3957 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. aganoryu
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    somebody can tell me why my ship move staggeringly slow even though the screen(the ship's 3rd view) could move 60fps while the ship move like that ? already tried moving the esp. to the top and bottom, maximize and minimize the movement speed and mass etc still cant solve it... help @[email protected]
    1. awjnash
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      Your computer needs more RAM.
  5. cydonis
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    I installed the mod Airship Dev Eveza, i lauched my game, located the ship, went onboard, and when i went to go rive the ship it would not budge! it would not move at all and i want to know how to fix this!
    1. awjnash
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      Your computer probably does not have enough RAM.
  6. awjnash
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    Since upgrading my computer from 8 GB to 16 GB of RAM, I can now use this mod! This is one of the best mods out there! Thanks! Endorsed and kudos!
  7. cydonis
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    I installed the mod Airship Dev Eveza, i lauched my game, located the ship, went onboard, and when i went to go rive the ship it would not budge! it would not move at all and i want to know how to fix this!
  8. Ranxaeroth
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    Hello, Im posting this to all 3 mods as they all have patches for the Dev Aveza. Legacy of the Dragonborn Gallery, Dev Aveza and Solitude Skyway. I have installed all 3 mods and their respective patches for the airship. I have an issue. At the Gallery, after given the ship from Moonpath (now incorporated into LotD) the ship stands off from the dock with no ramp. If you console out to it, you can walk on it, but not activate anything. Also, you can craft beacons, but they are only a two handed club. I havent seen any comments for a fix, (all 3 sites have large #'s of posts), so if this was addressed prior, apologies for not being able to locate the fixes, if mentioned. Hopefully, there is a fix and I can get this running. I have run this mod prior, without the Skyway and patches, so.....kinda leaning to there for a possible conflict. Would be a shame as the Skyway is amazing!
    If any of you have a fix for this, I would be very grateful for any input on how to resolve. I run Mod Organizer with LOOT and Wrye Bash. Thank you.
  9. GuardianofLight137
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    Don't know if you're aware of this or not. But latest version has a bug where left and right controls are reversed. But only while in player can move on ship mode. Otherwise they work normally.
  10. GuardianofLight137
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    Entire freaking years later, I can finally run this. And I love it. :D
  11. Tissendel
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    Zelurker => I think my interior size is coherent with the exterior. I tried to respect that. 
     
    liszst => Thanks ^^
     
    Since my last post i work a lot to improve the decoration, I think it will finish soon. Maybe in february
     
    Hope i could share it ^^
  12. Tissendel
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    Hello.
     
    I am working on a new interior for the Dev Aveza. It's nearly finish 
     
    Here some pics ( not exactly last version )

    Spoiler:  
    Show





     
    I would like sharing it but I need permission from Deapri. I send him a message but it seems he is not currently very active on Nexus.
     
    So if someone know him and can convey the message ^^
    1. zelurker
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      I'd say maybe it's too large if you look at the ship from the exterior (looking at the default interior, it's full of good ideas to fit a lot of stuff in a small space, you totally forgot about the small space here).
      Anyway I guess you can share it since the original author didn't login to the nexus since jully 2017 apparently...
    2. liszst
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      OH SNAP HELL YES, I love interiors that look homey and finely decorated! :D
  13. 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?
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