[RELz] Side's Sailing Ships

Post » Tue May 03, 2011 9:17 am


Side's Sailing Ships

VERSION 0.7 beta


DESCRIPTION:

this plugin adds sailable ships to your game.
you can sail anywhere, take companions with you, wander around at the deck while sailing...
and you can do many productive things like reading a book or brewing some potions, looking at the map, etc... in other words: your ship will continue to move while these menus are open and time will pass!

the speed of your ship depends on the wind speed and the model. there are 7 different ship models from very small and agile to really big and representative. you can puchase it from Winried at his hideout, an ancient ayleid harbor south of anvil.
you control your ship with keys intuitively and user-friendly. to get further instruction by a book named 'Sailing a Ship' from Winried.


DOWNLOAD & SCREENSHOTS:

http://www.tesnexus.com/downloads/file.php?id=29688


REQUIREMENTS:
OBSE 18 (
http://obse.silverlock.org/)

BETA VERSION!!
this is a BETA version! some things may not work as you expected, so please save your game before you start sailing!
you may have to do a clean save for updates of this mod, so it is not wise to use the interiors of a ship as your main house yet, e.g. fill the containers with stuff. that's why the ship are that cheap!

FUTURE PLANS for the 1.0:
- the missing interiors for two ships...
- the keys to control the ship will be customizable via ini file.
- support for COBL and Antistar's BathingMod
- you will be able to hire a mate who can sail your ship for you to some known harbors.
- you can drop buoys to mark custom routes that your mate can sail along later.

CREDITS AND THANKS:
mr_siika
for the ship models
SickleYield for the bath tubs and Antistar for the BathingMod
css0101 for the Ancient Elven Furniture
Meo and Myrilath for the Ayleid Clutter
WildKarrde for the potbelly stove
phoenixamon for the UC Furniture
Xiamara for the Manor Bedroom Set

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sophie
 
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Post » Tue May 03, 2011 2:36 am

Daaimn this sounds interesting, downloading :P
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Ezekiel Macallister
 
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Post » Tue May 03, 2011 3:33 pm

Damn skippy that I'll take up this mod. I'll watch it for a little bit, wait, wonder, ponder, and then snatch like the greedy bastard I am and run like the devil's after me.

Liked you backpack mod, too, so I'm sure this'll be a keeper.
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Imy Davies
 
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Post » Tue May 03, 2011 3:51 am

Sounds interesting, downloading now ^_^
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carla
 
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Post » Tue May 03, 2011 2:56 pm

This is exciting. I'm so glad that another modder has decided to tackle sailing in this game. This concept I think is really going to compliment the game as more provinces open up.

Looking at it though I have a few comments and questions.

The first is questions - how does this happen? Do you hire someone? Is this free?
You say intuitive controls but how can you brew potions and pilot the ship?
Do you plot a course then just hang out while the ship takes you there?
Is this based off the Jason's Pilotable ship mod?

I've tried all the ship mods except Reneers, so I'm sure I will try this too.

Next is a comment - location is very unfortunate.
I know that real estate is at a premium and that perhaps this is just for the beta, but man that location has the upcoming river Strid UL, The upcoming Reclaiming Sancre Tor location, The current Guards of Cyrodiil have a tower on the small island. And in the 100s of mods I've tested out I've often seen many mods place locales there.

Then here is a section of a post I made in a thread about highways that other users may find helpful if using this to get around Cyrodiil: http://www.gamesas.com/bgsforums/index.php?showtopic=811936&view=findpost&p=15499194
Recently I tested out a bunch of sailing mods - now this is amazing.

The two best I've found are the basic http://www.tesnexus.com/downloads/file.php?id=3575 mod The http://www.tesnexus.com/downloads/file.php?id=4754 (well the basic mod is a house too, but free) And http://www.tesnexus.com/downloads/file.php?id=17150

I've read that http://www.tesnexus.com/downloads/file.php?id=16742
makes heavy use of the dreaded place at me command. So I never even tried it out. I'd like to know if anyone knows of the others linked to above also use that - anyone?

Then of course comes the problem of bridges and such being too low or unsuited to pass.

The basic fix to that is one of the variety of Shipping mods.
http://www.tesnexus.com/downloads/file.php?id=17200
Which has a http://www.tesnexus.com/downloads/file.php?id=17201 as well.
Then interestingly there is the http://www.tesnexus.com/downloads/file.php?id=23261, which places drawbridges near Layawin. Unfortunately New Roads and bridges adds a bridge just north of Layawin that makes the bridge incompatible.

