[RELz] Side's Sailing Ships (version 0.9)

Post » Tue Mar 29, 2011 11:49 pm

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...

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:
User avatar
Emily abigail Villarreal
 
Posts: 3433
Joined: Mon Aug 27, 2007 9:38 am

Post » Wed Mar 30, 2011 9:28 am

The Skingrad port version will be seperate, there will likely be four versions of my mod.
Basic (just like it is now)
Basic BC (a better cities version)
Total (with more rivers sailable and docks placed at important locations)
Total BC
User avatar
Mrs Pooh
 
Posts: 3340
Joined: Wed Oct 24, 2007 7:30 pm

Post » Wed Mar 30, 2011 1:15 am

The Skingrad port version will be seperate, there will likely be four versions of my mod.
Basic (just like it is now)
Basic BC (a better cities version)
Total (with more rivers sailable and docks placed at important locations)
Total BC


you forget unique landscapes! MANY people use this, i think. (including me)

another point: some people just use some of the BC or UL mods in any weird combination. not to talk about OC or OBC or even roads and bridges yet.

at this point it may be much easier to ask all the developers of UL, BC, OC, OBC, roads and bridges, leyawiin re-something, etc... just to keep the waterways in mind? i mean, why do they totally ignore the fact, that the ships must somehow be able to sail to the waterfront? you could contact all the authors to find out who would cooperate... but this will be much organizing.

that's why i just made my version for my setup (which doesn't include BC bravil anymore, that huge seaport doesn't fit such a dirty city).

so if you really want to make BC versions you may want to have a look at my existing approach? i think i have solved the leaywiin bridge think pretty cool... :)
User avatar
Rob
 
Posts: 3448
Joined: Fri Jul 13, 2007 12:26 am

Post » Wed Mar 30, 2011 2:14 pm

version 0.93 is online!


the only thing added: the cabin of the adroit jeannette by SpeedyB.
you don't need to update if you don't use this ship.
User avatar
Nick Swan
 
Posts: 3511
Joined: Sat Dec 01, 2007 1:34 pm

Post » Wed Mar 30, 2011 12:28 pm

My game crashes every time I get a key when approaching my ship.....
User avatar
Benji
 
Posts: 3447
Joined: Tue May 15, 2007 11:58 pm

Post » Wed Mar 30, 2011 1:41 am

Ooh, new version! Where have I been for the last two months? Nice to see you can hire companions now, and so on. :D
And to SpeedyB, I wonder would you consider making a version for Open Cities: Leyawiin Reborn? Entirely your choice, obviously.
User avatar
mollypop
 
Posts: 3420
Joined: Fri Jan 05, 2007 1:47 am

Post » Wed Mar 30, 2011 12:37 pm

How is progress? Any new word on this?

Or on compatibility issues/fixes with UL or Open Cities?
Especially This:
And to SpeedyB, I wonder would you consider making a version for Open Cities: Leyawiin Reborn? Entirely your choice, obviously.


:poke:
User avatar
Annick Charron
 
Posts: 3367
Joined: Fri Dec 29, 2006 3:03 pm

Post » Wed Mar 30, 2011 12:59 am

I'll get to that, been busy lately.

Anyway me and Side are working on a little surprise :hubbahubba:
User avatar
chinadoll
 
Posts: 3401
Joined: Tue Aug 22, 2006 5:09 am

Post » Wed Mar 30, 2011 2:11 pm

I love surprises.
User avatar
Emmanuel Morales
 
Posts: 3433
Joined: Sat Oct 06, 2007 2:03 pm

Post » Wed Mar 30, 2011 7:57 am

I'll get to that, been busy lately.

Anyway me and Side are working on a little surprise :hubbahubba:

:celebration: to both of them. BTW, this mod is working flawlessly for me at the moment.
User avatar
Noraima Vega
 
Posts: 3467
Joined: Wed Jun 06, 2007 7:28 am

Post » Wed Mar 30, 2011 1:01 pm

BTW, this mod is working flawlessly for me at the moment.


yes. i should not touch it anymore... ;)
User avatar
james tait
 
Posts: 3385
Joined: Fri Jun 22, 2007 6:26 pm

Post » Wed Mar 30, 2011 1:47 am

:celebration: to both of them. BTW, this mod is working flawlessly for me at the moment.

Good news!

yes. i should not touch it anymore... ;)

As we say in the west (US), "If it ain't broke... don't fix it." ;)


I'll get to that, been busy lately.

Anyway me and Side are working on a little surprise :hubbahubba:

Hmm... now I'm dying to know what the surprise is! :liplick:
User avatar
Marion Geneste
 
Posts: 3566
Joined: Fri Mar 30, 2007 9:21 pm

Post » Wed Mar 30, 2011 4:58 am

I'd love to see a video of this mod working ...
User avatar
Charlie Ramsden
 
Posts: 3434
Joined: Fri Jun 15, 2007 7:53 pm

Post » Wed Mar 30, 2011 11:38 am

I'd love to see a video of this mod working ...

