Potential issue when installing this mod and immersive travel through mod organiser. Morrowind throws an error on launch that immersive vehicles can't detect rfuzzo.immersive travel despite the mod being enabled through MO. This is fixed by copying immersive travel's mwse folder directly into the data files.
Idea- make it where you can pay a ship travel person to bring your last used boat to you. I went inland for a while and never did find where I parked lol.
Absolutely magnificent mod that will be essential especially when PTR expands into Abacean/Padomaic. And to be fair, Sails and Sales did a similar thing, was already good, but I prefer pure gameplay enhancement a la Ashfall that seamlessly adds new mechanic without quests etc. - like it was always a part of Morrowind.
Few bugs I noticed so far: - Assets are not included in this mod, they are in your Immersive Travel mod which is not listed as a requirement (and it would be nice if they were separate) - Turning might be more smooth? - Lantern "shadow" sometimes stays behind after entering and moving gondola - Ashfall interop - lack of model/description in Crafting menu
Ideas: - Whitelist/blacklist boat vendors in MWSE Config. - Adjust max speed in MWSE Config. For now I feel max speed is too fast (although convenient)? - Ability to turn off AI aggression during boat travel - sometimes super annoying with Cliffracers chasing player. - Don't know, maybe animations from Sails and Sales if that's possible? - Soulgem needed to craft shroom boat
In my case, the mod cannot find the assets (meshes) for the boats, so I am only getting the default Yellow Exclamation Mark of Doom. I even combined the mod with the Immersive Travel and this didn't help any.
Referenced mesh name is ex_*shipname*_rot under meshes/x which is not part of TR_Data. I had the same issues with it until I checked out your Immersive Travel had these in the package. Also VA_sitting anim which is shared with Ashfall is not in the same location as AF one
The plugin is named the same as your Immersive Travel mod, does this one include that one or are they completely separate? If so the esp should have a different name. Also perhaps the common lua could be put into a separate mod, that way there wouldn't be any conflicts between the two versions
I can understand the common lib, but having two mods that do different things use the same .esp, with the same name, sounds like a nuisance to keep updated, you'd have to update both mods whenever you do any edit of the plugin on the other side, not to mention all of the offset on modlists in savegames if the version isn't the same. It'd be best if either they were split up, or the whole mods got merged
33 comments
- add missing meshes
- requires Immersive Travel
Few bugs I noticed so far:
- Assets are not included in this mod, they are in your Immersive Travel mod which is not listed as a requirement (and it would be nice if they were separate)
- Turning might be more smooth?
- Lantern "shadow" sometimes stays behind after entering and moving gondola
- Ashfall interop - lack of model/description in Crafting menu
Ideas:
- Whitelist/blacklist boat vendors in MWSE Config.
- Adjust max speed in MWSE Config. For now I feel max speed is too fast (although convenient)?
- Ability to turn off AI aggression during boat travel - sometimes super annoying with Cliffracers chasing player.
- Don't know, maybe animations from Sails and Sales if that's possible?
- Soulgem needed to craft shroom boat
Also perhaps the common lua could be put into a separate mod, that way there wouldn't be any conflicts between the two versions
But Guars and Nixhounds etc, yeah I'm working on it.