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  1. ziher
    ziher
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    If interested you can read Mod roadmap here.

    Ver 1.12
    - added Bretic Greyteship to Solitude Lighthouse, price 80K gold.
    - added support for Valefrost
    - fixed ship turning while game is paused in menus and course drift
    - added settings activator to all ships and fixed few missing things like Nakhali textures and particle lights in interior.
    - added crafting stations to Big Longship and cooking/enchantment stations to Katariah
    - fixed flood in Katariah cargo hold
    - removed XWEM edits from my sea worldspaces for Cubemap Reflections compatibility (VR)

    Ver 1.11
    - added Rennenboat to Orphan's Tear, you can borrow it from bandits there.
    Added two more boats to toy with, one at Lake Ilinalta and one at Lake Honrich.
    - added settings menu, activate model ship on the table in interior to access it. On Rennenboat actions have been added to menu since there is no interior, activate it by Ship Move to Interior power while anchored (forgot to add it to all ships, will be fixed in next update).
    - added changes necessary for Sailable Ship Missions
    - added Nirn map cell, activate Nirn map in interior to access it. Read Navigation Book again if updating to refresh installed worldspaces and see them on map. Map doesn't show exact location of ship, only worldspace it is currently in.
    - changing Max Time Acceleration moved to settings while hourglass activates time acceleration in interior now

    Ver 1.1a
    - added Redguard Nakhali, the fastest ship in Caribbean Tamriel near Solitude Lighthouse with matching interior
    - added exterior ambience to interiors where applicable. Ships with deck hatch will now cover it while it's raining. Interior lighting will change to reflect exterior.
    - tweaked physics a bit
    - made SE use same sailing 3D model as VR, this means that ships have normally placed collision while player is at helm and in general helps with compatibility between VR and SE.
    - ditched VRIK anchored 3D model, this should keep ships height above water level as intended.
    - added new sails to vanilla ships to make them more in line with Ships and Boats of Tamriel
    - added new globals aaaShipSlowTP, aaaShipTPFadeOutDisable, aaaShipMarkersVisible, aaaShipResetHeight, aaaShipGamepadAlt (check this article for more info).
    aaaShipSlowTP - slower teleport with added timers (in secs), use it if you have problems with teleporting to other worldspaces. Set to something high like 5 or 10 secs and work downwards until you find setting that works for you (set aaaShipTPFadeOutDisable to 1 to disable fade to black to actually see what's happening).  If set to 1 sec or higher it will show notifications of what is script doing. Also added check for normal teleport at point that i think is most likely to create problems.
    - added more controls at helm if using gamepad:
    Left Trigger - turn left (doesn't work in VR if using gamepad for some reason)
    Right Trigger - turn right (doesn't work in VR)
    Sprint - sails down
    Ready - sails up
    - ship can now be controlled while walking on deck with gamepad if you
    are willing to forgo D-Pad L/R Hotkeyed items, set aaaShipGamepadAlt to 1
    to enable.
    DPAD Left - turn left
    DPAD right - turn right
    Sprint + DPAD Left - sails up
    Sprint + DPAD Right - sails down

    Old verbose changelogs
  2. deleted201550334
    deleted201550334
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    If using Mo2 and want to use cutom plugin music :
    -intall normally the mod, rename it if it the same name as sailable ship (not for me)
    -create or copy the music folder in Skyrim special edition/Data
    -Replace the tracks by your own musics (must be in Wav format and name as Track01,Track02.....), replacer them in the aaaship folder in Data/music and in Mo2.
    -Check with CK or Bethesda Plugin Manager ( https://www.nexusmods.com/skyrimspecialedition/mods/111236 ) if the esp is overwhrite by another, this make the mod not working and load it after them fix it
    -Enjoy your epic music and one of the best mod on nexus (really)

    Credit to ronin3223 for his massive help
    1. ronin3223
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      Thanks for posting this here.
      Hopefully I'll remember next time I rebuild my mod list XD
    2. deleted201550334
      deleted201550334
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      You're welcome
  3. Ghost9S
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    does this not work with non VR? I installed every requirement correctly! saw the note purchased Bretic Carryk, waited 24 hours, No ship, waited another 24, can't find it in Lighthouse or Docks, another 24 still no Bretic Carryk
  4. DaggerfallExplorer
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    pancake0723 has a mod out called 'Man the Cannons' that adds fireable cannons to ships; do you think it would be possible to add that functionality to this mod? Skyrim Creed: Black Flag could be possible! 
    1. ziher
      ziher
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      Not sure it's possible to add his exact cannon mechanics, but some kind of cannon mechanics is likely doable. Most likely a simple hit RNG calculations would work well enough.
    2. DaggerfallExplorer
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      That would be amazing. You've really achieved something great by bringing proper sailing to Skyrim; it was always so strange that it didn't have it, being a game about (essentially) fantasy Vikings. I hope you do the cannons, lol! 
  5. sajtoskeksz
    sajtoskeksz
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    Is this mod being worked on still?

    I love the concept and the mechanics, needs a lot of work but so far so good.
    Idk if it's because of the map mod I have (Normal mod with roads showing) or smh with the mod itself but the map markers for world transitions are way off.
    I couldn't find the Solstheim route and I've been sailing for about 1.5 hours from solitude....

