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

Post » Wed Mar 30, 2011 12:47 am

Side's Sailing Ships

VERSION 0.9 beta

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


REQUIREMENTS:
OBSE v0018 (http://obse.silverlock.org/)

DESCRIPTION:
this plugin adds sailable ships to your game. you can sail anywhere, take companions with you, wander around at the deck while sailing...
while sailing 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 8 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. (business hours from 9am to 5pm)
you control your ship with keys intuitively and user-friendly. to get further instruction buy a book named 'Sailing a Ship' from Winried.
in some taverns you can hire mates that are able to navigate the ship to a known harbor. (waterfront: bloated float, anvil: flowing bowl, leyawiin: five claws lodge, bravil: lonely suitor lodge)
once you show them to which ship they belong (by simply going there with the mate following) the mates stay on board until you tell them to follow again. you can pay them for several weeks. if you don't pay in time they travel back to the tavern.

recommended mods:
under the sign of the dragon (http://www.tesnexus.com/downloads/file.php?id=27235)
this will add more land... and for my ship much more important: MORE WATER to the game!

BETA VERSION!!
this is a BETA version! some things may not work as you expected, so please save your game before you start sailing!
always save before you enter or leave a cabin, the game may crash (if you have companions with you)! the script on the doors are workarounds, oblivion is not designed to move doors around...
this mod does NOT cause CTDs (except the one mentioned above), save game bloat or corruption.

CHANGES since last version:
- FIXED: you can bring companions with you to the interiors and back. ANY npc that is following you and is friendly to you will get teleported to the door 10 seconds after you entered the cabin. (the last version had several issues with the doors. some companions caused crashes, others traveled to the original ship location, winried's harbor, etc...)
- FIXED: a really serious bug! during battle NPCs kind of 'stuttered', made halt in a second interval when running.
- FIXED: some minor bugs i don't remember...
- you can hire mates that are able to navigate the ship to a known harbor.
- lights inside of the 'curious clara' are switchable by fire and frost.
- activating the ship works from any position now (not only from the water). if you are not on board you get teleported to the deck.
- ANY npc (enemies too!) get teleported with you to the deck if you activate the ship. it's much easier now to get companions on board.
- the cobl version supports water sources now.
- added a new plugin to support 'a bloody mess'.
- added some values to the ini file.

have fun! :)
User avatar
Shianne Donato
 
Posts: 3422
Joined: Sat Aug 11, 2007 5:55 am

Post » Wed Mar 30, 2011 10:52 am

aaaaaawesome! :)
User avatar
neil slattery
 
Posts: 3358
Joined: Wed May 16, 2007 4:57 am

Post » Wed Mar 30, 2011 1:30 am

What Gekko64 said. :D

But, wait, is this 0.8 or 0.9? uhhh....conflicting.....titles..... :bonk:
User avatar
Cash n Class
 
Posts: 3430
Joined: Wed Jun 28, 2006 10:01 am

Post » Wed Mar 30, 2011 3:27 am

is this 0.8 or 0.9?


version 0.9!

did not update the version in the readme..., sorry!
User avatar
Tracy Byworth
 
Posts: 3403
Joined: Sun Jul 02, 2006 10:09 pm

Post » Wed Mar 30, 2011 5:45 am

Hay!

side777 are you still working to finish this mod?
I would love to see the ability to lay markers for your ships to follow (I will be modeling some navigation markers, so I can make some special ones for your mod).
Also Now that I am out of school I will be getting started on that ship interior I owe you.

Also...

I will be releasing a mod soon that makes the waterway between the imperial city and the sea open to ships! (designed with this mod in mind)
I have modeled a nice looking swing bridge that can rotate to allow passage.

http://i721.photobucket.com/albums/ww216/SpeedyB64/SwingBridge.png

EDIT: If anyone has any requests for things I should add to the waterway clearing mod let me know! (PM me, don't want to clutter up side's thread)
User avatar
Amy Gibson
 
Posts: 3540
Joined: Wed Oct 04, 2006 2:11 pm

Post » Wed Mar 30, 2011 5:48 am

Great work Side777. Every your mod is a must-have.


I will be releasing a mod soon that makes the waterway between the imperial city and the sea open to ships! (designed with this mod in mind)
I have modeled a nice looking swing bridge that can rotate to allow passage.

http://i721.photobucket.com/albums/ww216/SpeedyB64/SwingBridge.png


Nice !
User avatar
Alycia Leann grace
 
Posts: 3539
Joined: Tue Jun 26, 2007 10:07 pm

Post » Wed Mar 30, 2011 9:21 am

I would love to see the ability to lay markers for your ships to follow (I will be modeling some navigation markers, so I can make some special ones for your mod).

