Oblivion

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chambcra

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chambcra

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31 comments

  1. EitherHatedOrIgnored
    EitherHatedOrIgnored
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    Have you thought about adding roaming airships throughout the map à la Passenger Ships of Cyrodiil? Would make for some really cool scenery, especially around the Imperial City
    1. chambcra
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      That's a good idea, that would look cool. It had briefly crossed my mind but I haven't spent any time thinking about how it could be done until now and I think it might be difficult because of the way Oblivion is always loading and unloading objects. Maybe to just circle in an area no more than 5 grids away from the original location might work but wouldn't be so cool.

      Are you talking about just strictly scenery or when you say Passenger Ships of Cyrodiil, something that the player and NPC's interact with?
      Thanks
    2. EitherHatedOrIgnored
      EitherHatedOrIgnored
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      Not interactable in the same way as Passengers (where you can get on board of them and take part of the trip) just some random airships floating around a predefined route with a couple of NPCs inside them. Just to create the idea that you're not the only person around with one of them and that air transportation is a regular thing in Tamriel after all (the Empire did have them back in the Second Era at least).
      Daggefall Unity has an airship mod too which also adds this air traffic feature (I know it's a completely different beast, just giving an example).
    3. chambcra
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      Okay, that's what I thought you meant. It might be possible. I had an idea, since IC is circular, a guard in a ship could circle the IC as sort of an air patrol. That would look okay and a script for it would be pretty straightforward I think. I could try that first and then see about going cross country.
      Can you tell me more about the Empire having airships in the 2nd era or a link I could check out?
      This is the first I've heard of Daggerfall Unity. The airship mod is incredible. I'd like to look into how it works but learning about how dfmods work would be a major project. Are you familiar with the modding of Daggerfall / Unity?
    4. EitherHatedOrIgnored
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      I don't have any experience in DF Unity modding, sorry, but I'd imagine it would be very different from modding a Bethesda Gamebryo game and scripting with Papyrus — as the name implies, it runs on the Unity engine.
      As for the lore surrounding airships, you can check out this article:
      https://en.uesp.net/wiki/Lore:Air_Transportation
      Man-made air transportation used to more common in the early days of Tamriel during the Merethic Era towards the end of the First. In TES: Redguard the Empire is in possession of an airship of Dwemer design that gets destroyed at the end of the game. Some airships were still around in the Third Era as you can find a recently built, crashed airship in the Bloodmoon expansion (which would later show up in the Dragonborn DLC too). Sload airships were also supposed to be featured in Morrowind based on the concept art.
    5. chambcra
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      Okay, great. I had no idea there was all this lore about airships out there. It was this mod that gave me the idea for a simple airship: https://www.nexusmods.com/oblivion/mods/32677?tab=description. It's a cool mod and chapter 1 too.
      I will have to do some reading and your link is a good start.
      I have the flight controls working for this masterpiece made by Mr_Siika: http://chambcra.freeshell.org/Skyship.jpg
      I still have one issue with saving your game while inside the ship. As soon as I get this worked out I'll look into your idea with the air traffic. Hopefully it can be done fairly light weight.
      Thanks
  2. kallekukhuve
    kallekukhuve
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    Have you tried doing it with a havocked object? Is there a way to make a havocked object not fall? Because it would be cool to have boats that actually float
    1. chambcra
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      I don't know anything about Havoc and I was about to say no until I stumbled onto this link on how to remove havoc: https://wiki.nexusmods.com/index.php/Removing_havoc_on_an_object. According to that I added havoc. In the nif there is a bhkCollisionObject and under that a bhkRigidBody. In that section I changed MO_SYS_FIXED to MO_SYS_KEYFRAMED and OL_STATIC to OL_ANIM_STATIC. Maybe it is havocked but I don't know really. I'd be interested if you can shed some light on it.

      I don't know what you mean by "cool to have boats that actually float?" Can you elaborate?

      I've tried making the model a creature object instead of an activator object but that's a little tricky and I don't know how to do it. My hope is that it would eliminate the disappearing problem. From my trying and reading I think a creature mesh has to have two fundamental parts, a skeleton or set of armatures and the visible pieces like arms, legs, heads, etc. Somehow these visible pieces are linked to the armatures. That is what I can't figure out. This ship has 9 NiTriStrips so I think it needs a skeleton with 9 armatures that somehow link to those NiTriStrips. It would be just sort of a dummy filler because you wouldn't really need any animations. You would just need whatever Oblivion requires to not crash.

