Skyrim

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Deapri

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kojak747

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98 comments

  1. kojak747
    kojak747
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    Locked
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    DynDOLOD Compatibility Rules Uploaded.

    Download and install to Data/DynDOLOD so the DynDOLDOD_tes5_da_skyshipesp.ini file resides like this > data/DynDOLOD/DynDOLDOD_tes5_da_skyshipesp.ini
  2. loupchien
    loupchien
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    can you port the mod to skyrim se?
    1. kojak747
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      You can get the SSE version on my Discord, link in my bio.
  3. qwert44643qaz
    qwert44643qaz
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    Special Edition Port by Deapri here:
    https://www.nexusmods.com/skyrimspecialedition/mods/24587?tab=description
    1. Deapri
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      Took too long, and the mesh issues are solved with the sse nif imported default settings, then manually face/tangent and bounds update all trishapes on the meshes, some other issues in the importer with potential duplicate child entries, so advise running nifscan as well. I would appreciate a unique name.
    2. kojak747
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      Deapri, that's great news. We had tried various fixes but you seem to have found the right settings to convert. I'm also super pleased to see you back in the scene again and look forward to what you have planned. Also, I'm a bit confused by your "unique name" comment. What do you mean exactly?
    3. Deapri
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      As you have taken a much different route, it would be preferable if your project had a different name, as I have been asked a few times now if I was directly involved with it. There is no settings specific, if you use the default settings for the sse nif optimizer, then manually reset the trishapes in nifskope in all three options, bounds, tangents and faces it will solve the issues, a tedious process to say the least, oh and it must be nifskope 2 then compare the models in nifscan. This will allow you to see if any incidental issues cropped up, when I did it, some of the nodes had duplicates entered on the child references and needed to be corrected. As for the future, I intend to be gearing things for better use by others like Legacy of the Dragonborn, allowing automatic docking and such... but feel no hurry to do so.
    4. Deapri
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      As for the ladder, if the user is in a crowded location specifically a forest, that can happen, the ladder functions by firing a collision at the ground to determine height as there is no way sadly to get the nearest verticies as that would too conveniently have solved years worth of work... however some trees use a box shaped collider on parts so the ladder could be hitting an invisible collision. Or, their caster is broken, using the reset script if it is retained in your mod will try to solve that. most of the scripts which were no longer on your source list were there for safety to compensate for issues with papyrus and inventive users..... mostly inventive users
    5. qwert44643qaz
      qwert44643qaz
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      Its a shame kojak747 cant honor your respects  and rename his mod removing the whole"Airship Dev Aveza" and come up with his own name.....this is a blatant example of mod theft...Deapri asked for you to come up with a unique name but you cant even do that....sad man.
  4. dahakaize
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    hi guy, dev aveza v2 working fine about everything except for ladder teleport.My character don't teleport down but at the side of the ship, meaning my character fall down below.Teleporting up is fine, only down.What goes wrong?
    1. MrNeverLost
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      That's just how the ladder works I'm afraid.
    2. mcllulen
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      the ladder never worked like that in the previous version it teleported to the ground as it should this version kills you when you exit the ship. the depth indicator is nice and all but i dont think that the rest of the mod being rendered unplayable from the ladder bug is worth it
    3. MrNeverLost
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      You're probably thinking of the latest Dev Aveza version. I haven't made any changes to the ladder script used in this one. The issue will probably get fixed at some point, but for now you can just refrain from using it if you don't feel that the new features warrant it.
    4. kojak747
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      "the rest of the mod being rendered unplayable" is an issue on your end. You should compare mod lists etc with other users describing the issue. Uninstall all your mods, reinstall dev aveza, wipe your inis etc then test on a vanilla setup (need skyui). You also need to test on a brand new game. In the main menu, type coc riverwood, then in game tmm 1 then tgm then open map and jump straight to the ship and test. Then add mods back in few at a time until you find the culprit then report back. fwiw I use this version with over 2000 mods and everything works correctly.
    5. mcllulen
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      ive just tested, with your sugestions, uninstalled all my mods but skyui dev aveza and this mod and started a new game. i still spawn at the top of the ladder and fall to the ground thus killing myself in the process, so i regret to inform you that it is not in fact "an issue on my end" but rather something coded into the ladder spawn script of this mod.
    6. kojak747
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      And now you've just made me perform the same test and it all works perfectly.
    7. kojak747
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      Can you confirm your system setup and testing environment. Can you also install Convenient Horses and run the script latency test then travel to the airship and tell me what it says.
    8. hellgeist
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      I was able to resolve this issue.
      -=Edit=-
      There are two reasons it can occur - one is if you've edited the ship, and the ladder's node has changed from the original (that was what I was commending about originally) then there can be an issue with moving your character, which results in a fall. However the second issue is the more likely one, and it has to do with a line in one of the scripts - info on that in my other post below.
    9. Jigalo
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      How to change the Line?
    10. hellgeist
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      The most glaring problem is on line 40 of _DA_Skyship_Ladder_Switch_v1