I will be releasing a mod soon that makes the waterway between the imperial city and the sea open to ships! (designed with this mod in mind)
I have modeled a nice looking swing bridge that can rotate to allow passage.


the marker thing is easy. but i'm horrified by the menu scripting and such things. stupid and time consuming work.

and: i almost finished a new version of 'shipping in cyrodiil with drawbridges' which makes the waterway sailable. you could just add your nice bridge and save the time for e.g. the landscape tuning.
my version depends on BC. (the original shipping in cyrodill is not compatible to BC.)

:)
User avatar
Timara White
 
Posts: 3464
Joined: Mon Aug 27, 2007 7:39 am

Post » Wed Mar 30, 2011 1:46 pm

the marker thing is easy. but i'm horrified by the menu scripting and such things. stupid and time consuming work.

and: i almost finished a new version of 'shipping in cyrodiil with drawbridges' which makes the waterway sailable. you could just add your nice bridge and save the time for e.g. the landscape tuning.
my version depends on BC. (the original shipping in cyrodill is not compatible to BC.)

:)
Uhh no there is versions for BC too.
http://www.tesnexus.com/downloads/file.php?id=17200
http://www.tesnexus.com/downloads/file.php?id=17201
http://www.tesnexus.com/downloads/file.php?id=23261

The only thing about these shipping mods is that using them increases the amount of crashing in the waterfront and they are definitely NOT compatible with New Roads and Bridges.

So I'm curious what your version will have and if you have plans to address New Roads and Bridges?
User avatar
Oyuki Manson Lavey
 
Posts: 3438
Joined: Mon Aug 28, 2006 2:47 am

Post » Wed Mar 30, 2011 8:07 am

My mod is not using BC. (I don't use BC since there would be way too many conflicts with other mods)

My mod makes very little changes, all it does is swaps out the fort redman bridge with mine, carves a channel next to Leyawiin with one of my bridges across it, removes the oblivion bridge near the gate on the island and makes a few places deeper.

Anyway once I release the mod anyone is free to use my bridges.
User avatar
Janette Segura
 
Posts: 3512
Joined: Wed Aug 22, 2007 12:36 am

Post » Wed Mar 30, 2011 6:29 am

My mod is released! :celebration:

http://www.tesnexus.com/downloads/file.php?id=31913

Feel free to use the bridge meshes for whatever you like.
User avatar
Isabella X
 
Posts: 3373
Joined: Sat Dec 02, 2006 3:44 am

Post » Wed Mar 30, 2011 2:35 pm

This is exactly what the doctor ordered. Mesogea has tonnes, literally hundreds of miles of waterways, sea, ocean etc. What would I need to do to get some of the boats moving about Mesogea?

Could this be adapted to other ships? I am working on a couple of models, based on Greek/Roman galley types and trade cogs. Is it preferable to have a ship as a single mesh?
User avatar
Jhenna lee Lizama
 
Posts: 3344
Joined: Wed Jun 06, 2007 5:39 am

Post » Wed Mar 30, 2011 1:08 pm

Hopefully Side will write a little tutorial on how to add ships to his mod :hubbahubba:
I tried reverse engineering it with no luck. :brokencomputer:

It would be cool to make it a master so that people could easily make additional ships for there mods.
User avatar
Everardo Montano
 
Posts: 3373
Joined: Mon Dec 03, 2007 4:23 am

Post » Wed Mar 30, 2011 7:53 am

Uhh no there is versions for BC too.

So I'm curious what your version will have and if you have plans to address New Roads and Bridges?


no, sorry. you obviously never tested these versions with BC. none of these versions managed to remove the leyawiin bridge, there were huge landscape gaps, etc... besides this it uses the whole anvil light house mesh (!) as traffic lights, which i think is not really optimal.

i could address roads and bridges. my current version is almost compatible. of course the big ships will clip with the bridges and there is a new small bridge near leaywiin that could be replaced with SpeedyB's bridge.


Feel free to use the bridge meshes for whatever you like.


i will... thank you for sharing this! :)

What would I need to do to get some of the boats moving about Mesogea?

Could this be adapted to other ships? I am working on a couple of models, based on Greek/Roman galley types and trade cogs. Is it preferable to have a ship as a single mesh?


what do you mean with mesogea?

the current script needs the ship as one mesh except for the sails. the parts of the meshes that change when setting sail must be an extra mesh, both. every ship and all objects on the ship that have to move need special collision settings, which is no problem if you know how to change values with nifskope. but very important: you must not have a collision above the player (e.g. a roof), because the player would 'jump' above it while trying to get beneath it. i had to delete the collision of the pavillion of the middle elven ship. but you still can experience this if you step close to the ropes net at the curious clara...

about adaption read below...

