3976 comments

  1. Deapri
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    Airship - Dev Aveza Comments Forum


    If you are having trouble flying the ship or have other issues with this mod, please refer to the following prior to posting issues:

    Check the current functions of the ship prior to requesting functions.

    FAQ

    BUGS

    Bug Reporting and Isolation Steps

    INSTALLATION

    USER MANUAL

    If I have not addressed your posted issues or responded to you, I may have missed your post, you are welcome to send me a pm reminder if this should happen.

    Update files, when uploaded are to be installed after the main install, select no to replace the install and yes to overwrite the file(s).

    If reporting a problem, please verify the issue is not in the bugs or faq and you have verified the source of the conflict by following the isolation procedures.

    Response Legend:

    RNC == Report Not Completed, follow the bug reporting steps to provide full problem information.
    CND == Cannot Duplicate, the issue will not be addressed without exact reproduction steps.
    NA == Non Problem, or incorrect report IE problem is caused by another mod.
    AI == Operates as Intended
    !!! ATTENTION !!!

    BOSS will give an error about the Dragonborn plugin, please disregard, the Dragonborn plugin is no longer required or included for use in Solstheim or any other worldspace. They have been made aware.

    Incorrect errors do not appear on the new Loot sorter.

    If you do not like how something is setup or decorated, you can try This mod. With how many mods there are for positioning and moving objects around, I do not feel taking any special requests are needed. If you don't like it, change it.

    (Note: Changing furniture placement without a rebuilt navmesh may not be usable by npc's)

    !!! SKSE 1.7.3 NOW REQUIRED !!!

    1.9.62 +
  2. Deapri
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    There is an error somewhere between 1.9.5 and 1.9.6 which is causing a rather serious error with the flight lighting. I will get this resolved, for the time being if you are having issues with the ship disable the flight lights via the mcm or use 1.9.5 until I am able to resolve this problem.

    While most of the errors are now resolved, it will be a little while yet before I update, I had to revert 2 versions so I need to make sure I haven't missed anything that was included in 1.9.6 and it's hotfix. The water level check will be included in the next update which will be 1.9.62 as a bug fixing update.

    The collision system I am working on will not however be active in this update as it is posing some new issues and I do not wish to release anything I am not comfortable with the stability of. This means while the water level check works as intended the ship cannot yet see the ground level to make a comparison for shallow water, land without water or other obstacles.

    The next update will require a higher version of skse to operate correctly and without errors. I am building off of skse 1.7.3 and will update the system to check for that version on activation of the ship, as well as installation of the mod. There will be a substantial revision to the scripts which will require some severe cleaning for existing games and no guarantee that doing so will not cause problems. I will require a new save without old saves in the save directory for any and all error reporting. While I generally do require a new game, in this case there will be no exception due to the severity of the changes.

    Thank you for your patience while I work these problems out of the system.

    I am building off of skse 1.7.3 and will update the system to check for that version on activation of the ship, as well as installation of the mod.


    Forgot to do this, well hopefully people can read the requirements.
  3. Deapri
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    Sorry to all of you for any issues you have been having, life has been ... interesting this year.

    The first step here will be testing the ship and making any adjustments to the system which may be required due to system changes or skse additions which may take some time.

    The answers to most of these questions is the ship should behave in an expected manner for an aircraft simulation, the camera facing forward, relatively smooth motion and 3 dimensional movement manipulation. Once I have time to look into the mod and resolve any existing issues which are not previously notated I will update the file.


    As of 9/21/2016 the current upload is behaving as intended, with some minor issues with the lights in flight. Briefly during flight the lights are disconnecting before re-asserting themselves. As this is an expected game issue and covered by the script internal fault checks it is not a new concern. Flight controls react in a new game correctly (note: I do not have a savegame from prior to the current skse version and this test. so I cannot verify if using an older save is at fault.)

    In many cases since release of the game the save files need to be cleared when a major system update occurs. These conditions could include the Skyrim game files, major mod changes, skse or any other script system or other unforseen changes. The save game cleaners available on the Nexus can help limit this issue however nothing is guaranteed.

    At this time I have been unable to reproduce any new faults reported here.
  4. kojak747
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    I've managed to get working LOD for the flying version of Dev Aveza airship. I saw the topic come up in this thread. The ship has full LOD and still functions correctly in flight.

    This method works by exploiting the different versions of the same model available to the player, original, and dark. How the method works is to apply the 'IsFullLOD' flag to one of the ship references, whilst leaving the other model as is.

    Applying the IsFullLOD Flag renders the ship model "un-sailable". But, (light bulb moment) you can switch to the other ship model, which doesn't have the flag set and voila, back to a fully functioning ship.

    By swapping between the two models, you can fly, disembark, leave the cell, view the airship LOD, return to your ship and fly away. However, this all has to be done manually via the MCM currently and that's where I need help in coming up with a more elegant solution to make an efficient method of swapping between the two ship models.

    So how can this be done? I don't want to touch any of the existing Dev Aveza scripts or nifs, at all. It's already fragile enough. It needs to be something light and efficient.

    Perhaps some kind of script or variant of something like this ?

    If the player is near (in the same cell e.g) as the airship, then enable the flyable model, else if the player is not in the same cell as the ship, then apply the LOD model.


    Notes:

    * Despite the models having different appearances, a simple texture replacer on install will do the job of making both models look identical. You can have one or the other.

    * I don't think it's possible to bring the armed version into this as it has separate nifs, plus I never used it anyway so ignore that for now.

    * Doesn't work on an existing game with Dev Aveza. Doesn't require DynDOLOD.

    * Currently, you don't see the LOD on the first visit as the author set the dark variant as the default. You can see the LOD after your first flight by switching the model in the MCM.



