Any time you modify existing game resources, you make it a potential compatibility nightmare. Most mod authors have gone back after having a mod posted here for years and remove such edits. This is why you have added resources that sometimes may duplicate a vanilla game function but with an added feature the mod provides.
You could just install "Volkihar Travel" it's a compatibility mod with "Volkihar Rebuilt" where if you've joined with the Volkihar Clan or completed the Dawnguard DLC with the Dawnguard, you can start repairing the castle, with Volkihar Travel allowing you to repair the docks to get a ship for you to fast travel with. Even comes with a spectral ship captain.
Sure would be nice if there were an option of instead having a single boat move between places and remember where it is at, that there were permanent boats at every location. This having to remember where the boat is makes me feel I'd be very frustrated sometimes thinking oh I can take the boat from that place and just walk to there to find out it's not because I might've used it who knows how long ago. Why not have the option. Since you're sharing this work, and I can imagine I'm not the only one in this position.
i think it's immersive friendly the way it currently is. frankly I'm not sure why there's a solitude warehouse boat. it does the same thing the ferryman does. redudant to vanilla
Conflicts with JK's Skyrim in Dawnstar. Boat is right under a walkway added by JK's.
The ideal solution, especially considering other popular mods that modify Dawnstar's area, would be to move the boat from this mod along the Western coastline towards Solitude (not the Eastern one - I can think of at least three mods that use the area near the Dark Brotherhood Sanctuary, Land of Vominheim being the big one).
Sadly I don't have the skills to do such a thing...
Would be cool to add a boat that will get you to Septimus' little outpost. It always bothered me that the dragonborn is out swimming in the Sea of Ghosts to find this, rather than taking a drrned boat like a normal person.
You don't need to swim to Septimus's cave, there are Ice Flows that lead right up to it. That being said, there is in fact a rowboat outside the cave, and it never made sense that you couldn't hijack it and row it to shore...other than the pain of scripting it of course.
Relevant for Thicketford's Hold Banners, Realistic Boat Travel, and Solstheim Boat Travel:
Question for any knowledgeable modder. I used the Creation Kit to squish this mod into an ESL last year. Never had a problem running with my ESL'd version since. The question is: Now that ESPFE is all the rage, why doesn't SSEEdit think this one should qualify -- which is to say, this mod seems so near qualifying, what's keeping it from being made into an ESPFE?
Ditto. FYI I ESL-ified this mod and it seems to work fine. Saves a mod slot. I actually ESL-ified all three of this author's boat mods (separately) and am having good luck so far. Could probably put them into an all-in-one and it might still fit into and ESL. Note I am running with "Solitude Docks" and BJS's "Windhelm Exterior", so it's not impossible that an ESL could run with other ESPs, so long as those ESPs don't stomp directly on these boats.
Hey ! I tried to convert the mod into an ESL but it does not seem to work (I followed this guide : https://www.nexusmods.com/skyrimspecialedition/mods/21146). The skeleton in the Mine and the Whiterun boat cannot be activated and I don't understand why. When I use the mod as an esp I have no problem. Did you do anything specific in the conversion process ? Thanks in advance !
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The ideal solution, especially considering other popular mods that modify Dawnstar's area, would be to move the boat from this mod along the Western coastline towards Solitude (not the Eastern one - I can think of at least three mods that use the area near the Dark Brotherhood Sanctuary, Land of Vominheim being the big one).
Sadly I don't have the skills to do such a thing...
Question for any knowledgeable modder. I used the Creation Kit to squish this mod into an ESL last year. Never had a problem running with my ESL'd version since. The question is: Now that ESPFE is all the rage, why doesn't SSEEdit think this one should qualify -- which is to say, this mod seems so near qualifying, what's keeping it from being made into an ESPFE?
Also, I've successfully ESLified this mod, would nice to have an official ESL for upgradeability.