For all the land editing and new road making - it is my hope that shipping lanes are also not forgotten. With some of the other provinces being fleshed out this could become a very integral part of the game play. It would really be neat to see the existing ships have the sailing script attached (and improved such that you'd need a crew of 3-4 to sail + ownership of the boats and all that). But of course if they all use the place at me command then this may be pointless.
I'll check this out over the next day or two and then check back in here.

thanks for this.
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Rozlyn Robinson
 
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Post » Tue May 03, 2011 4:28 am

First and foremost congratulations for your release side777! Great! This looks very promising and I always wanted to be able to sail away... I remember I have tried several sailing mods in the past but because of the difficulties implied with such effort, all of them had different kind of problems. Once again thank you for sharing your work! I will download and give it a try.

On a different note, I am concerned about the location also...several major mods and upcomming projects in the same area.

Cheers!

EDIT: Wow :o Such nice interiors! Kudos for you!
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Bad News Rogers
 
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Post » Tue May 03, 2011 3:13 am

1. The first is questions - how does this happen? Do you hire someone? Is this free?
2. You say intuitive controls but how can you brew potions and pilot the ship?
3. Do you plot a course then just hang out while the ship takes you there?
4. Is this based off the Jason's Pilotable ship mod?

5. I've tried all the ship mods except Reneers, so I'm sure I will try this too.

6. Next is a comment - location is very unfortunate.



thank you for sharing your thought! i numbered your question to make answering easier...

1. you have to buy a ship. i later versions you can hire someone who will sail for you.
2. you set sails, set a course... and the wind will do the work... ;)
3. yes.
4. no, not at all.

5. so did i... and i tried reneer's which was the best because you could wander around the deck while sailing, but it is really buggy. the ship always disappeared... and the placeatme... :(

6. thank you! i don't know that many mods, so... which location would you suggest?

7. i play with that drawbridges and i like it... :) there's still a compatibility issue with the BC bridge in leyawiin. as soon this gets fixed i will propose this mod in the readme...

just let me write this again in bold letters: this mod does NOT USE the placeatme command.
there's a really simple way to move around statics, furniture and containers without that well known problem with the collision not moving to the new location: just change the collision data of the nif to animated static!

:)
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stevie trent
 
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Post » Tue May 03, 2011 12:15 am

I am concerned about the location also...several major mods and upcomming projects in the same area.


which location would you suggest??
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Prisca Lacour
 
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Post » Tue May 03, 2011 9:37 am

Could you implement your mod to some of the ships at Bananasplit Better Cities mod ? :angel:

Some ships could have set locations, leave at a certain time and take on some passengers.
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Baby K(:
 
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Post » Tue May 03, 2011 3:44 am

which location would you suggest??

Don't get me wrong...your location is "perfect" and very well thinked, I really like the overall feeling...it is Anvil! Your models and interiors are beautiful and I will surely be a happy user of your mod. But, there are hundreds and hundreds of Oblivion gamers that use all the Unique Landscapes mods and there is a big mod comming along the same area and I heard that another entry of Beaches of Cyrodiil will be placed there too in your exact location! If you can kindly check the UL map of released and wip mods to check for an alternative location will be great. This is just a humble request. There is no need too. We will all enjoy your mod anyway.
Thank you!

http://bettercities.free.fr//UniqueLandscapes/Maps/UniqueLandscapesGridMapReleasedAndWIP.jpg

:foodndrink:
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Beast Attire
 
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Post » Tue May 03, 2011 1:17 pm

I downloaded it and it was very fun, great job side777 :foodndrink:

Side's Sailing Ships + QQuix Rock, rock, rock your boat = good idea ?

QQuix Conceptual - Rock, rock, rock your boat - http://www.gamesas.com/bgsforums/index.php?showtopic=979090
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JD FROM HELL
 
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Post » Tue May 03, 2011 10:42 am

I'm receiving a problem where after I activate the large Elven ship and reload a save, the ship disappears except for random meshes (sails, benches, etc...). Always happens and I must clean save the mod to get rid of it. Haven't tested any other ships yet and to be honest it might be on my end because of my OBSE (just upgraded to v0018), just thought you might want to know for bug fixing. I was also using the TCL command a bit as well, might be the cause. I love the sailing so far though and it is implemented really well.

Just wish the ships didn't disappear when I reload.

-RDST
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Mari martnez Martinez
 
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Post » Tue May 03, 2011 10:07 am

Location depends upon scope.