Hopefully Side will write a little tutorial on how to add ships to his mod :hubbahubba:
I tried reverse engineering it with no luck. :brokencomputer:

It would be cool to make it a master so that people could easily make additional ships for there mods.


yes, i'm currently planning this. i will have to make some major changes. every ship needs some special values for things like speed, etc. these will be stored as actor value on the ship dummy rat. besides this there is a bunch of further dummy rats and markers that need to get assigned to the ships (the collision rats, the map marker, etc.). this is currently done by the ship script, which makes it impossible to simply use this mod as a master and add the script to another ship. but i will find a solution for this. the next version will be able to act as a master so you just have to name the markers and dummy rats according to a given rule (like 'name of the ship' + 'xmarker', etc.)

a next big step would be to make the ship moveable to another worldspace. this is no problem as long as the new worldspace has a water height of 0, which is the tamriel water height. if this value differs i have to manage the z position of every object and actor on the ship while moving, which i don't need atm... so everyone could help me here and report the water height of favourite worldspaces to find out if this is necesary at all.

:)
User avatar
Nicholas C
 
Posts: 3489
Joined: Tue Aug 07, 2007 8:20 am

Post » Wed Mar 30, 2011 12:53 pm

That sounds excellent!

I will certainly make a plugin to make ships in the Vvardenfell recreated mod sailable.
(the Vvardenfell water height is 0 so its all good)
User avatar
Iain Lamb
 
Posts: 3453
Joined: Sat May 19, 2007 4:47 am

Post » Wed Mar 30, 2011 12:32 am

I have a couple bug reports.

When you activate the stoertebeker to get back on deck you appear stuck about half way through the floor.
The stairs on the stoertebeker still have bugs (might be caused by the collision being a packed strips shape, regular strips shapes work better for animated collision)

I'm still having some issues with the ship vanishing, it tends to happen when you quick travel around and then return or when you are inside/on deck with the menu open(I was reading a book) for a while and the ship position is updated and you get teleported back to it.

In other news:
The Jeanette interior is under construction, should be ready to add in a couple days.
User avatar
Noely Ulloa
 
Posts: 3596
Joined: Tue Jul 04, 2006 1:33 am

Post » Wed Mar 30, 2011 1:34 am

When you activate the stoertebeker to get back on deck you appear stuck about half way through the floor.


can you reproduce this? did you sail the ship before? there is an issue with the map marker not updating until you sailed the first time. the activate teleports to the mapmarker.

and most important: did you clean save??

The stairs on the stoertebeker still have bugs (might be caused by the collision being a packed strips shape, regular strips shapes work better for animated collision)


ok, you obiously have the knowledge to fix this as opposed to me... ;)

and please read the readme again with every update! quick travel to the ship does NOT work at all. i know that and i won't fix it...

thank you for the new interior! :)
User avatar
jenny goodwin
 
Posts: 3461
Joined: Wed Sep 13, 2006 4:57 am

Post » Wed Mar 30, 2011 5:03 am

If I produced a couple of meshes: one for each boat, then one for each sail set (would this include masts and ropes?) Is there a way this could be utilised in a non Oblivion world mod, with no references to any article or place in the Oblivion world?

What I mean is, could I produce a couple of ships and is there a stripped down version of the mod that simply allows ships to be placed and set where the mod maker wants them to be with nothing in the Oblivion/Cyrodiil etc worlds?
User avatar
Nathan Maughan
 
Posts: 3405
Joined: Sun Jun 10, 2007 11:24 pm

Post » Wed Mar 30, 2011 8:21 am

can you reproduce this? did you sail the ship before? there is an issue with the map marker not updating until you sailed the first time. the activate teleports to the mapmarker.

and most important: did you clean save??


It happens every time I get on the boat from the water (since it uses the map marker I would assume it would happen if I quick traveled as well)
I encountered this with a new character that I created after I updated the mod.
I did a clean save just to make sure and it still happened.
User avatar
Janine Rose
 
Posts: 3428
Joined: Wed Feb 14, 2007 6:59 pm

Post » Wed Mar 30, 2011 12:34 am

Instead of fast travelling to the boat, how about a recall spell to the cabin? Similarly, having a spell or object in the ship to allow it to fast travel with you in it would be nice. Something like you go to bed and the ship moves to the other spot, that would prevent the player from leaving while the ship is "moving"
User avatar
bimsy
 
Posts: 3541
Joined: Wed Oct 11, 2006 3:04 pm

Post » Wed Mar 30, 2011 12:24 pm

What I mean is, could I produce a couple of ships and is there a stripped down version of the mod that simply allows ships to be placed and set where the mod maker wants them to be with nothing in the Oblivion/Cyrodiil etc worlds?


i really don't understand what you are talking about. but... did you read my last answer to you?

It happens every time I get on the boat from the water (since it uses the map marker I would assume it would happen if I quick traveled as well)


again: fast travel to the ship is not possible!! the ship WILL disappear if you were more than 1 cell away from the ship.

did you manipulate something in the esp?

please describe exactly what happens when you activate the ship.