    PICS

    Airship LOD 1

    Airship LOD 2

    Airship dark without LOD that CAN fly (NIF)

    Airship dark without LOD that CAN fly (Tes5Edit)

    Airship original with LOD that CANNOT fly (NIF)

    Airship original with LOD that CANNOT fly (Tes5Edit)

    Link to download > (the actual version I use is older, but more responsive and stable if you reduce forward flight speed to 14k) > ht tps://mega.nz/#!QhcF3AyQ!6cqCPniEUlCQmAs7wysQJ-rbQ-4FJHoR6GHOu4w3Sww
  5. kojak747
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    Hey Deapri et all,
     
    for the longest time I have used, loved and enjoyed your mod. I haven't had anywhere near the problems that a lot of people have had but I have always stuck with an older version. So here is a link to download it. If you want to delete this post or the Nexus mods don't like it then edit/delete accordingly.
     
    This is version 1-8-82. The most notable difference visually is you don't see your character at the wheel, but you do get free movement with the rear camera. Looking down is one of the best bits! I did get occasional crashes when I first installed, but I reduced the forward movement speed to 14000 and its stable. I use this version with all the latest overhaul interior mods without issue.
     
    Also, just a quick FYI for anyone finding themselves with no ship movement. What fixes it for me is just to run towards the wheel and take off immediately, so don't TCL to traverse the misplaced plank !. Also, this mod (all versions) is incompatible with really simple lock smash as you get a "something is blocking your way" message and can never exit the ship.
     
    Users should bump this for visibility.
     
    Cheers
    K747
     
    ht tps://mega.nz/#!50dABATB!Pq8-rriTCDhLUUOlgO-ML5XQw_w6a5uIU_yTBhwHWf4
    1. Purgey
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      This is very good news to just try this f***er out in SSE quickly the meshes are no longer disappearing! Thank you so much, the only issue is the textures have gone all askew I hope someone finds a solution for it. I'll try and convert the meshes for SSE tomorrow see if that helps.
  6. kojak747
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    I can't go below deck, it just says "someone is blocking your path"


    Just had the same issue and turns out its an incompatibility with a mod called really Simple Lock Smash
  7. Fey1999
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    hi, is possible have more than 1 airship in the same map? i want to have like 3 movable airship like dev aveza
  8. examplereyiz
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    nothing works.
  9. Esparado87
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    Is it possible to port this over to special edition by having the mcm options into a book?
    And mayby take away some options like being able to fly without being behind the steer wheel, so you can play it with the existing skyrim controls?
    1. shawntheguitarist
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      The flying mechanic alone would require practically a ground-up rewrite of the mod as it was designed using SKSE to manipulate the object. Mods like Dragonkiller Cart and some flyable mounts didn't have this problem because they used vanilla mechanics. It's probably possible (I mean, just a few months ago people still insisted that mods like Ride Sharing were impossible), but it's not easy, and all that effort (whether successful or not) could be for naught if SKSE became available in the end.
    2. mertz
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      Now with SKSE64 it can be ported to SSE but it is quite a bit more involved than a regular mod port. I had to do some minor rocket surgery to get it to work (manual NIF conversion, recompilation of the scripts, etc) but I did get it up and running and flew around Solitude.

      It's a lot of fun flying around Solitude with the 64-bit engine (open top pic in a new tab and zoom in to see the Skyrim and SKSE64 version): https://imgur.com/a/sYpRi
    3. shawntheguitarist
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      Mertz, have you contacted the original author to see about sharing your work? Maybe it'd help get an official port of this to SE. Most authors are likely to wait until SKSE64 is no longer in Alpha and is considered full-featured and stable, but it may save them some time to use what you've already done.
    4. Esparado87
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      Oh cool
      All we need is a skse64 in beta and it should be ok?
      I saw the picture mertz and it gives me hope for this mod is Skyrim SE
    5. CPWalrus
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      What was involved in recompiling the scripts? I've had a little experience converting oldrim mods by following https://www.reddit.com/r/skyrimmods/comments/5d4g9y/i_made_a_guide_on_how_to_convert_some_oldrim_mods/ but didn't have to modify any scripts.
    6. davethepak
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      Would love to have a port of this - I have done some simple ports, but this one sounds a bit more involved.

      Possible to UL it?
    7. Galengol
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      Mertz, please share your conversion! Airship Dev Aveza is such a great mod and I bet it runs like a dream in 64-bit.
    8. wesleysnipez
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      loved this mod to would love to see official port of this
    9. tomomi1922
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      +1

      There is literately not 1 airship in SSE.
    10. bchick1
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      Hello all ..
      It would seem by the reports I have read that Dev Aveza can indeed be ported to SSE since SKSE64 and SKYUI with MCM is now available for SSE.
      I would probably guess that the effort to do so is not 'minimal' or 'easy' however and that the original ModAuthor (Deapri) has enough on his plate with the Oldrim version.
      My suggestion to Deapri would be to 'farm out' the effort to someone like 'Mertz' who could do the grunt work and utilize Deapri as a consultant/advisor.

      Why not ?
  10. M0ro
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    This is one cool mod that i have been looking for. The idea is great and works fantastic with this addon.

    Thanks for this mod.

    http://i67.tinypic.com/14w5cuf.jpg
  11. loop8000
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    For some reason the ship won't move at all. I have SKSE and if I use the cannon variant the cannons turn but the ship itself won't move. I am using the wheel and I tried both flight types. I have no idea what to do!
  12. Takatsumaru
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    *Casts Conjuration to have even more airship content*
  13. LordOfChameleons25
    LordOfChameleons25
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    Is the top file the main file or simply a bugfixer? I just want to be sure.
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