If the scope is to not address the shipping lanes as they are found in the shipping mods I posted above then it is going to have to be the areas of Anvil or Layawiin.
For Anvil there is not much on the western side of the lighthouse unless you use Anvil Bay expansion or BC (-49,-10). I'm sure patches could be managed there more easily. Also I can't recall much in cell -46,-13 either, but I could be wrong.
For Layawiin that is tougher (actually they both are), but themods to double check against are Fort Akatosh Redux for where they end up putting the elsweyr tower. I'd think the western side would be easier as the easter is awash with house mods and lighthouses. But then again each of those are not uses as universally as a UL is.

If there are a plans to address the shipping lanes (and I really hope Arthmoor or Section 31 address this in their mods) then I would suggest the southeastern side of the Imperial Isles and or scout around the Niben Bay area.

If the scripts and functioning of this mod are good my hope (dream) is that this could be expanded to include the vanilla ships as well and then get them manned. There really aren't that many.

best of luck - will test this out soon.
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Vickytoria Vasquez
 
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Post » Tue May 03, 2011 5:10 pm

Wrong threat - ignore this post
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Vivien
 
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Post » Tue May 03, 2011 12:36 pm

Could you implement your mod to some of the ships at Bananasplit Better Cities mod ? :angel:

Some ships could have set locations, leave at a certain time and take on some passengers.


yes. this would be possible. but keep in mind that moving ships are not visible from distant. this could lead to serious accidents... ;)


If you can kindly check the UL map of released and wip mods to check for an alternative location will be great.


ok. i'm outside of the river strid... :)

Side's Sailing Ships + QQuix Rock, rock, rock your boat = good idea ?


yes, very good idea! but... the trigonometry for moving 2-dimensional was easy. moving object relatively to a base object in a 3-dimensional space... may eat my CPU or my brain.

I'm receiving a problem where after I activate the large Elven ship and reload a save, the ship disappears except for random meshes (sails, benches, etc...).


i will try to reproduce this. did you try another ship in the meantime?

If the scripts and functioning of this mod are good my hope (dream) is that this could be expanded to include the vanilla ships as well and then get them manned. There really aren't that many.


this would be no problem. but as i said: they disappear in the distant. (like any other object...)

i will ask you before i choose the new location. ;)
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Natalie J Webster
 
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Post » Tue May 03, 2011 2:08 am

Easily the best sailing mod I've yet tried.
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Angela Woods
 
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Post » Tue May 03, 2011 4:33 pm

It seems that it happens with all boats, including the ones without interiors. However, I might have some insight. Any of the extra benches and chests on the boats move and tend to be in the same place as when the boat saved. The same happens for the models with sails out. Only the large elven ship tends to disappear leaving only the masts and sails.

Thanks,
RDST
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phillip crookes
 
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Post » Tue May 03, 2011 11:30 am

I can't take it - I have to test this. I'll try and report back tomorrow afternoon about my experiences.
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Stefanny Cardona
 
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Post » Tue May 03, 2011 5:46 pm

I've bought the pirate ship, but whenever I step onto the boat, my game crashes.
it's very strange.
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Lew.p
 
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Post » Tue May 03, 2011 7:44 am

Ok tested her out.

Things I liked:

The piloting controls (although I had to rearrange a few hotkeys). I like how it is like the character controls. Suggestion though to have an extra hotkey (like ctr or shift) that when pressed allows you to use the character controls for directions.
The ability to wonder around the ship.
That if you go overboard that you could get back on board. Although a more immersive way would be to have a rope or some such thing as an activatible item to get you there.
The new layouts for at least the ship I tried (the ladies name that starts with c - I think??)

Things I didn't like:

Well the location part, but not the end of the world.
The prices - hey 90 gold ones for a ship - nah I get it is for testing purposes.
The modern furniture.
Actually what I really didn't like is the running aground part. It just seems very immersion breaking to rely upon scrolls to get the ship out of a fix. Of course a crew and time spent (time passes by 4 hours say) would be preferable.

Things that were possibly broken:
When in 3rd person I was able to go below decks while the ship was in motion. when I did so I attempted to break the mod and waited for 3 hours while sailing at ground. I emerged with time past and the boat was right where it was when I went below.


More thoughts on boating.
I'm still very partial to a crew. Say you would need a crew of so many per size of ship. The smaller ones you may not need that though. With maybe an option where companions could be used as well. Perhaps have the crew hold stations around the ship while sailing. the player as pilot yes/no option so the player would either be stationed at the helm or not, but still in control.

Weigh anchor?

Options for fast travel?

.. even though I will be following up on this one (me likey) I will probably not have it installed on main character - yet.

