011 2:19 pm

Hi, A great job indeed! One of the best mods to come out ever!
Thank You very much!

Now, a question. I've installed the Blackmarsh heightmap from "Under the sign of the dragon - Tamriel Heightmaps -" mod and while circumnavigating Elsweyr not too far from Anvil the sea textures disappears from under the ship (or I have to better say: the sea disappears from the horizon while sailing).
I've to install some kind of heightmap for this area too then? What's the simplest setup to enjoy and navigate with your mod?


I think the other heightmap you need is the Valenwood one. I wouldn't know for sure, because my dumbarse is too dim to install heightmaps to begin with. Teach me your ways! :P

In fact I think you can find a link earlier in this thread, if I'm right, anyway.
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alyssa ALYSSA
 
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Post » Wed May 04, 2011 6:35 pm

I think the other heightmap you need is the Valenwood one. I wouldn't know for sure, because my dumbarse is too dim to install heightmaps to begin with. Teach me your ways! :P

In fact I think you can find a link earlier in this thread, if I'm right, anyway.


I hope *not* ;) , because the Valenwood one requires the "Elsweyr Deserts of Anequina" mod and that's a big install I was not going to try at the moment...

Anyway, I found the problem is at (starts at) CELL (-52,-31) of the Tamriel world space. As far as I understand, ther's... the void :). A big square not edited or something like that. I will try to learn something about.

Question is: am I the only one with this problem? Apart from additional heightmaps, are people navigating around Elsweyr without any issue?
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sarah
 
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Post » Wed May 04, 2011 8:34 am

Question is: am I the only one with this problem? Apart from additional heightmaps, are people navigating around Elsweyr without any issue?


what did you expect? this area is not part of the game at all. so this is not an error and you are of course not the only one.
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Chloe Botham
 
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Post » Wed May 04, 2011 3:06 pm

I hope *not* ;) , because the Valenwood one requires the "Elsweyr Deserts of Anequina" mod and that's a big install I was not going to try at the moment...

Anyway, I found the problem is at (starts at) CELL (-52,-31) of the Tamriel world space. As far as I understand, ther's... the void :). A big square not edited or something like that. I will try to learn something about.

Question is: am I the only one with this problem? Apart from additional heightmaps, are people navigating around Elsweyr without any issue?


you can't sail around Elswyer or Valenwood without an additional heightmap....
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Andrew Perry
 
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Post » Wed May 04, 2011 10:31 am

what did you expect? this area is not part of the game at all. so this is not an error and you are of course not the only one.


Of course, my first thought was "argh, I messed up with mods...". Glad to hear that it's not. It's my first day looking in the construction kit, I wasn't expecting nothing special from myself anyway... ;).

I know I already said this, but... thank you for this mod, really. Sailing around Tamriel was a dream and you made it true. :)
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Sxc-Mary
 
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Post » Wed May 04, 2011 8:55 am

you can't sail around Elswyer or Valenwood without an additional heightmap....


Yes now I see it. Thank you too for your efforts with mods!
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Harry Hearing
 
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Post » Wed May 04, 2011 3:59 pm

Side-

Just to let you know .... I was going through a back-catalog of updates and got around to this one finally and checked it with tes4edit - it has 142 deleted references.

Even though this is a WIP ... stilll cleaning is a good thing!

Here is http://www.uesp.net/wiki/Tes4Mod:Tes4Edit#Cleaning_a_Dirty_Plugin ... and http://cs.elderscrolls.com/constwiki/index.php/TES4Edit/Mod_cleaning_tutorial_with_TES4Edit.
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Suzy Santana
 
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Post » Wed May 04, 2011 12:30 pm

I have a problem with the .esp's. When I try to activate the COBLE and Bath plugins it says that they aren't "valid Oblivion plugin or master" files. I installed it correctly as far as I know.
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Bird
 
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Post » Wed May 04, 2011 4:08 am

Bump.
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Natalie Taylor
 
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Post » Wed May 04, 2011 4:59 am

Yet another bump.
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Scotties Hottie
 
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Post » Wed May 04, 2011 4:07 am

well it sounds really intresting...but, uh...there isn't many sailable locations. I mean, there is Anvil, and god forbid a huge boat be able to get to the water front, but there is that too...and I suppose Leyawin (if I spelled that right).
might I ask what else it does exactly? Like, sailing places and so forth?
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Philip Lyon
 
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