[RELz] Side's Sailing Ships

Post » Tue May 03, 2011 3:27 pm

Okay. I did some more testing. I still crash, but it's a lot better - usually once or twice in an hour (DEFINITELY standable as far as crashes go). I just remember to save often and I'm okay. Odd thing is, is that if I save and reload when I think a crash might be creeping up, I tend to not crash for a while longer. That might have nothing to it, but I wanted to mention it.

I'm not really having any more issues. I'm thinking that with the next version, the crashes might become even rarer. So I look forward to that version (and humbly request that instead of just repackaging the whole thing at once, could you release just the updated parts along with it. Dialup's a pain.) with really high hopes. And - I have to beg - if you do make an interior for the Gurang, please don't make it look like a museum.
User avatar
Marilú
 
Posts: 3449
Joined: Sat Oct 07, 2006 7:17 am

Post » Tue May 03, 2011 8:27 am

I still crash, but it's a lot better - usually once or twice in an hour (DEFINITELY standable as far as crashes go).

I'm not really having any more issues. I'm thinking that with the next version, the crashes might become even rarer. So I look forward to that version (and humbly request that instead of just repackaging the whole thing at once, could you release just the updated parts along with it. Dialup's a pain.) with really high hopes. And - I have to beg - if you do make an interior for the Gurang, please don't make it look like a museum.


if you think dialup is pain try to keep track of files changed... no messed up clutter versions, sorry. i put all my time into the development and answering questions. no time for file management...

i think gurang is simply to small to have an interior where you can stand...

did the crashes disappear with my ships disabled??
User avatar
Kayla Keizer
 
Posts: 3357
Joined: Tue Dec 12, 2006 4:31 pm

Post » Tue May 03, 2011 3:56 pm

I understand, Side. I'll just put off the download until I go to sleep - that's what I usually do.

Gurang is a bit small, so I can see that. At least, could you make accessing the hold easier? I have to jump all about the boat sometimes to find the activator.

And I'm not crashing anymore. It's odd - it was like a massive a-bomb of crashing, then nothing. I haven't crashed at all since last night.
User avatar
Alister Scott
 
Posts: 3441
Joined: Sun Jul 29, 2007 2:56 am

Post » Tue May 03, 2011 10:12 am

At least, could you make accessing the hold easier? I have to jump all about the boat sometimes to find the activator.


of course...

i looks like there will be only one update of the resources. further version come with the esp only...
User avatar
Kayla Bee
 
Posts: 3349
Joined: Fri Aug 24, 2007 5:34 pm

Post » Tue May 03, 2011 10:01 pm

- you can drop buoys to mark custom routes that your mate can sail along later.


Man, I can't wait until this mod adds this feature!
Outstanding idea!
User avatar
Erin S
 
Posts: 3416
Joined: Sat Jul 29, 2006 2:06 pm

Post » Tue May 03, 2011 7:11 am

After playing the mod for several hours I have to say that its one of the most impressive mods I have ever played. :clap:

It ran very stable for me with no crashes of any kind. I only ran into a couple problems, the pirate ship disappeared at certain angles, I fixed this by setting the flags in all the NiTriStrips blocks to 14.
Also when you are in the menu while the ship is moving and you exit and get teleported onto the ship the ship was often invisible and reappeared after activating it.

I also had an interesting idea, since you are using Mr Siika's assets it would be very cool to make a pilotable version of his dwemer airship. Being able to fly around and park your house where you want it would be very cool.
User avatar
George PUluse
 
Posts: 3486
Joined: Fri Sep 28, 2007 11:20 pm

Post » Tue May 03, 2011 12:59 pm

the pirate ship disappeared at certain angles, I fixed this by setting the flags in all the NiTriStrips blocks to 14.
Also when you are in the menu while the ship is moving and you exit and get teleported onto the ship the ship was often invisible and reappeared after activating it.