      I'm wondering if what you mean by havocked is to have animations that are part of the nif. I believe that's how the Akatosh Mount flies. It has an invisible ground plane underneath it all the time so when it is flying Oblivion thinks it's on the ground and just doing it's flapping animation.

      Thanks
  3. dragonrykr
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    flying potatoe
    1. chambcra
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      It hadn't occurred to me but your right:) Maybe if a mushroom can be made into a house why not a giant potato skin for a airbag.
  4. KenEpee
    KenEpee
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    If my memory serves me correctly, i read somewhere once that among the inventions of the Dwemer the people of Cyrodill at this era ever stumble upon is the airship. Maybe we can investigate into it more. Then we might be able to incorporate it into this mod : )
    1. chambcra
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      Sounds good. If you can track it down post it here. Maybe you would like to be the founder of the Airship Historical Society. I've done some looking and didn't find much. There is an Airship quest in Morrowind. There is this mod Dwemer Technology PartII Dwemer Skyship at Oblivion Nexus - mods and community but the controls never worked as far as I can tell. I've tried to no avail. I'm in the thinking stage of the possibility of maybe with a little simplification the controls could be made to work.
      Thanks
  5. exgokhan
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    I tried out your mod in my short video: https://www.youtube.com/watch?v=nus0hSAiUE8

    It was quite fun :D
    1. chambcra
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      Thanks a lot for the great video. That was funnier than hell. Your Khajiit is the perfect character for that kind of mischief. I wouldn't have thought of it to have a little fun with the guards. That would be a good idea for a mod that does nothing but add some dialogue and let you make fools of the guards. Now I know what the battle music sounds like too.

      Your video would be good in the user video section.
  6. Scaringella
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    I'm truly sorry, please, apologize me for having reported a bug that is just on my end: the distant land doesn't disappear, but I have a mod (Purge Cell Buffers Plus) which was culling everything beyond a certain distance when entering in combat. I thought this feature was disabled because the .ini of that mod is a bit complex: sometimes "0" means "enabled" and sometimes it means the contrary...

    The combat problem is perfectly solved by the new .ESP you made available! I enjoyed a ride with the airship and Vilja near Bravil, it was something I never experienced in Oblivion, how nice, really! Thank you again for this special mod.

    If I'll ever find something else (and this time I'll make sure it will not be my fault) I'll post here.
    1. chambcra
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      That's no problem. Don't sweat that at all. It's a good confirmation for me that the distant land is working. I was trying to help someone who had no distant land in Nehrimblivion and I don't think it was solved. I don't know how it works. You are helping me more than you know. Thanks for testing the new esp and don't hesitate to post anything if it's maybe a bug or a suggestion for an improvement. Other people no doubt have many more ideas than I.

      I used a purge cell buffers mod by Quarn version 1.0.0 during Morroblivion and it worked good for me. The file name was Purge Cell Buffers-9139.
    2. chambcra
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      After thinking about it I think you were absolutely correct. It was the ship albeit indirectly that was the root cause of the distant land disappearing because of the false combat alarm which caused your Purge Cell Buffers Plus to kick in. Also, it was very lucky you had Vilja and mentioned her behavior because that was a clue I could understand better and see maybe what was happening. If I had only had the music glitch to go by I might still be scratching my head.
  7. coolo316
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    Very nice!
  8. chambcra
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    I have an idea on the combat problem. I don't know why it doesn't happen for me but you can replace the esp with this one and see if the combat goes away. Better start with a clean save before the ship was installed.
    Get it here: http://chambcra.freeshell.org/Airship_esp_only.7z
    1. lanfeng
      lanfeng
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      The combat problem is solved too.Thank you for your amazing airship!
    2. Khabaleth
      Khabaleth
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      Thank you so much Chambcra.
    3. chambcra
      chambcra
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      That's good news. Thanks so much for doing the testing and reporting back pronto. The short version of why I wasn't having this problem is I think just because my character is such a high level. I had tested the ship with my character with save game number 1 just after emerging from the sewer but without the music and without Vilja I had no way to know I was under attack - sort of anyway. I will come back with a complete description for future reference. Now I will upload and a new version with the fix.
      Thanks
  9. lanfeng
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    I will give a try.
  10. chambcra
    chambcra
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    For the distant land problem I took two pictures from Cloud Ruler Temple with and without ship. I can't see the difference so maybe my distant land is not working. Maybe never has worked. For a comparison does your view from this spot look improved with distant land.