Hello, I think I’ve done something wrong. I can travel out to the ocean but once I’m there, I’m trapped. There is no way to travel anywhere and I have to load a previous save to do anything. I’ve tried using the maps but nothing pops up. Only the ships wheel when I’m in port.
Sorry for the incredibly late reply (I don't really check my 32bit Skyrim mods too often), there should be 2 little round "buttons" on the maps to click on which are doors back to their worldspace. If you have a mesh replacer for the maps or the sewer manhole that serves as a "button", you could run into issues.
This "button" is shown in the screenshots provided. https://staticdelivery.nexusmods.com/mods/110/images/73345-10-1454969240.jpg That one is the one back to Dawnstar for example.
Due to the interior being a singular cell with potentially 3 points of entry but only 1 point of exit, I decided it was better to only allow access while at sea, rather than going in at any port and being dumped out at sea.
My large ship, the Kal'nar'ree, allows entering from port, as it's large enough inside to contain a navigation map you can use to exit wherever you want (using doors still has the same issue, and dumps at sea).
As for SE, it's unlikely, Windhelm is hilariously anti-Dunmer so such a vessel would not be welcome there, Winterhold is basically inaccessible from the seat, and Solitude is do-able but it's also rather crowded on it's inhabited shoreline and other shoreline is a dangerous swamp.
Windhelm is not anti-Dunmer, they're anti-outsiders in general, but since Dunmer make up the biggest minority of outsiders, and refuse to integrate "properly" (as in, join the Stormcloak's war effort), they get the most backlash. Besides, the ship is in the doc, not in the town itself. So long as the ship's owner/ captain pays the dock charge, and doesn't cause trouble, the locals wouldn't care (though this is more of an in-universe explanation). Well, may i make a modified version for LE?
Go ahead and make a patch for LE if you want. As long as you credit me and make my original file a requirement (if you upload it anywhere that is, if it's for personal use (AKA Not downloadable) you can modify the base .esp) I'm fine with it.
There's an easily copyable version of the exterior of the ship in it's interior cell to make any patches easier. You should be able to figure out the basic system of how I did things (door setup) from looking at the exterior and "Open Ocean" cells (I hid a lot the non-usable doors in the cabin).
Sadly, no. I cannot write quests to save my life (the only time I even touched scripting was to bodge FONV TTW to stop Enclave Radio going offline when you finished the final (Purifier) story quest). As for a note, I wouldn't know where to put it, as it's fully feasible to go to Solstheim before Dawnstar.
Cool little mod, and done with only a tiny esp file. The "Open Ocean" door when you are leaving Solstein puts you in a big dirt patch though. The ship is half underground. I can upload a screenie for you. I would just have the door go to the same open ocean location as leaving Dawnstar.
The collision markers shouldn't be the strange ones, as those are the ones I copy/pasted to stop accidental trips into the ocean.
My experience with TES5Edit is minimal, and whenever I try something in it, it bloats something massive (a simple value change caused a 1000kb file when I cleaned and saved it). Feel free to clean it yourself though.
Your latest change got the ship out of the dirt pile :-) I think that specific location may be on the edge of the game world or something, the horizon looks strange. The dirt pile is now behind the boat, and there is another sky floating dirt pile off in the distance (about 4 o'clock position). The other ocean location you used for The Ilnari looks perfect though. And thanks for the version without statues :-)
Good to know the TES5Edit clean actually did something.
As to the location it's a copied version of Japhet's Folley, and is on the edge of it a little.
I've also found that Skyrim sometimes doesn't even bother loading Water into cells anyway (I've seen it happen, it also crashed when I entered that waterless cell).
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This "button" is shown in the screenshots provided. https://staticdelivery.nexusmods.com/mods/110/images/73345-10-1454969240.jpg That one is the one back to Dawnstar for example.
My large ship, the Kal'nar'ree, allows entering from port, as it's large enough inside to contain a navigation map you can use to exit wherever you want (using doors still has the same issue, and dumps at sea).
As for SE, it's unlikely, Windhelm is hilariously anti-Dunmer so such a vessel would not be welcome there, Winterhold is basically inaccessible from the seat, and Solitude is do-able but it's also rather crowded on it's inhabited shoreline and other shoreline is a dangerous swamp.
Well, may i make a modified version for LE?
There's an easily copyable version of the exterior of the ship in it's interior cell to make any patches easier. You should be able to figure out the basic system of how I did things (door setup) from looking at the exterior and "Open Ocean" cells (I hid a lot the non-usable doors in the cabin).
one thing that bothers me personally, why are for all ships mods the sail pulled up? so why not open?
http://static3.akpool.de/images/cards/44/440661.jpg
I have no modding experience, I do not even speak English.
http://staticdelivery.nexusmods.com/mods/110/images/30494-1-1359195043.jpg
The collision markers shouldn't be the strange ones, as those are the ones I copy/pasted to stop accidental trips into the ocean.
My experience with TES5Edit is minimal, and whenever I try something in it, it bloats something massive (a simple value change caused a 1000kb file when I cleaned and saved it). Feel free to clean it yourself though.
As to the location it's a copied version of Japhet's Folley, and is on the edge of it a little.
I've also found that Skyrim sometimes doesn't even bother loading Water into cells anyway (I've seen it happen, it also crashed when I entered that waterless cell).