Thanks for showing some love for OpenMW sea-related stuff. I've always dreamed of some sailing stuff! It's nice to see some life in the water, keep up the good work!
This mod is so much FUN to behold alongside abot's boats. They are compatible with a pretty healthy dose of chaos and humor, assuming you're ok with that (and this is one case where I am). The issue isn't compatibility per se, but that the northern waters are relatively limiting in terms of routes/spacing. If both followed a set schedule, they would run without collision, but both spawn and take divergent routes at different intervals and thus there's no real way to predict when they'll appear out of the mist and clip and/or consume one another on the open seas (routes around Dagon Fel seem to be especially vulnerable to this).
I suppose if you turned off the option in abot's Boats for ships to randomly spawn it would help mitigate the issue, but that's not something I'd ever consider. I'd rather live with the occasional heads-on demolition derby zaniness and toast this mod's creation.
Thank you for your feedback! Once I get around to making the next update, I will make an optional file without the Dagon Fel route since it's such a busy area.
It runs, but the boats don't rotate properly with the NPCs so it looks really weird. Couldn't figure out why, doesn't seem to be a reason for it to not work, just doesn't.
1st thing to check would be to have this Morrowind Code Patch option enabled: "brief": "Get/SetAngle enhancement", "description": "- GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Actor facing can now be accurately determined by GetAngle. The ability of GetStartingAngle to get the actor facing has not been affected.\n\n- Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine. This allows item placement mods that work with all objects, and with lower script overhead than existing methods. Using UVW axes allows this option to be backwards compatible with item placement mods. See the MCP readme for modding details." },
I was able to confirm that with Get/SetAngle enhancement checked (it's in the Mod specific category in MCP), the boats rotate as they should. I need to connect a few path grid points, but once I do (which should be soon), this mod should work in MWSE too.
Update: NPCs will randomly rush to the end of their states and I cannot figure out why. Unless someone can figure it out and provide a solition, I've given up on getting this mod to work in MWSE.
First off - this is an excellent approach to adding life to the water and shore areas. If you, Mr. Grumbling Vomit ever decide to add further embellishemnt - could you breathe new life (update/make work/adjust to be more compatible) Ships of the Imperial Navy? The mod has been patched for TOTSP but now runs afoul of BCOM's Vivec Docks. Changing positions of the ships would go a long away - incorporating the ship idea along with your other Repop projects. Having them sail around is not necessary but at anchor with crews is more than enough. -------------- Update: Been playing with RepopWater for a bit now - it's working well - the only "glitch" I noticed was in Seyda Neen - the place the Gondolier puts up to shore...is well, in the shore - half the boat was stuck under a rock and dirt. Maybe have the resting point on the less rocky and flat portion of the shore?
Ah, hadn't noticed that. I was just testing it then with a test character. Although in fact I've just started a new game today without using BCOM and the mod works fine.
Yeah - togglepathgrid in Seyda Neen is something I do routinely when testing a mod build because I have ran into the issue before when not have BCOM's pathgrid reset after certain mods. Basically the pathgrids get adjusted to run straight through the town well, things like that...but if you aren't using BCOM - likely you have vanilla grids and all is well.
Turns out this due to my not understanding OpenMW's NPC travel logic. NPCs choose the fastest path, not the most direct path. If they can move on land faster than water, they will priorize moving on land, even with the path grid going elsewhere. As of 1.1, NPCs will now prioritize water paths (so no more running aground).
This is a great idea. Would it be possible to have larger ships sailing in the distance someway offshore? Think that would also be great for immersion.
I did give the mod a quick go, however, and the rower from Seyda Neen moves to get to the mouth of the bay then takes a sharp right and runs aground not far from the lighthouse.
I've got a few ideas for ways to implement larger ships, just haven't tried yet. They'll dissapear if they are more than one cell away, though. In the meantime, you can try Boats along with Replacement Ships for Abot's Boats.
Sometimes they will run aground and I have no clue why. You might try moving this mod to the bottom of your load order and then rebuilding your Navigation Mesh Cache in the OpenMW 0.48 launcher in the Data Files section. Not sure if that will help, though. There is not currently a way to reset the NPCs (will implement later), but in the meantime, you can steal and/or destroy their boats if you desire.
I have now moved the mod to the bottom of the load order and he now clears the bay. Specifically it needs to come after BCOM's path grid_reset esp which I also have.
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It is an amazing addition to the game. Wonderful! Thank you!
I'm now off to track down the others and no, I could not oust them out of their boats - they're too much fun to watch!
What mod are you using to add more land mass to it?
I suppose if you turned off the option in abot's Boats for ships to randomly spawn it would help mitigate the issue, but that's not something I'd ever consider. I'd rather live with the occasional heads-on demolition derby zaniness and toast this mod's creation.
Edit: The optional file has been created.
Lets hope someone comes around and helps you make one.
"brief": "Get/SetAngle enhancement",
"description": "- GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Actor facing can now be accurately determined by GetAngle. The ability of GetStartingAngle to get the actor facing has not been affected.\n\n- Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine. This allows item placement mods that work with all objects, and with lower script overhead than existing methods. Using UVW axes allows this option to be backwards compatible with item placement mods. See the MCP readme for modding details."
},
Update: NPCs will randomly rush to the end of their states and I cannot figure out why. Unless someone can figure it out and provide a solition, I've given up on getting this mod to work in MWSE.
--------------
Update:
Been playing with RepopWater for a bit now - it's working well - the only "glitch" I noticed was in Seyda Neen - the place the Gondolier puts up to shore...is well, in the shore - half the boat was stuck under a rock and dirt. Maybe have the resting point on the less rocky and flat portion of the shore?
Fargoth gets trapped behind well, cats and dogs living together, etc.
I did give the mod a quick go, however, and the rower from Seyda Neen moves to get to the mouth of the bay then takes a sharp right and runs aground not far from the lighthouse.
In the meantime, you can try Boats along with Replacement Ships for Abot's Boats.
Sometimes they will run aground and I have no clue why. You might try moving this mod to the bottom of your load order and then rebuilding your Navigation Mesh Cache in the OpenMW 0.48 launcher in the Data Files section. Not sure if that will help, though. There is not currently a way to reset the NPCs (will implement later), but in the meantime, you can steal and/or destroy their boats if you desire.
Thanks