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  1. PsymonPrime
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    Hi ... is this thing supposed to pop up in LOD? I will post a few shots of it doing so in pics.
    I'm flumuxed to figure out how ... seems it must be that teslodgen is reading the save game file.
    1. chambcra
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      I don't think I added the feature intentionally. Side777 had some sort of fake lod that I was looking at to try and fix a bug I had with the ship disappearing when you go in a city but it didn't fix my bug and I didn't really care about the lod so I didn't add it but maybe some remnant was left, I doubt it though. You say from the IC it looks like the ship is still parked at Frostcrag when it is no longer there?

      "seems it must be that teslodgen is reading the save game file": Sounds like a good theory. Seems like it would have to be since the location in the Dwemer.esp is at the waterfront, unless it has something to do with Frostcrag. What happens if you park it somewhere else like in the middle of the bay, save game, and run tes4lodgen?

      Thanks for adding the cool pics. Looks good with some really good looking landscape LOD and I guess the IC lod.
    2. LenaWolfBravil
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      The airship should not be included in the LOD at all, I think. It is a movable object, and LOD is static, so for it to work correctly you would have to rerun your TESlodgen every time you move the airship... which is ridiculous of course. However, the meshes for the airship are a free modders' resource and have been around for a long time. I would theorise that the _far meshes have been included into some other mod that Psymon has in his load order when running TESlodgen. They have to be there somewhere otherwise you'll never have it in the LOD in the first place.

      These are just theories though. LOD does have a certain arcane element to it... using blood magic and stuff...  
    3. chambcra
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      I like that theory too. I didn't think of the _far meshes. One thing I did was remove the battle platforms which might be a clue if they can be seen in a lod shot. I'm pretty sure that ship is in Nehrim. One thing I can't tell for sure is the  location and orientation in the lod shot might be exactly the same as in the closeup shot which would mean save game data but it doesn't seem likely lodgen would bother with that just in case any static objects had been moved. Also, I didn't think the save game file structure was that well understood. Maybe there is a mod that has it parked there. That would be a good spot for it.
    4. PsymonPrime
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      I thought it was dependent on either Teslodgen or the save game file to read the location of the airship, but seemingly only the save game fie recording the location is all it takes.

      Once I found the airship in my LOD when testing out Open Imperial City I became intrigued. So I tested it by going back to frostcrag. moving the ship. Saving, then re-running teslodgen. Then reload the save from before I moved the ship, then return to the temple district and it is in the old place. If I load the save from where the ship is moved to then it is there instead, so it is based on save game file location, but it is not necessarily dependent upon teslodgen.

      So without teslodgen as part of the equation and just where I last saved the game is where the game seems to read the location for it. I try for maxiumum LOD data (except the smallest rocks), so it is possible that some other mod has added LOD data to it, but doesn't seem to the the case, as I look in data/meshes/sheogorad ... nothing _far related. So it is not teslodgen related.

      IDK what is causing this but I really want to know. Could be mod mechanic gold hidden behind this.

      Of note .... it is there when I first load into the temple district and even from the the southeastern area over the water from the waterfront of the IC. I will include a pic of that too. But if I move around and change cells a lot it goes away, but if I enter an interior then back out to exterior it is there again, only to disappear again when changing a lot of cells. I will be checking around other cities and locations to see where else it becomes visible if at all.

      And the more I test the more I'm sure it is related to open imperial city mod.
    5. chambcra
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      I think you have figured it out. That's some good testing. It sounds to me like the "mod mechanic gold hidden behind this" is the fix that Lena Wolf figured out for my disappearing ship when the player entered and exited a city. It has to do with the dummy rat and the script attached to it to resurrect the ship when you enter and exit a city. If you move around until it disappeares and then enter and exit Cheydinhal does that bring it back.  Maybe a quick save and quick load would do the same thing. Without the dummy rat the ship would disappear from under your feet while flying and passing through a few cells. The ship is a static which isn't supposed to move but creatures (dummy rat) can move all they want. The a1ccDwemmerRatScript has a begin onload block that runs when you exit a city and that disables and then re-enables the ship. I think that's what's doing it but you might have something else going on with your work to maximize LOD to get that distance. How far away can you see it and does my small airship do the same thing? What is your uGridsToLoad?
    6. PsymonPrime
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      Actually so far the only place it shows up is temple to waterfront district in open IC mod. Haven't seen it in Cheydinhal or Bruma for instance.
      I think it has to do with the IC being open for some reason.