I also had an interesting idea, since you are using Mr Siika's assets it would be very cool to make a pilotable version of his dwemer airship. Being able to fly around and park your house where you want it would be very cool.


thank you! i will change this with the next version.

did you fall into the water after teleporting? how did you activate it? simply pressing 'activate'? this means the collision is there but not the visual 3D data...? weird. maybe this is because the ship is moved to the new cell before the player.

i proposed this to mr_siika in trade for sails for the pirate ship... but did not get any answer... :(
User avatar
Gemma Flanagan
 
Posts: 3432
Joined: Sun Aug 13, 2006 6:34 pm

Post » Tue May 03, 2011 11:51 am

now, add some those cannons you can see on youtube and we got naval battles! :D
User avatar
Hella Beast
 
Posts: 3434
Joined: Mon Jul 16, 2007 2:50 am

Post » Tue May 03, 2011 5:48 pm

now, add some those cannons you can see on youtube and we got naval battles! :D


not really. the ships disappear at a certain distance like any other object...
User avatar
Smokey
 
Posts: 3378
Joined: Mon May 07, 2007 11:35 pm

Post » Tue May 03, 2011 7:57 pm

When you appear the collision is still there only the geometry disappears, then you just look down at the deck and activate the ship and it appears.

I have also run into another bug, this one is a bit more serious. When I docked a boat at anvil and left it there for a while it vanished (only the body of the boat the sails, containers and dummy rats are still there) Loading the game from the menu maakes the appear. I ran into the real problem when I tried to use the boat, I went to move but the boat shot several feet toward anvil and imbeded itself in the ground, then it said it ran aground and I tried to use one of the scrolls on it, the same thing happened again, so the boat is now stuck under anvil.

Another thing I think is necessary is a way to reset the ships to the place you bought them. Perhaps you could "hire" someone to retrieve your ship, then it would reappear in its start location.
User avatar
SHAWNNA-KAY
 
Posts: 3444
Joined: Mon Dec 18, 2006 1:22 pm

Post » Tue May 03, 2011 3:40 pm

I have also run into another bug, this one is a bit more serious. When I docked a boat at anvil and left it there for a while it vanished (only the body of the boat the sails, containers and dummy rats are still there) Loading the game from the menu maakes the appear.

I ran into the real problem when I tried to use the boat, I went to move but the boat shot several feet toward anvil and imbeded itself in the ground, then it said it ran aground and I tried to use one of the scrolls on it, the same thing happened again, so the boat is now stuck under anvil.

Another thing I think is necessary is a way to reset the ships to the place you bought them. Perhaps you could "hire" someone to retrieve your ship, then it would reappear in its start location.


if you get that vanishing ship again, please press left shift and F12 to see what happens. this moves the ship to the dummy rat with moveto and should show the ship. if it doesn't please use the console, mark the ship and type 'moveto player'. i want to know it moveto solves this problem. i can't test this because i don't get that issue...

if you say dummy ratS... how many of them do you see? there should be only one at the exact position of the ship if you are not moving.

the second one is a little harder to understand. did you start the vanished boat before saving, load the game and then the boat jumped into the docks?

i will include the 'reset' in the next version.
User avatar
Naazhe Perezz
 
Posts: 3393
Joined: Sat Aug 19, 2006 6:14 am

Post » Tue May 03, 2011 10:42 am

I fixed this by setting the flags in all the NiTriStrips blocks to 14.


are you sure you fixed it? i had that issue only once during the whole development and could not reproduce it...
User avatar
noa zarfati
 
Posts: 3410
Joined: Sun Apr 15, 2007 5:54 am

Post » Tue May 03, 2011 7:07 pm

I parked (docked and not moving) the boat then left and did some other stuff, like quests and exploration. Then when I returned to where I left the boat the hull was gone with its dummy rat and other parts still there (I said dummy rats before because I didn't know how many there where, I'll try to be more specific from now on) then when I got back on the boat and tried to drive away from the dock I encountered the bug.