Really though for this to be as great as it can be shipping lanes to the interior area of cyrodiil and a more complete heightmap (Onra) are needed to make this really applicable.
Great preparations for total Tamriel (well the idea of it if not that team).

thanks for working on this.
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Maya Maya
 
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Post » Tue May 03, 2011 12:06 pm

I've bought the pirate ship, but whenever I step onto the boat, my game crashes.
it's very strange.


which OBSE version?

1. The prices - hey 90 gold ones for a ship - nah I get it is for testing purposes.
2. The modern furniture.
3. Actually what I really didn't like is the running aground part. It just seems very immersion breaking to rely upon scrolls to get the ship out of a fix. Of course a crew and time spent (time passes by 4 hours say) would be preferable.
4. When in 3rd person I was able to go below decks while the ship was in motion. when I did so I attempted to break the mod and waited for 3 hours while sailing at ground. I emerged with time past and the boat was right where it was when I went below.
5. Say you would need a crew of so many per size of ship.
6. Weigh anchor?
7. Options for fast travel?


1. multiply by 1000 to get the final release prices...
2. which one specifically?
3. as long the collision detection may get you false positives this would be pretty annoying... but we still talk about a world where teleportation magic is possible? ;)
4. this is interesting! i never tried this... in future releases you will be able to go below while auto-travelling...
5. in real world yes. in the game world no. this is no sailing simulation and i think this is not necesary...
6. with a 3d model or just as an option that does nothing visible?
7. no. sorry. imo THIS is immersion breaking. in future version you will be able to hire someone and sleep while he sails to the destination harbor. i think this comes close enough?
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jesse villaneda
 
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Post » Tue May 03, 2011 3:20 am

Well I did get a false run aground - first and only time. Off the coast of anvil and no there was no rock or anything underneath.

In using Jason's ship or Bella Morta I never got one (but then again didn't use extensively).

Yeah well having a pilot that can fast travel - is kind of like a crew. That is what I was getting at. So you will have it that you have to have a (ah hem) crew of at least one in order to fast travel?

The sofas and and chairs - too modern for my tastes.

I see your point about weigh anchor - just stopping the ship is the same thing.

So next version will have ship to ship combat with guns, invading pirates ... and every thing??? :dancing:
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Kelly Upshall
 
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Post » Tue May 03, 2011 12:05 pm

I was wondering if it possible to add waves/ ripples longside the ships when they move ( like when the player moves in the water ) ?

When I walk under the roof on "nalis" (the boat far left), I imidietly get teleported on top of the roof.
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Philip Lyon
 
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Post » Tue May 03, 2011 10:48 am

Well I did get a false run aground...

So next version will have ship to ship combat with guns, invading pirates ... and every thing??? :dancing:


did you start sailing or did it happen while sailing? big fishs may trigger the collision too... :(

pirates... you won't see them coming due to game engine limitations... not much fun...

I was wondering if it possible to add waves/ ripples longside the ships when they move ( like when the player moves in the water ) ?

When I walk under the roof on "nalis" (the boat far left), I imidietly get teleported on top of the roof.


i don't know how to achieve this. does every creature produce that ripples? i think so. but the dummy rats of the collision detectiont don't...

yes, this is a bug with the ship collision. don't know how to solve it yet... it is not a real teleport but a big 'stair'.
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Kristian Perez
 
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Post » Tue May 03, 2011 1:26 pm

The only thing I didn't LOVE about this mod was that I crashed a LOT and it killed my framerate at times (by killed my framerate I mean I dropped from 65 FPS to about 40 FPS, though sometimes I dropped as low as 14... Even with just a minor drop though, it causes a stutter). I imagine this might be OBSE (I'm running the newest beta they have out), but I didn't lose framerate the last time I was using OBSE for mods.

I'm going to disable all my other mods and try this again, just to be certain. I was getting minor stuttering without this mod, but huge stutters and crashes with. I'll see if it's the mod or just a conflict :)

I absolutely love just about everything else though. The interiors are PERFECT and I can't help but stop my ship mid-sea just to hang out below deck XD The collision detection is pretty decent, though the first time I took my ship out I got stuck before I made it out of the mouth of the river and couldn't go forward or backwards. I ended up stealing the Message In A Bottle scrolls from the merchant's house. I even docked up at the Anvil harbor and didn't get stuck! The controls are intuitive and the movement is fluid. Granted it doesn't handle like a ship would, but you can only do so much given the game engine.

This is one I'll definitely upgrade as soon as I can. I hope the stutter is on the OBSE side and not your mod, but even if it is your mod... It's worth the occasional crash lol
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nath
 
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