      All the towns are open in my game, so no entering a city space anymore. Can only enter interiors and back out.

      ugridstoload is default. No what I mean is I have TWMP and all distantLOD object mods.

      All that you say makes sense except that I'm in the IC and the ship is at frostcrag.
    7. chambcra
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      I've wondered how the open cities work but don't know any thing about it. From what you say then it does sound like open IC is the reason but does it have to be Frostcrag? Can you see it at Cloud Ruler Temple?

      Do you want me to try it at Frostcrag and then look from inside IC or outside?
    8. PsymonPrime
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      You don't have to do anything. I'm just reporting here now because I started the quest here to find out why this is happening - and have more news! I'm not reporting problems, just an oddity. I'm fascinated by it .... no I can park it anywhere in the world and it is there. I used console commands mod to ~tfc2 out to chorrol, where I had it parked and it is there fully loaded. I will post a screen of it here .... delete later if you want. I have also made a few vids of for instance parking it over Bruma, traveling to the open IC temple district, see it over Bruma, then travel to frostcrag, summon the ship there, then travel back to temple district to see it now hovering over frostcrag. All without saving or exiting the game or needing to redo distantLOD.

      Why this is visible mainly from the open IC temple district I'm not sure. I can do more tests on a second install later. The way open city mods work is by moving all the content to the tamriel world space and rebuild it there, from what I understand. So I can test going to that location without Open IC see it works or not.

      If the reason it can be seen in LOD can be isolated I wonder if things like flying dragons or skyship objects could be made to be seen migrating overhead. I wonder if in this scenario if this ship/rat mechanic could cause the ship to fly and be seen flying in distant LOD. Like if it had a migratory course. Just mod ideas. Also wondering if it has any way to offer static placement of LOD objects too. IDK

      Also you can see I parked it over non city areas too in a few shows. Even as far away as kvatch, which normally I cannot see from the IC, but could see the ship.

      edit- tried this on a load order without Open IC and nothing. so it is that mod doing part of the work.
    9. Vorians
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      Cannot possibly be caused by Open Imperial City, all OIC does is move vanilla content to the Tamriel worldspace.

      For any object to be Visible When Distant, you require a _far NIF to exist in your Data folder, in the same folder as the high poly version. Dwemer Skyship doesn't include such a _far NIF, neither does OIC, so some other mod installed must contain this.

      TES4LODGen does not read save files. It reads the currently active ESM/P files, and it reads all BSAs and the Meshes folder to search for _far NIFs. If a _far NIF existed in the correct folder for the skyship, then TES4LODGen would place the LOD version in IC Waterfront, as that is where Dwemer Skyship initially places the ship. If there is no skyship LOD above the Waterfront when viewed from afar, then what you're seeing is not intended to make this mod's skyship visible when distant (unless: see possibility no. 2 below)

      I can think of three possible ways for the LOD version to appear someplace other than the Waterfront.

      • Firstly, whichever other mod installed which includes the _far NIF places an object above Frostcrag specifically for the purpose of displaying an LOD version of the skyship there (note that the _far NIF merely needs to have exactly the same name as another NIF in the same folder, with _far as a suffix - it doesn't matter what the other NIF contains, i.e. it doesn't actually need to be the skyship, it could be a rock or a tower, or even a dummy NIF which isn't visible in-game)
      • Secondly, the _far NIF could contain bad data, with coordinates placing it a ridiculously long way away from its placed object - in this case you could be seeing the LOD intended as the ship above the Waterfront, displaced all the way to Frostcrag. This can probably be tested by traveling to the Waterfront when the LOD is visible - if the LOD disappears once you're close to where the skyship was initially placed, then you're seeing displaced LOD, as it unloads once you're near enough to swap out the LOD for the high poly version

      • Thirdly, the contents of the DistantLOD folder could be messed up, and LOD generated for the Waterfront is being loaded in the wrong cell around Frostcrag by mistake.