EDIT:

are you sure you fixed it? i had that issue only once during the whole development and could not reproduce it...


I have had the vanishing problem before on my meshes and this seems to always fix it (I think the radius setting in the NiTriStripsData block may have something to do with it, the exporter now exports everything properly so I haven't had to mess with this stuff in a long time)

On the mesh I only set the flags and left the radius alone so if you apply this fix and it still vanishes at certain angles occasionally try the radius.
User avatar
John Moore
 
Posts: 3294
Joined: Sun Jun 10, 2007 8:18 am

Post » Tue May 03, 2011 1:19 pm

thank you! i think i have to add a moveto to the OnLoad block...
User avatar
Jessie Butterfield
 
Posts: 3453
Joined: Wed Jun 21, 2006 5:59 pm

Post » Wed May 04, 2011 12:00 am

This an excellent mod, but I'm experiencing a bug. I'm not sure if it happens with other ships, but I'm using the Curious Clara, and after I've been sailing for a short time, Oblivion goes to a loading screen, from which it doesn't emerge. It just freezes, but doesn't load at all. Ideas?
User avatar
Frank Firefly
 
Posts: 3429
Joined: Sun Aug 19, 2007 9:34 am

Post » Tue May 03, 2011 11:36 pm

... after I've been sailing for a short time, Oblivion goes to a loading screen, from which it doesn't emerge. It just freezes, but doesn't load at all. Ideas?


afaik this happens when the player's position is set (via setpos) to a cell that is not loaded. but my script always teleports the player therefore (via moveto).

are you sure you did not have a menu open? how long in seconds is 'a short time' approximately?

please try the following:

- start the ship and jump from board. the ship should move on then...
- try another ship
- make a clean save an enable my mod again
- temporarily disable ALL other mods
User avatar
Breanna Van Dijk
 
Posts: 3384
Joined: Mon Mar 12, 2007 2:18 pm

Post » Tue May 03, 2011 9:30 am

afaik this happens when the player's position is set (via setpos) to a cell that is not loaded. but my script always teleports the player therefore (via moveto).

are you sure you did not have a menu open? how long in seconds is 'a short time' approximately?

please try the following:

- start the ship and jump from board. the ship should move on then...
- try another ship
- make a clean save an enable my mod again
- temporarily disable ALL other mods

1. Definitely no menus. It's probably about 30-40 seconds of sailing in a direction.
2. If I jump off the ship and leave the cell, the ship keeps moving, but if I re-enter the cell, it goes to the loading screen again.
3. I've tried two ships, and it's occurred with both.
I'll try 4 & 5 and let you know how it goes.


Edit: Problem solved. I re-enabled your mod and it works fine now. :) Once this is past Beta, and has fewer bugs, I'll probably vote it for file of the month.
User avatar
Cassie Boyle
 
Posts: 3468
Joined: Sun Nov 05, 2006 9:33 am

Post » Tue May 03, 2011 8:45 pm

Somone earlier said that Valenwood Improved was far from done. Really? It looked very far. But then again, so did Skyrim Improved, wihich turned out to be a good, if not somewhat letdown-ish. But I was working on translating Valenwood Improved, but if its far from done, what good is there working on it as of now?
User avatar
Wayland Neace
 
Posts: 3430
Joined: Sat Aug 11, 2007 9:01 am

Post » Tue May 03, 2011 9:25 pm

:) Once this is past Beta, and has fewer bugs, I'll probably vote it for file of the month.


thank you! :)


Somone earlier said that Valenwood Improved was far from done. Really? It looked very far. But then again, so did Skyrim Improved, wihich turned out to be a good, if not somewhat letdown-ish. But I was working on translating Valenwood Improved, but if its far from done, what good is there working on it as of now?