I don't think there's a video anywhere, but the ships function very well. :)
User avatar
OJY
 
Posts: 3462
Joined: Wed May 30, 2007 3:11 pm

Post » Wed Mar 30, 2011 2:30 am

I'd love to see a video of this mod working ...


yes, me too. but i can't capture any videos in oblivion.

on the other hand... it's just a ship moving along. nothing else...
User avatar
louise fortin
 
Posts: 3327
Joined: Wed Apr 04, 2007 4:51 am

Post » Tue Mar 29, 2011 11:59 pm

I've run into the ships disappearing when fast traveled to (among other things) with the Sailing mod I've been hacking away at for a while.

I have no idea why, but I found that Ship.MoveTo MapMarker then Ship.Enable brought them back. They shouldn't have gone anywhere or gotten disabled in the first place but that brought them back from whatever game engine hole they fell though.

The pattern seems to be that scripted ships that move around... vanish. Both our mods get around this partially by putting the movement scripting in quests- so we don't get random disappearances like Jason1's original ship. But I find that the more I mess with scripting the vessels themselves the more likely they are to vanish. Still haven't figured it out, yet, but I thought the MoveTo tip might help you out.
User avatar
Agnieszka Bak
 
Posts: 3540
Joined: Fri Jun 16, 2006 4:15 pm

Post » Wed Mar 30, 2011 1:28 am

They shouldn't have gone anywhere or gotten disabled in the first place but that brought them back from whatever game engine hole they fell though.


ok, this is definitely not a 'game engine hole'. this behaviour is intented by design. i will try to explain this in short...

1. in game all objects in the range of 5x5 cells around the player get loaded and unloaded again as the player moves along leaving the object outside of that area.
2. moveto changes the origin of the object. but can't be used to move the ship because it will HALT any other script for the whole frame and interferes with actor AI in some way (evaluates packages?).
3. setpos changes the visible location of the ship but NOT the origin. this means and this is important: the ship gets UNLOADED as soon as the player leaves the 5x5 area around the origin of the ship (which stays in position!).
4. a nice side effect of this behaviour: i 'moveto' the ship to the player and 'setpos' it back to it's current location. this way the ship stays loaded, i.e. visible when distant!
5. when fast traveling to the ship you find the ship invisible, of course. because it's origin was moved to the player's former position and now gets unloaded. that's it. pretty clear, no magic hole... ;)

the solution is pretty simple. i just have to move the ship's origin to it's actual position as soon as the map menu is open. i will implement this with the next version.

i hope this helps you to understand why the ships actually vanish.
btw, using a quest script doesn't workaround the fact that you should not use the moveto function every frame. and NEVER use it in combat to move actors (like a dummy rat) because it will stop any actor from combat and lets them 're-orientate' themself which effectively lets them halt for 1 second (like evp) every time you call moveto.
User avatar
Sarah Edmunds
 
Posts: 3461
Joined: Sat Jul 08, 2006 8:03 pm

Post » Wed Mar 30, 2011 12:42 pm

Ha! I should try to be helpful more often. :) That explains a lot of the odd behaviors I was running into.

Thanks for the explanation, side777.

Excellent job on the movement scripts, by the way. I like the alternate set of controls for the ship. And moving in menu mode? Genius!
User avatar
Julie Serebrekoff
 
Posts: 3359
Joined: Sun Dec 24, 2006 4:41 am

Post » Wed Mar 30, 2011 2:23 pm

Thanks for this amazing mod.. gives oblivion a whole new experience, specially together with Onra′s Tamriel Heighmaps!
User avatar
Veronica Martinez
 
Posts: 3498
Joined: Tue Jun 20, 2006 9:43 am

Post » Wed Mar 30, 2011 12:15 pm

Hi Side.
If you still have problems with randomly disappearing ships, check the bug utumno found and we discussed http://www.gamesas.com/index.php?/topic/1084262-add-a-persistent-reference-to-the-player-inventory/page__view__findpost__p__16248808.
User avatar
barbara belmonte
 
Posts: 3528
Joined: Fri Apr 06, 2007 6:12 pm

Post » Wed Mar 30, 2011 3:43 am

Is there a new update to this mod? I noticed there's a hotfix released in TESNexus just two days ago.
User avatar
Imy Davies
 
Posts: 3479
Joined: Fri Jul 14, 2006 6:42 pm

Post » Wed Mar 30, 2011 11:09 am

Just posting to say how great this mod is and to give it a little bump!
User avatar
alyssa ALYSSA
 
Posts: 3382
Joined: Mon Sep 25, 2006 8:36 pm

Previous

Return to IV - Oblivion