    10. LenaWolfBravil
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      Thirdly, the contents of the DistantLOD folder could be messed up, and LOD generated for the Waterfront is being loaded in the wrong cell around Frostcrag by mistake.
      Good point, Vorians!
      Psymon, when you regenerate LOD, do you delete DistantLOD folder first? So as to make sure you've got no old bits hanging about? Otherwise you might have a mix of old and new LOD with all sorts of peculiar results.
    11. PsymonPrime
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      Just to clarify a few points. This has nothing to do with teslodgen, or _far meshes at all. There was an interfering mod that added a DoF mesh that made it difficult to click on the ship if parked over frostcrag or Chorrol. Just added a pic showing the ship over Chorrol while my character is in the OIC temple district. I can cast the ship summon spell and it disappears from Chorrol and appears over temple district. so the ship is fully loaded out there. Why it is only there when my character is over OIC temple district at cell 5,13. I look in edit and it is the only mod other than UOP that effects that cell in my load order. I try this exact set up on a load order without OIC and it doesn't happen. So part of it seems that this mod and the rat workaround is part of it, and my guess is the other mod in play is OIC.

      edit- and if you review the pics here you can see I posted a shot of that Chorrol ship floating over unloaded ORC Chorroll. I ~tfc all the way out there and could click on it. get formID. It is there!
    12. chambcra
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      Maybe it "Cannot possibly be caused by Open Imperial City" but if it comes and goes with the adding and removing of OIC then it seems there must be an indirect side effect. Also, "Why this is visible mainly from the open IC temple district" is a tough question for extra credit. I'm leaning toward Blood Magic or the universe has reversed and is now sucking back into it's original singularity. I'm thinking it's not LOD you're seeing. I think you've already proved it but you could try this for fun. When you are near the ship click on it in the console to get the RefId selected and then go to the temple district and in the console "tdt" and "sdt 0" and you should see the position numbers of the ship X Y Z. You can also "getpos z". Then add 1000 + z = new number and "setpos z 'new number' " and you should see it go up in real time. Maybe from that distance you could add 2000.

      Did you try the small ship for the same phenomenon?
    13. PsymonPrime
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      I already posted that image ... in pics can literally click on it from the IC when it is over chorrol and get formID. Even says dwemer skyship.
      Tell yeah what ... I don't have an easy place to post videos other than discord, if you are on discord you can see more clips and lots of pictures about it here
      Or I uploaded a few clips to mega here

      I have not tried the smaller ship yet. but I do have more than one install and it does not happen on the other install which has BC not OIC.
    14. LenaWolfBravil
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      If you can click on it and get a formID on the console, it is not LOD. It is the real thing. So the ship is following you like a puppy. Must be the rat moving somehow. I agree with Vorians that it cannot be a direct effect of OIC but it could be an indirect one - a mod conflict of some sort. You remove OIC and the conflict goes away. Something like that.
    15. chambcra
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      Gotcha. Didn't see that pic. To expand this into a general purpose feature sounds like an ambitious project (because it's restricted to the IC temple district) but a good idea for sure. I'm rooting for you. I'm out of ideas at the moment but let me know if there's anything I can do.

      I like your character. How do you get a character like that? Is that something you wouldn't want to meet in a dark alley?
    16. PsymonPrime
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      She is from bg2408's Race Balancing Project with custom wings and flight scripts and a few 100 other mods. A Daedra Seducer. I have one for Skyrim too. They both fly and blast foes from the sky but are kind of average fighters on the ground. Working on both games trying to mod up a combination flying and combat that is integrated. If you look at photos on my  profile many pics of both games and characters.

      I just posted a few pics on having both dwemer home and airship installed and floating over two different cells on LOD land, out away from the characters loaded cells. It is interesting stuff. Not sure why that cell ... only thing I could think is temple of the one turn into an open temple after the final battle? IDK really.
    17. chambcra
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      What a coincidence, I'm in the middle of The Stranded Light so I might run into one of them things.

      So it's only that cell and as soon you cross the line into an adjacent cell the re-enabling of ship doesn't work? You might be on to something with "open temple after the final battle." Is that where the sidewalk gets all busted up so the whole cell has to be completely redone? So OIC has to do the same thing and maybe that's when the glitch happens that somehow sort of connects that cell to the whole Tamriel. Does this trick work before and after the temple gets modified?
    18. PsymonPrime
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      Well problem is I'm main quest averse, so I hate that part of the game. I suppose I could console my way through it to just get to the triggering of it at some point in the future. Just finding out if anyone else has it ... is a challenge enough. Yes that temple gets turned into a giant open statue after main quest ... at least that is what I recall, been a few years since I played that.

      I have video of my character standing in that cell, toggle flying cam, fly out to the ship, read it's formID, etc. Then have the character move to an adjacent cell, do the same thing - and the ship is unloaded. then move back to that cell and do this again and it is loaded there, like it was never gone.

