This mod does not require AE. But it works with AE as well as with SE.
Before you ask questions, please read the full description and also the description of the mod The Isles of Teia you can find here, with galleries and videos: Isles of Teia SE on seeyouinskyrim.net
In the spoiler article you get a full description. Under the gallery you will find a video that shows how the boats work. Please report bugs.
This file is from the site mentioned in the sticky post. Yeah it seems its version number is higher than the one on the nexus and its size smaller. Downloading it to check the dates of the files inside... !
... and after downloading : the nexus seems to have the most recent one then, it's from 2020 when the one on the nexus is from 2022 !
and after testing : with AE (or SE) navigation overhaul is unusable unless you want to try to install something to remap these controls, there should be at least a basic mcm or some ini to edit to remap these controls, without it it's simply useless. Plus the letter of ownership required to start the ship was nowhere to be found, the locate object spell for written text pointed to a specific place on ship, but nothing to be taken there. In the end I simply used additem menu to find it and take it from there, but then I couldn't remap the controls and so I had to just uninstall the thing !
So navigation of the basic mod : well since you can't move around the ship and you can't even get an external view, most of the view becomes blocked by the ship itself, and you don't even get the basic compass you usually have, making all navigation extremely difficult, almost impossible. So too bad for me...
You can't uninstall mods midgame, if they contain scripts or AI changes. These informations are baked in the saves. If you remove those mods, saves will become corrupt. Sometimes it works, if you use a savegame cleaner, but that's not reliable.
There will be an update, but not until the end of year, including:
- Windows and lighting switch now automatically to day and night times - calendar is working (finally!) - every lamp and candle can be lit or unlit - in the cabin you can set the table to dinner or working - there is a raven on the bar instead the static owl and you can put it on your shoulder or allow it to sit on the desk or table - better navmesh in the base, nevertheless some problems still remain due to the interior model of the ship
I'm currently working on the new forest island on Teia and I will try to improve the teleportation marker that teleports player on deck when in water - that marker is not always where it should be and can cause trouble with an endless teleportation loop.
First I want to apologise for my criticism but I'm a little frustrated by having to remove a mod mid-game due to it not working properly. Mod authors don't owe us anything, and if they don't make their mods work well that's fine, their just free passion projects after all. Still, I think it's fine to comment about bad experiences with mods, so here's mine.
This mod is extremely buggy, for one. I only wanted to use the ship as a home base while I go around doing my adventures in Skyrim but that didn't work; the ship (while very nice looking) is frustratingly littered with bugs. The sailing part went far better than I had expected, but it was leaving and entering the ship's interior that was game-breaking. First, the ship teleports between Skyrim and Teia based on from which direction you click at the door while exiting the basement. That is perfectly fine but it wasn't really communicated properly and it took me a while to get it - but just as I realized how not to get teleported to Teia I ended up being stuck in a loading loop just as I went through the door. I tried reloading, I tried reinstalling, and nothing, I would get stuck in the same loop over and over again. I didn't play this mod for long because of this game-breaking issue, but from what I've seen the Isles themselves are also a little buggy. One major issue I have with this mod is the lack of land markers - you can't even fast travel to your ship because there is no fast travel point, and when you go to Teia there's literally nothing to discover there. It is very buggy and very confusing.
But, as I've said, great design and a sailing system that seems to be working pretty well. Shame that the mod fails as a home base.
Could be that the issues are on my part, but I haven't really encountered anything like this with most mods I've played, so I assume these issues are due to the mod and not due to my other mods.
Hello argonianking2, I'm sorry that you have issues. It's totally fine by me that you express your thoughts, I understand well, that things can be frustrating. This is a complex mod Skyrim was not made for and I'm not a professional, so don't expect a bug free mod. In my testing in LE without any other mods everything works like expected. But with a ton of mods installed there can be issues of course. For a lot of people it works very well, for others not.
Firstly, I don't play SE or AE anymore, so I can't test anything here. You should not have problems to use the ship as a player home. But to use the doors correctly, the anchor must be dropped, otherwise the activators will not be at the right places. I wrote that in the manual. Secondly, the isles are not buggy in any way. It's by intend to have no teleport or landmarkers there. On Teia you can discover a lot, but there are no quests implemented, yet. But a ton of new ingredients, a lot of animal wildlife, two dungeons with some surprises to explore, some new books, magical spheres that tell a story. If you rush just through, you will find nothing. There is a lot of underwater life and some treasures to discover. For example you can dive with the dolphins - they protect you from Orcas or Tigerfishes. I have built the isles that way because I love their plain beauty. And because I wanted to sail - this is not much fun in Skyrim for me at the Sea of Ghosts. But the main reason is, because the isles are the stage for the questline of my mod Tasheni Followers, that is not implemented, yet, due lack of time. To transport followers from island to island I needed a big ship, so the Pride of Teia was born. And because I know that some people would love to sail in Skyrim, I made it possible. I hope to come back to it one day to vipe out bugs, but this will not happen timely. Thanks for your understanding and for trying my mod.
- Tasheni is blushing - Thank you for your kind words. Just spread the word and it will not be a hidden jewel anymore Please notice the credits list. Without these fantastic asset creators my mods would not exist.