      fDepthcheck = rSkyship.rSkyShip_LOD.GetPositionZ() - ZOffset.GetPositionZ()
                  ZOffset.MoveToNode(rSkyship.rSkyship_LOD, "DepthStart")

      You are setting the offset to zero right after you do the depth check. Put the fDepthcheck below your reset to depthstart, and the script will be able to proceed with an actual distance value - then when you use the ladder, your character is moved to the position it measured (the ground) instead of the top of the ladder. That is why you fall to your death

      TL;DR
      Pex and Psc files
    11. kojak747
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      If you have recompiled the script and shared it that would be helpful to make it available here
    12. DreadIllusion
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      Interested as well. @Hellgeist, teach me master
    13. hellgeist
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      I updated my posts with a description and a link to the compiled scripts. Only use them if you haven't modified your ship .nif, and you're falling when you go to use the ladder.
  5. deleted39534995
    deleted39534995
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    I have been using this mod for a very long time and also your Eagles Nest makeover mod. Any chance you would ever concider a patch between the two so the ship will dock with the Nest?
    I can sometimes manage to get it to work but it is very difficult and my character more often than not falls to his death in the attempt lol
  6. DreadIllusion
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    Good day Sir Kojak
    I'm having same issue as few others, about falling down (mostly) from ships height when using ladder from ship to the ground.
    i have contacted Hellgeist, it looks like he found solution to this (judging from comments). Actually i have spent a lot of time trying to follow his directions on solution, yet i'm completely helpless when it comes to more complex technical side of modding, although solution looks quite simple.
    So Hellgeist recommended me to contact you to get help, providing this info from him:
    "Ah, i just  found one of my old edits. In Kojaks ladder switch script, on line 74 it starts with the first depth check (any distance less than 200).
    This is where it wants to place first ladder marker. However it couldn't find that node.
    So i went to the rSkyship_Havok nif file and made my own node right there where the switch is, and called it "LadderAnchor". Then i went back to the script
    and commented line 74 from this:
       ;rSkyship.rSkyship_Ladder_1.MoveTo(rSkyship.rSkyship)
    and added this line instead:
       rSkyship.rSkyship_Ladder_1.MoveToNode(rSkyship.rSkyShip_Havok, "LadderAnchor")
    After compiling that, the ladder marker had an actual starting point, and calculated the MoveTo distance correctly.
    If you're not a nif editor, you could send this info to Kojak, and if it works for him, he ought to be able to fix it on his side and just re-publish it."
    So my only hope is that someone more experienced (like you) could help me (and my guess some others) on this one.
    Thanks in advance.
  7. FeyRaVe
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    hi, which armor mod you've used?
  8. LaughingGremlin
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    Will this Mod work with Skyrim VR?
  9. pin19881127
    pin19881127
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    Can you teach me how to set the camera closer to the ship?please!
    1. MrNeverLost
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      There's no easy way. You can try changing your fov.
  10. alejandromike16
    alejandromike16
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    es compatible con sse?
    1. MrNeverLost
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      No.
  11. TeeInKay
    TeeInKay
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    Can you guys please explain the "Depth System Check Error, please try again" ? i thought it might be related to trying to ladder in a forest but i get the same at any location I try to use the ladder activator. I'd be glad to provide any applicable info if this is not a known issue that we already know a fix for.
    I'm sorry if this has been addressed, I haven't successfully found it in my online searches.