      If you want to find a Daedra seducer in integration. there is one who has made camp on the north side of gnoll mountain, down the back side of frostcrag. They do not fly in RBP mod though.
    19. chambcra
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      Your ideas like airships cruising around or a flock of cliff racers alighting on the IC sound good but it would sort of need the distance view and to get it to work from anywhere might be a challenge if possible.
    20. PsymonPrime
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      maybe. (A smarter person than me) Slowpard said "A local object with VWD flag, maybe persistent one, so it is not properly attached to a cell. Usually the game unloads them when you are outside ugridtolaod. But apparently when you move it with a script, something changes and it get attached to a cell where the player is currently located so it is still rendered."

      So pretty sure the ship and the rat are persistent, why it gets attached to that one cell is the mystery. Another smarter than me person suggested I should not try and pursue this obvious glitch. I just find it inteteresting. Seeing the game perform in ways I've never seen before.
    21. chambcra
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      Exactly! What Slowpard said makes sense and why it gets attached to that one cell is the mystery. The unloading has been a mystery for me and I think the rules for the unloading can change as the game is running. An object has to be persistent to have a script. The only reason I can see to not pursue it is if you think it's hopeless and you'll never be able to put it to good use. I'm not there yet. I find it very interesting and related to another puzzle of mine. I just have a few projects and some loose ends at the moment. If you want to keep looking I have two ideas. Un-comment some printc lines in the rat script. This will tell you when it is running and when it has enabled the ship. I can do it very easy if you want. You just have to run the CS with obse. The other thing is how far away can you see the cliffracers in Morrowind and/or Morroblivion. I don't remember them suddenly popping into view.

      I haven't got around to seeing your videos yet but it's on my todo list. I don't do discord though. Is there a reason why you can't upload them to this mod? Does it say you need permission? This seems like a good place for permanent storage.
    22. PsymonPrime
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      All Nexus offers is linking to a video. I'm not looking for a google account otherwise I'd put a few on youtube.

      I've not had Morrowblivion installed in a while but the cliffracers there aren't really flying. They are like imps  with collision down to the ground under them....or at least that is how I recall them being. IDK

      I am not great in the CS, but may take a crack at it eventually. What I know is I've narrowed it down to these two mods, so that is a good start.
    23. chambcra
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      I have your videos. I have to watch some more to interpret. Didn't you say you have to enter and exit an interior (that is in that magic cell) to bring the ship back after it has disappeared? And, it disappears as soon as you leave that cell or after you have crossed two or three cells?

      Here is a version with the rat script printing a couple lines to the console. "rat #" that is incrementing just tells you it is running and "Rat script onload block has run" tells you it has just done it's thing to re-enable the ship. If you have debug text running (I like sdt 31) you should see your cell and the rat messages while the game is running.
  2. Scaringella
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    It's been a long time since my last post here, and I take the opportunity to renew my admiration towards the work done to make this wonderful airship work.

    I came just with a small question: are some of the container respawning, by chance? I've noticed that a certain kind of Dwemer Chest has a single Dwemer Parachute everytime I look into one of them. Since there are many of this kind of chest, I cannot be sure if I've missed them the first time I emptied 'em, so I would like to ask if there is knowledge of any respawning chest.
    Thanks in advance!
    1. chambcra
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      That's a good question and thanks for the compliment and feedback. It means a lot to know at least one person is using the ship and it's working. To be using the ship this long and reporting back is the best test and feedback I could get.

      Looking in the CS I count 82 containers and none of them respawn. I should add this to the description. Thanks for bringing it to my attention, it's an important point. I didn't do much with the interiors but I think I did remove the miscellaneous and added a parachute to one chest and probably wasn't thinking there are 8 of that particular chest. You could make a quest to find all the parachutes (8) and put them in one place. Maybe it's like a water ship has plenty of lifeboat capacity an airship should have plenty of parachutes.

      Thanks
    2. Scaringella
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      Thanks to you, and I think I understood now what could have happened.
      I've found, in total, 16 Dwemer Parachutes. The reason, I presume, is that I've updated the mod as you published the patches, this somehow could have reset the containers. At that time I didn't had anything stored around the airship so I didn't noticed, but I did already stockpiled all the eight parachute in one place and, as they respawned, I found them once more.
      I've just awaited more than 72 hours outside the airship and re-entered, and I can confirm no container respawns.
      So it was an oversight of mine.

