Skyrim Special Edition

136 comments

  1. DeviantKaled
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    Hi all, thanks for dropping by. Please let me know if you find any issues with the files, compatibility, broken filepaths etc. Cheers :)
  2. Andyross1962
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    Fantastic resource, so much work must have gone in to it.
    I am working on a radical overhaul of Solitude docks and found your ships just at the right time, they will help to make the new docks look like a bustling main trade entre and not just a wooden pier.

    My mod involves new stone jetties, warehouses, a fish market and a road down to the docks, not the silly wooden ladders and stairs..
    What was given to Solitude seems very much an afterthought.

    Anyway once they are 'cluttered up' the ships will look fantastic.
  3. holto243
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    Really love your ships!
    I've just made my own mod replacing the Red Wave in Solitude with the corsair ship. Currently bug testing but wanted to make sure you're ok with me posting it on Nexus if I get it up to scratch
    1. DeviantKaled
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      A bit late with this one as I see you've released the mod, but yeah absolutely! Love what you've done with it :D actually how does it work trying the non-corsair textures with your interior? I hadn't realised how dark it makes it...
    2. holto243
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      Thanks DK! (I had read your permissions so I hope I didn't offend)

      I like the colouring for this one thematically (or maybe a vampire ship) but I think you made the right choice with the standard colours.
      Having the option is really good though.

      Edit: I should say that most of the screenshots were taken with Lux enabled and the interior is brighter with standard lighting.

      I'm eyeing off your cyrodiil large ship as a potential Katariah replacer if that's ok (haven't started work on it yet though)
  4. YamiMarik1994
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    Will there eventually be interiors and wrecked versions of the Nordic ship replacers?
    1. DeviantKaled
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      Yes, but only after the Beyond Skyrim ships are done. Atmoran ships (much more based on IRL VIking ships, with no interiors but with wrecks) are already done and I will update this collection with them once they've been converted to SSE.
    2. YamiMarik1994
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      Awesome to hear
    3. RoastGorilla439
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      I think they should already updated to SSE now, since now Atmora is working exclusively in SSE
    4. DeviantKaled
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      Yes Atmora are, and yes I've updated them to SSE for Atmora now - will upload soon 😊
  5. ArmadaOfSouls
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    A question for you, DK: is it possible to change the color of the paint on the sides of the Dainty Sload in NifSkope, and if so how? Or does it require editing outside (e.g. retexturing in Gimp)?
    1. DeviantKaled
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      Hey, it's a vertex paint layer added to a duplicate mesh of the hull that sits *just* above the plain wood. It is also painted with an alpha VP layer and given src alpha blending (you can enable/edit this in nifskope) to have the paint faded/rubbed off in places rather than everything green.
  6. Hackwild
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    I'm not entirely sure if this is just a me issue, but The shipcyrodiilicNavyLarge_interior01 keeps CTDing when I load into a cell with it, With no mods or anything  sorry I can't really give anymore information that that, I'm not really sure what could be causing this.
    1. Brendan62
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      Make sure the cell is not marked as show sky, for some reason that causes a problem
    2. Hackwild
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      I'll give it a try when I use the CK next
  7. Brendan62
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    @DeviantKaled I have not checked the other Cyrodiilic ships but the "shipCyrodiilicNavyShipLarge01" has a collision file issue it blocks the doors when you add them, as the doors end up behind col mesh when placed correctly (hope that makes sense) I did a quick collision in chunk merge and that sorted the issue but col mesh is now too high poly. Also what you suggested with ship motion files worked fine.  EDIT Same issue with interior for that mesh
    1. DeviantKaled
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      Great, good to know thanks. Collisions are an easy fix! I'll get a chance to re-upload on the weekend hopefully along with the updated galleon file. Thanks for being a great QC tester!!
  8. ArmadaOfSouls
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    YES! I've been looking forward to this update!

    Just a note, on the exterior CyrodiilicGalleon models there's a missing face on the left side aft cabin window beam. So far though that's the only hiccup I've found.
    1. DeviantKaled
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      Thanks so much, that means a lot. And haha I just noticed that too! It's fixed now :)
    2. ArmadaOfSouls
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      Found another missing bit, on the same models. The rigging posts behind the foremast are completely missing, though the ropes tied there remain.
    3. DeviantKaled
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      Oh... yeah! Well damn, that doesn't reflect well on my quality-control processes 
        Yeah I decided to remove the post - I forgot to remove the rope too. I'll post an updated version on the weekend - let me know if you find anything else before then so I can fix it with the same upload. Thanks for the bug-spotting!
  9. FRIENDMYFRIEND
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    AH.  YOU'VE GOT TO BE SHIPPING ME.  SHUT IT SKARITA, I'M NOT GOING ANYWHERE ESPECIALLY WITH YOU.   NO REALLY, AWESOME MODELS! THANK YOU FOR YOUR WORK.  I PERSONALLY DISCOVERED A SUNKEN SPANISH GALLEON IN THE GULF OF MEXICO NOT YET FOUND BY ANYONE ELSE. IT HAS A CORRAL REEF GROWN ON IT. LIFE IS MORE IMPORTANT THAN DEATH TO BE BURIED. STAY ABOVE TIME (WATER).  :-)= 
  10. Brendan62
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    @DeviantKaled   The folder in meshes called "shipmotion-test" how would you apply those? Or is it just for testing?
    1. DeviantKaled
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      Lol did I leave those in? Yes they were just for testing, I was mucking around with things...

      But if you wanted a quick tutorial ;) you could always add these animated motion "gizmo" .nifs in the CK, then add the ship files as moveablestatic objects (rather than just statics), and then in the properties/reference window (still in CK) go into the "Attach Ref" tab and link the boat files to the gizmo nifs - and then the ships would move! For best effect place it at the waterline in the centre of the boat, and then you can also use the attach ref command to the gizmo to make anything else on deck (doors, clutter etc) move with the ship. You could edit the gizmo in the "model data" window (if you double-click on object in the object window, and then click on the filepath pointing to the .nif file) apply a null texture set to the gizmo to make it disappear too.
    2. Brendan62
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      Yes was going to try something that ill let you know how it works out.
  11. Zlodziejczyk
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    Does this mod include the katariah?
    1. DeviantKaled
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      Not yet ;)
    2. Zlodziejczyk
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      That's good to know.