Instead of fast travelling to the boat, how about a recall spell to the cabin? Similarly, having a spell or object in the ship to allow it to fast travel with you in it would be nice. Something like you go to bed and the ship moves to the other spot, that would prevent the player from leaving while the ship is "moving"


sorry, no fast travel! this is a SAILING MOD, not a portable house.

and why should i prevent the player from leaving the cabin? it took me several months to make this possible... whithout weird bugs!
User avatar
Rhi Edwards
 
Posts: 3453
Joined: Fri Jul 28, 2006 1:42 am

Post » Tue Mar 29, 2011 11:36 pm

please describe exactly what happens when you activate the ship.


The esp is not altered at all.
I swim up beside the ship, activate it, then appear half way through the deck. (at about waist height)
I can get out by jumping.

sorry, no fast travel! this is a SAILING MOD, not a portable house.


I agree, once the mod is optimized so that its easy to add new ships than it should be no problem to give those worldspaces there own ships.

Also it would be very cool (and spectacular, and likely a lot of work) to have other, NPC "controlled"(not literally, the ship would have a preset course and schedule, using X markers or something) ships sailing around, then you could be an actual pirate!
User avatar
Darren
 
Posts: 3354
Joined: Wed Jun 06, 2007 2:33 pm

Post » Wed Mar 30, 2011 9:33 am

Man, I can't wait to try this! I'd already have DL'ed it but I have to make the jump to using OBSE for the first time. I guess I've avoided it (OBSE) just about long enough.

I like the direction you are taking with this(at least my perception): nice features, but fairly streamlined, not too many crazy world changes or additions. Keep those types of things separate for simplicity and compatibility-sake. What I mean is I would probably make the waterway clearing portion with bridges separate from the main mod (which it looks like you are already doing) that way people could use their own version for BC, OC, Bannasplit's OBC, etc. If you do end up basing it on BC, etc. I suppose I'll use whatever city mod(s) are compatible with this, since ship sailing is something I've really had an obsession with since the ship mod for MW.

Just a few suggestions for the water clearing portion... whomever they may concern (SpeedyB said he was working on a version too):
It would be really great to be able to sail from Anvil up the Panther River(if that's the right one), dock just south of Skingrad (the river there could be expanded, decent docks added), ride your horse to Imperial City and then take another sailing ship all the way down the Niben to Leyawin and beyond. I wish there were a few more sailable rivers too, like a couple of the eastern branches of the Niben, etc. After all, on the http://www.imperial-library.info/pge/cyrodiil.shtml page on Cyrodiil, it says the Nibeneans are a river-based society.

It would also be awesome to have some scripted ships that travel on a schedule between cities (that the player could even hitch a ride on if he couldn't afford to buy/charter his own ship). All in good time, though. For now, just to have a stable sailable ship with some clear waterways would be a great start! :clap:

Any recommendations of current waterway-clearing mods I could get to try this mod out with?
User avatar
Dalton Greynolds
 
Posts: 3476
Joined: Thu Oct 18, 2007 5:12 pm

Post » Wed Mar 30, 2011 2:39 pm

I will be expanding my mod to more rivers, the Skingrad idea is a good one, I'll add that in.
User avatar
K J S
 
Posts: 3326
Joined: Thu Apr 05, 2007 11:50 am

Post » Wed Mar 30, 2011 12:18 pm

I swim up beside the ship, activate it, then appear half way through the deck. (at about waist height)
I can get out by jumping.

Also it would be very cool (and spectacular, and likely a lot of work) to have other, NPC "controlled"(not literally, the ship would have a preset course and schedule, using X markers or something) ships sailing around, then you could be an actual pirate!


this sounds very weird. you could add a 'print' command to the ship script, that prints out the z pos of the mapmarker. in the CS it's in the right position...

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...


I will be expanding my mod to more rivers, the Skingrad idea is a good one, I'll add that in.


this would be cool to have seperately. i heard, the UL team is working in the river strid area already...
User avatar
Brian LeHury
 
Posts: 3416
Joined: Tue May 22, 2007 6:54 am

Post » Wed Mar 30, 2011 8:13 am

I swim up beside the ship, activate it, then appear half way through the deck. (at about waist height)
I can get out by jumping.


ok. i have tested this in game now. it's working for me.

please try a clean save again! i use the mapmarker to teleport the player to the new position after moving the ship in menumode. if this is somehow messed up... but actually i reset the mapmarker after this...

now standing in the jeannette's cabin in game the room feels a bit to small for a dojo. but i will try it.
User avatar
Harry Hearing
 
Posts: 3366
Joined: Sun Jul 22, 2007 6:19 am

Next

Return to IV - Oblivion