      By the way, concerning the usage of this airship as a mobile home, I think it's one of the best option now that you did this wonderful work of making it pilotable. Using "The Lost Spires" mod, in addition, the player receives mobile versions of a spell maker, an enchanter and an altar, so the airship has everything needed plus it can be moved and summoned.
      Traveling with companions like Vilja, Neeshka and Fergus (for a total of three) means facing many situations where changing equipments or storing the loot is needed and your mod solves the problem.
      I would add the "Imperial Furniture Renovated" as a useful addition, in this way small parts of the airship interiors can be customised too (even if, I think, it's already very convenient as it is).

      Just one thing to note: traveling by air, whatever mod is used, can cause the player to overlook possible battles that happen on the ground. Cells, in fact, are loaded as the player moves into them while flying onboard the ship, and possible legion soldiers or traveling NPCs may start a fight with bandits or creatures. I recommend to fly low and always take a look around, otherwise another mod (a bat file), called "Essential Traveling NPC's", makes the game more serene, but the player may receive messages like "NPC name is uncouncious" while on air...

      The more I use this mod, the more I love Oblivion.
    3. chambcra
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      Thanks to you too. Those are some very good observations. It really makes my day to hear you are getting such good use with the mobile home. I thought I was getting my money's worth out of Oblivion but I see you are doing better. I didn't think about the updates reloading the containers. Maybe the Centurions came back too? They each had a parachute too and a heavy wallet but you had to loot the dead robot before it faded. It's good you gave it the 72 hour test for a double check on the containers.

      I was a bit nervous about the updates and whether or not a clean save and re-install would be needed or not. I was nervous about the whole thing actually working for everybody and all the situations that can't all be tested. At times I thought maybe I was going crazy, if something strange happened, and maybe I was doing too much testing.

      So, you're a big help to let me know it's working and with three followers too. I mostly just play quest mods and I've had Vilja for 10 years but adding Neeshka and Fergus is an idea that would be something new for me. I had no idea you could add furniture and magic making altars with different mods, so that's good to know too.

      I've noticed what you say about things start to happen when the player moves into an area, even when in the air. I'll see a guard in a fight and I always want to get down there and help out as quick as I can. Also, Vilja goes crazy and wants to attack enemies and sometimes jumps ship to go after them.

      Thanks again for your observations and tips. Good feedback is always appreciated. Also, there's probably a 100 watchers for every person who adds a comment so I'm sure other people will find this information useful as well.

      Would adding another follower to the small ship make it better do you think or is one airship plenty?
    4. Scaringella
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      Answering to your first question, I must admit I didn't loot the centurions at first, and no, fortunately they didn't respawn. I think that it wasn't needed to clean the save before updating, it works perfectly fine still today.

      To answer your other question, I recognize that the reason I have with me three followers on the Dwemer airship is because it's their home too, and their rendezvous. Because of this, it happened that I moved the ship while having the three of them on deck, but I think it's not a truly needed feature, especially if it would require time. I transport my companions inside the ship and the let them out when I land.

      Since you found interesting the usage of other mods, I also share that I've livenstock inside the ship, and it provides me with fresh eggs and milk! With Emma's "Useful Farm Animals" I bought the cows and the chicken coop, and stationed in the storage area disabling the wineracks and a few shelves. I've just reduced the scale of the cows to 0.8 for convenience but they are just fine. At the same level I've decorated the trophy room with planters (from "Imperial Furniture Renovated") and disabled the display cases, sometimes it's possible to find there my cows now!
    5. chambcra
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      Wow, this keeps getting better. This is very interesting. It would be cool if you could post some screenshots of your renovations. You're getting better  use of the airship than I imagined was possible. You know this game a lot better than I do. I used to have Emma's farm animals at the Red Rose Manor and it was always funny how the cow and pig were always hanging out together. So do you have Vilja's home set to be the Skyship and that's where she goes if you tell her to go home? I hope you can add some pictures to the images section. Do you have hay for the cows and chickens? I've had Vilja on her horse inside the Captain's cabin but I don't normally travel that way. I've done a fair bit of testing with three followers on the deck but not extensively as I don't normally have three followers.
    6. Golb89
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      Using "The Lost Spires" mod, the player receives mobile versions of a spell maker, an enchanter and an altar
      My mobile spellmaker/enchanter/altar is cuter than yours.
  3. DragonSlayer667
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    Interesting... i already have my favorite flying transportation, and that's saidenstorm's akatosh mounts, literally mounting and flying on dragons, done earlier and better than skyrim, but this here is also interesting.
    Frostcrag reborn is also my typical main home and i'm not super interested in a mobile home with complicated scripting that might slow down my game even more, but man am i curious to see this old thing finally work!
    1. chambcra
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      I like the Akatosh mount too, especially since I found out the control is a lot easier in 3rd person because you can see in a downward direction without moving the mouse down which makes you fly down. The only thing is it doesn't carry your companion. "Earth the Planet of the Gods" has a companion that follows the player on her own dragon.