far from done does not necessarily mean unplayable. i like it really much, especially the nice harbors and i had the plan to support it with my ships with a route and stops at their harbors. but unfortunately it is not compatible with anequina. AND: it's not even compatible with total tamriel although it's based on it. VI in fact cuts huge tears into the landscape so tamriel is not 'total' anymore at all. i talked to the developpers in their forums but they don't care about compatibility until it's final and don't even want to check the issues with total tamriel i showed them.
but for a passable southern sea lane you will need total tamriel OR onra's heightmap and valenwood improved is incompatible with both. so from the perspective of my ships mod i can't recommend it and i will use onra's for the 'auto-travel' route from anvil to leyawiin (for now).
User avatar
SiLa
 
Posts: 3447
Joined: Tue Jun 13, 2006 7:52 am

Post » Tue May 03, 2011 5:14 pm

but for a passable southern sea lane you will need total tamriel OR onra's heightmap and valenwood improved is incompatible with both. so from the perspective of my ships mod i can't recommend it and i will use onra's for the 'auto-travel' route from anvil to leyawiin (for now).

You're making an auto travel route? Sounds interesting..
User avatar
Astargoth Rockin' Design
 
Posts: 3450
Joined: Mon Apr 02, 2007 2:51 pm

Post » Tue May 03, 2011 10:17 pm

You're making an auto travel route? Sounds interesting..


yes. you will be able to add custom routes too. but i don't know if i better use visible 'buoys' or just spells to mark the route... the buoys would be added to the savegame and therefore have a limited count but visible on the worldmap and you could pick it up and drop somewhere else to simply change the route... ok, now that i write this down it's pretty clear which one is better... ;)
User avatar
Céline Rémy
 
Posts: 3443
Joined: Sat Apr 07, 2007 12:45 am

Post » Tue May 03, 2011 8:56 am

is someone interested in the interior for the 'Adroit Jeannette'? (i.e. is someone interested in MAKING it?)

i tried to build the interior for the 'Stoertebeker' but i really really don't like the base interior meshes for that ship. so i will trade this ship with a viking ship, possibly... unless someone else would make the interior for this ship.
User avatar
Albert Wesker
 
Posts: 3499
Joined: Fri May 11, 2007 11:17 pm

Post » Wed May 04, 2011 12:33 am

This is awesome. No bugs so far, so fun to sail
User avatar
Jason Rice
 
Posts: 3445
Joined: Thu Aug 16, 2007 3:42 pm

Post » Wed May 04, 2011 12:57 am

thank you! :)
User avatar
john palmer
 
Posts: 3410
Joined: Fri Jun 22, 2007 8:07 pm

Post » Wed May 04, 2011 12:07 am

I've installed this mod together with Onra's Valenwood and Blackmarsh heightsmaps. I also have Iliana's Elseweyr Mod.

I sailed from Anvil to Leyawiin with no problems at all. I even summoned a companion (Viconia deVir) while sailing and she appeared and behaved herself impeccably while on board. ( I used the smallest sailing boat). I played it safe before summoning her and brought the boat to a standstill though. I'm now going off to explore the Blackmarsh Inlets by boat.

A few observations-

The controls are very intuitive, although I kept trying to steer the boat like a horse, with WASD keys. My problem to sort out.

For some reason my companion kept looking down at the deck while we were sailing. Is there an invisible NPC down there? (I know there was one in one of the earlier sailing mods).

I really like how you've gone the extra mile with this mod, even though it's still in beta. Little touches like the boatyard owner's house, the ringing bell, the furling and unfurling sails.

Is there a collision problem with the stairs up to the high rear decks of the larger ships? I kept falling through those stairs.

Finally, sailing along the Valenwood coast at sunset was awesome, the setting sun to starboard and a mysterious new land to port (or possibly the other way round :wacko: ).
User avatar
Sheila Reyes
 
Posts: 3386
Joined: Thu Dec 28, 2006 7:40 am

PreviousNext

Return to IV - Oblivion