    Could you add something to make the world transition points visible please?
    Glowing light or smh that can be enabled and disabled in the settings so others won't have a problem with immersion breaking but it would help out a lot for some ppl.

    Also encounters with other ships are still a thing on the roadmap or it's been scrapped altogether?
    1. ziher
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      Use Move to Interior power when at helm to get bearing and distance to teleport markers in relation to your heading.
      No need for visible points, just use above method instead of trying to navigate by map.
      Encounters are priority, unfortunately my free time is on tight schedule.
  6. JamesANGLOC
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    Can't find the note pinned to the board or even the board itself,but the note can be added through the console,so if there is a command to summon the ship?Or is there a way to make the board pinned note appear?
    1. ziher
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      You need to activate the note. It should be there, try searching for it by disabling collision with tcl command. You can also try
      XX89C44D.Activate player, 1

      to activate Carryk buy note. XX should be replaced by load order of this mod.

    2. JamesANGLOC
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      Can't find the note with tcl.Is the note near the lamppost outside the front door of the solitude lighthouse or somewhere else?And the second command reported error"script command 8D89C44D.Activate not found".
    3. ziher
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      Ok, try 'prid  XX89C44D' followed by 'activate player,1'.
      You can also try 'player.moveto XX89C44D'. This will move you straight to the note.
  7. Paquette
    Paquette
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    Is there a readme/guide anywhere I can find? I feel like there's so many questions that I don't have the answers to. 

    How do I use autopilot?
    The ships mention crewcount, how do I get crew? 
    I can't find the markers to update the color/sails, etc.
    1. ziher
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      You can read update notes, most things were explained as i added them, including old changelogs. 'Autopilot' makes ship stop automatically at 100 distance from navigation marker when using interior sailing. Crew is a placeholder, for eventual use with encounters.

      Sails can be changed by activating flag in captains cabin for ships other than vanilla.
      For vanilla (longship, big longship and Katariah), colors and sails can be changed at stern by activating invisible activator (check screenshot in image section for location). For Katariah you can change sails only.
  8. KuroshuKiji
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    Don't know if you are still working on this. I like the mod, I prefer manual/live options for traveling.
    This makes it alot more fun in my book.
    I will say sometimes I would like convenience, so having ship move nearby would be nice.
    Suggestion if possible : Once you "Recover" smaller boats, specifically Rowboats. Maybe giving the ability to "Recall" it and spawn it beside the larger ships. So we can use it to go to coast when not near docks.
    I did see you have the spell summon on the roadmap, that could just be it.

    Could also make it so those rowboats can be picked up as misc items, when you drop them then the boat is spawned on nearby water
    1. ziher
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      I'll add teleport active ship to player. Can't do picking up and spawning since all ships need to be defined in CK first as persistent objects.
  9. KuroshuKiji
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    Don't know if you are still working on this. I like the mod, I prefer manual/live options for traveling.
    This makes it alot more fun in my book.
    I will say sometimes I would like convenience, so having ship move nearby would be nice.
    Suggestion if possible : Once you "Recover" smaller boats, specifically Rowboats. Maybe giving the ability to "Recall" it and spawn it beside the larger ships. So we can use it to go to coast when not near docks.
    I did see you have the spell summon on the roadmap, that could just be it.

    Could also make it so those rowboats can be picked up as misc items, when you drop them then the boat is spawned on nearby water
  10. almatarskr
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    hello,

    i get sometimes orphrns scripts in resaver, without uninstalling mods
    it's happen when i use the ship or scripts from the mod, for exemple i waited 5 days to get the ship i had aaabuyship script in my save and when the ship spawn i checked the save and the script wasn't here (normal) but i had an orphen script and i have this mostly when i sail 

    did you had this issue ? i clean it so i don't think it's armful


    EDIT : sorry, it's not related to Sailable Ship
  11. Cyngen80
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    So sorry if I'm like the 90th person that's asked this, but will this work for the Scarlett ship? It's the main ship I use in the game for my character's storyline.
    1. ziher
      ziher
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      It will not affect Scarlett ship or any other ship home mod.
  12. almatarskr
    almatarskr
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    Hello, 

    i play in vr and i can't go to : Distant Ocean Isles (Miyaps Dungeon mod), all other worldspaces works but this one is not active (for sailable ship esp) when i go to nirn map it doesen't show up even after read naval charts and if i go to azurian sea the marker is invisible/inactive

    any help will be appreciate

    Thank you for the mod !
    1. ziher
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      Hi, script checks in 'MiyapsDungeon.esp' for it's worldspace form ID. If it doesn't find it then it doesn't enable markers. Check if mod is named exactly as 'MiyapsDungeon.esp' and that it has not been eslyfied. This would change form ID of the worldspace script searches for, in this case it searches for XX005900 form ID.
      You could also try 'enable all markers' in settings, read the nav book again and see if that works, this would skip checking for existence of worldspace mods in your load order and enable all markers.
    2. almatarskr
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      Ok i will try, I use a french version of MiyapsDungeon and i think they trun it esl i will check, Thanks for the help !
    3. almatarskr
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      Thank you very much, it works now, i changed the flag i xedit it was an esm
    4. Scorchfrost
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      I changed the file name to "MiyapsDungeon.esp" and it appears, I didn't go into xedit or actually unflag it as an esm.
    5. ziher
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      No need, as long as worldspace FormID doesn't change it should work.