      The airships use some computer time but mostly just when you're onboard and moving. I've run Shadme's script profiler and the small ship was using about the same amount of time as companion Vilja while moving. I figure the Skyship is using about 2.8% of the CPU time while moving at full speed. I highly recommend anyone wondering about their load to run the script profiler and use Tes4Edit to analyze the results. I haven't noticed any change in my FPS on an old computer with a GTX 780.

      I think it's nice to see the "old thing" in my game just to look at it. It's a masterpiece of modeling. This is a tribute/homage to the great Mr_siika and Centurion. I will always have it in my game just to look at and use occasionally. I use my small ship all the time for transportation. It has a better view and the death ray comes in handy sometimes.

  4. MrCrazyCat62
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    I found the ship but the ladder doesn't let me interact . It pops up but does nothing when activated .
    1. chambcra
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      I don't know what you mean by "pops up." Are you talking about you just installed the mod for the first time and this is the first time you walked up to the ladder and it pops up. You should be able to see the ladder all the way to the ground from a distance like in the fifth picture above. The bottom part of the ladder that is the rope ladder part does disappear when the ship is moving and reappear when the ship stops but the player would never see it because the player has to be on deck for the ship to move (suppose to anyway).
    2. chambcra
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      I had an idea pops up means the activator icon pops up. Then another idea maybe if obse is not installed and running then you get the nothing happens when activated so I did a test and that's it. Without obse the ladder doesn't work.
  5. xiaoyz219
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    wonderful skyship mod!!I love it very much! I wonder if it's possible for player to enter the cabin while the skyship is moving? When the player is in the cabin, the skyship can still travel normally, a bit like Side's Sailing Ships, this can make it more realistic and there are no travel restrictions in the air.
    1. chambcra
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      Thanks for the feedback. I'm glad you like it. It might be possible to have an autopilot but I don't know if I could do it. Side's ships has an option to hire a mate to sail the ship but I'm not sure if the ship is really moving while your inside, maybe. You can't go through the doors or activate anything while the airship is moving because it's built into the game to work that way which is a good thing I think (saved me the trouble). It's taken a few work-arounds just to get the simplest possible airship working. Nice idea but a little tricky to do the programming I think. A few set routes might not be too bad if there was the demand and someone wanted to spend the time on it.
    2. xiaoyz219
      xiaoyz219
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      Thank youfor your reply. Yes, I am sure that when the player is in the cabin, even without the first mate, when you step out of the cabin after a period of time, you will find that the ship has already advanced a certain distance according to the previously set direction and speed. I don't know how big this project is because I don't know how to program or how it works. Currently, except for Side's Sailing Ships, other transportation mods do not have this feature. Because Side's Sailing Ships may get stuck in areas without water, I think it might be better in the air. In short, this is just a confusion and an expectation from a layman. Thank you again for bringing this mod to us.
    3. chambcra
      chambcra
      • member
      • 12 kudos
      Okay, I gotcha. In that case I have no idea how he manages it so the player can go through the door while the ship is moving. The only thing I could even think about would be a full autopilot, maybe some day. I appreciate your interest. One thing you'll probably notice flying the airship is the elevation of Cyrodiil varies a lot more than you realize when you are always on the ground so even if you could go inside while moving you might have time to grab a beer and dash back out but that'd be about it.
      Thanks
  6. TheMadSlayer
    TheMadSlayer
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    How do I make the dwemer skyship go faster?
    1. chambcra
      chambcra
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      Do you mean faster than the six speeds built in? Each time you press the O key it goes faster up to the sixth and fastest speed.