73 comments
Before you ask questions, please read the full description and also the description of the mod The Isles of Teia you can find here, with galleries and videos: Isles of Teia SE on seeyouinskyrim.net
In the spoiler article you get a full description. Under the gallery you will find a video that shows how the boats work. Please report bugs.
Save your game before you start sailing!
LE version here: Pride of Teia LE
I wish you a good time on board ;)
I have friends w/a Microsoft Controller that says it works with that as well.
Admittedly, when Beth screwed up Skyrim back a few months ago, I got ..... and didn't play, until I felt everything settled down, including myself.
So I have this file, and now I'm scratching my head:
.... > Tasheni The Isles Of Teia SE4-1
But I don't see it on Nexus, only this mod?
Am I missing something?
Do I use the file associated w/this site/page? Is the above file okay to use?
Thanks and sorry for the mess up on my part.
Downloading it to check the dates of the files inside... !
... and after downloading : the nexus seems to have the most recent one then, it's from 2020 when the one on the nexus is from 2022 !
and after testing : with AE (or SE) navigation overhaul is unusable unless you want to try to install something to remap these controls, there should be at least a basic mcm or some ini to edit to remap these controls, without it it's simply useless. Plus the letter of ownership required to start the ship was nowhere to be found, the locate object spell for written text pointed to a specific place on ship, but nothing to be taken there. In the end I simply used additem menu to find it and take it from there, but then I couldn't remap the controls and so I had to just uninstall the thing !
So navigation of the basic mod : well since you can't move around the ship and you can't even get an external view, most of the view becomes blocked by the ship itself, and you don't even get the basic compass you usually have, making all navigation extremely difficult, almost impossible. So too bad for me...
Kudos
P.S. brilliant work
Glad you like my work
There will be an update, but not until the end of year, including:
- Windows and lighting switch now automatically to day and night times
- calendar is working (finally!)
- every lamp and candle can be lit or unlit
- in the cabin you can set the table to dinner or working
- there is a raven on the bar instead the static owl and you can put it on your shoulder or allow it to sit on the desk or table
- better navmesh in the base, nevertheless some problems still remain due to the interior model of the ship
I'm currently working on the new forest island on Teia and I will try to improve the teleportation marker that teleports player on deck when in water - that marker is not always where it should be and can cause trouble with an endless teleportation loop.
This mod is extremely buggy, for one. I only wanted to use the ship as a home base while I go around doing my adventures in Skyrim but that didn't work; the ship (while very nice looking) is frustratingly littered with bugs. The sailing part went far better than I had expected, but it was leaving and entering the ship's interior that was game-breaking. First, the ship teleports between Skyrim and Teia based on from which direction you click at the door while exiting the basement. That is perfectly fine but it wasn't really communicated properly and it took me a while to get it - but just as I realized how not to get teleported to Teia I ended up being stuck in a loading loop just as I went through the door. I tried reloading, I tried reinstalling, and nothing, I would get stuck in the same loop over and over again. I didn't play this mod for long because of this game-breaking issue, but from what I've seen the Isles themselves are also a little buggy. One major issue I have with this mod is the lack of land markers - you can't even fast travel to your ship because there is no fast travel point, and when you go to Teia there's literally nothing to discover there. It is very buggy and very confusing.
But, as I've said, great design and a sailing system that seems to be working pretty well. Shame that the mod fails as a home base.
Could be that the issues are on my part, but I haven't really encountered anything like this with most mods I've played, so I assume these issues are due to the mod and not due to my other mods.
I'm sorry that you have issues. It's totally fine by me that you express your thoughts, I understand well, that things can be frustrating. This is a complex mod Skyrim was not made for and I'm not a professional, so don't expect a bug free mod. In my testing in LE without any other mods everything works like expected. But with a ton of mods installed there can be issues of course. For a lot of people it works very well, for others not.
Firstly, I don't play SE or AE anymore, so I can't test anything here. You should not have problems to use the ship as a player home. But to use the doors correctly, the anchor must be dropped, otherwise the activators will not be at the right places. I wrote that in the manual.
Secondly, the isles are not buggy in any way. It's by intend to have no teleport or landmarkers there. On Teia you can discover a lot, but there are no quests implemented, yet. But a ton of new ingredients, a lot of animal wildlife, two dungeons with some surprises to explore, some new books, magical spheres that tell a story. If you rush just through, you will find nothing.
There is a lot of underwater life and some treasures to discover. For example you can dive with the dolphins - they protect you from Orcas or Tigerfishes. I have built the isles that way because I love their plain beauty. And because I wanted to sail - this is not much fun in Skyrim for me at the Sea of Ghosts. But the main reason is, because the isles are the stage for the questline of my mod Tasheni Followers, that is not implemented, yet, due lack of time.
To transport followers from island to island I needed a big ship, so the Pride of Teia was born. And because I know that some people would love to sail in Skyrim, I made it possible. I hope to come back to it one day to vipe out bugs, but this will not happen timely. Thanks for your understanding and for trying my mod.
Glad that you like the mod
Please notice the credits list. Without these fantastic asset creators my mods would not exist.
I hope you have fun. Then I'm happy!