      Do you mean where to change the script so it goes faster yet? It wouldn't be hard if you want to do it and be the tester. I think there will be a limit before you start getting crashes. For me it's like in real life where the higher you are the slower it seems like you are going. This makes my small ship seem like it's going a lot faster. I did a speed test and from the IC Waterfront where the ship was originally located to the Bravil Bay Roan Stable was 5 minutes. Let me know if you want to go faster than that or maybe your top speed is a lot slower.
    2. TheRomans
      TheRomans
      • premium
      • 137 kudos
      I wonder if a fortify speed spell cast on it would also work?
    3. chambcra
      chambcra
      • member
      • 12 kudos
      That's an idea. Why didn't I think of that? I think it would work if it was programmed to work.

      For now it's easier to just increase the speed. I've added a new optional file (DwemerHome2xSpeed.7z). It should go twice as fast. Still has six speeds but with each increment being twice as much as before. I went from the Waterfront to Bravil in two minutes. I've only done two quick tests so anyone who tries it will be a member of the test team.
      Thanks to the team for you help.
  7. Tevleon
    Tevleon
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    Should I be grabbing the main file  and all of the update files? Or just one?
    1. chambcra
      chambcra
      • member
      • 12 kudos
      Sorry for the confusion. I just uploaded a new file ( DwemerHomeFinal1.7z ) that replaces the main download. This has the latest of everything. Thanks for bringing this to my attention and thanks for checking it out.
  8. HunterWolf216
    HunterWolf216
    • member
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    I seem to have encountered something weird: Using Alternative Start V1-65 it seems i cant use the airship?  im unsure whats up atm, mind helping out in some way? did i do something wrong?
    1. HunterWolf216
      HunterWolf216
      • member
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      Never mind, i was clearing a dungeon and stuff started to work. I think i just got to the airship too early. Sorry for the earlier post.
    2. chambcra
      chambcra
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      That's no problem. You might be able to help someone else with Alternative Start V1-65, if that does cause a problem. It's always good to hear that it is working.
  9. Azaraiah1701
    Azaraiah1701
    • member
    • 1 kudos
    I LOVE this airship!! Tested it for several hours and it functions almost perfectly. I say almost because in a few rare instances ive Tp'd back only to fall out of the sky lol. The controls work flawlessly my only nit-pick complaint is that I wish it ascended and descended a little faster. Forward/Backward motion is perfect tho. !! Thanks for the great mod!!
    1. chambcra
      chambcra
      • member
      • 12 kudos
      Thanks Azaraiah1701. Sorry about the teleport problem. Can you reproduce it?
      Do you have a save game you can load and follow a sequence of steps and you fall out of the sky every time?
      Can you describe exactly how it happens or does it seem completely random?
      What is the modified date of your DwemerHome.esp?
      If you can upload the save game somewhere I can test with it.

      I've been thinking of changing the ascension and descension to two speeds so you don't hold the key just one press similar to forward and back. I'm not sure if it will be easier over all or harder but I'll try it.

      Thanks
    2. chambcra
      chambcra
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      I haven't been able to duplicate the falling out of the sky problem when teleporting but I've changed the vertical control to 3 speeds. See the Update Files section.
  10. ColinLovesBobo
    ColinLovesBobo
    • member
    • 9 kudos
    Beautiful mod. The accommodations are gorgeous and flying over the landscape really gives this classic open world an even grander sense of scale. Thanks a lot!
    1. chambcra
      chambcra
      • member
      • 12 kudos
      You're welcome and thank you for your comments. You can thank/kudo Centurion for the accommodations. I agree the aerial view is something I particularly like myself. When you travel as the crow flies you see all sorts of hills, valleys, waterfalls, etc. you never knew were there.

      I should add here that thanks to JustinTime7501 reporting a problem with the wind sound I have a minor fix here. I haven't put it on the download page yet because I'm working on a larger upgrade that should be ready soon.

      Thanks

    2. ColinLovesBobo
      ColinLovesBobo
      • member
      • 9 kudos
      I read the bugs tab before downloading and already applied the fix, nice to see you're staying on top of that though. Can't wait for the update, the skyship and parachute work like a dream, and I was able to drop it into a huge, heavily merged load order without issue. Great work!
    3. chambcra
      chambcra
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      Okay great, thanks for letting me know. The update is mainly to fix the two problems that the Unofficial Oblivion Patch take care of so UOP will no longer need to be recommended ( for this mod anyway ). It should work the same with or without UOP.
      Thanks