I'm not satisfied with how this mod turned out. For this reason this mod will receive no support. I'm only keeping it up for archiving purposes. If I ever find a fix, I might remake this mod. Or someone else finds one, please let me know.
I have tried applying the animations to other ship meshes. But unfortunately, I was unable to get it to work for them. (the ships didn't move in game) Then, I tried doing it through a script, but it seems like you cannot call TranslateTo() on a reference that is set as IsFullLOD. (without this, you won't see the ship, unless you're really close.) I asked around if anyone knew a fix, but apparently no one did, so I kinda gave up.
There's another mod that adds animated ships to the game that unfortunately disappears from view when it reaches a certain distance away from the player, do you think you will be able to make a patch for that with this resource? https://www.nexusmods.com/skyrimspecialedition/mods/42345
I have tried applying the animations to other ship meshes. But unfortunately, I was unable to get it to work for them. (the ships didn't move in game) Then, I tried doing it through a script, but it seems like you cannot call TranslateTo() on a reference that is set as IsFullLOD. (without this, you won't see the ship, unless you're really close.) I asked around if anyone knew a fix, but apparently no one did, so I kinda gave up.
I'm only keeping this mod up for archiving purposes at this point...
These and other models I'm adding will go nicely with your mod. But your mod still stands out as the best solution when it comes to full lod. The animated solution I'm using here is not setup to be seen from too far away so ships immediately blank out of existence for a bit. But I believe I found a solution for rigging new models to your setup.
Awesome mod just what we needed. This will forever be an ambience staple. Question though.. How do I swap the model you used with other ships using your activator? I have a ship in game now and I know I can animate one from scratch using the Interpolators. But you setup such a good route that i'd just spread more ships around in my game with different models if possible.
I made a video called ghost ship chase using your mod and I begged for someone to make the Flying Dutchman as a skin lool. Well fast forward and I actually added a ship I call the Myrderous Intynt..a pretty narly looking vessel with teeth on the front. Would love to get this beast prowling the waters around The Sea Of Ghosts. Or any pointers for making my own version would be sweet. Right now I'm in the process of swapping some mechanics around for using it with Sailable ships and I have a mod I would like to release soon filling all sea worldspaces with sea life and ambient ships. :)
I have tried applying the animations to other ship meshes. But unfortunately, I was unable to get it to work for them. (the ships didn't move in game) Then, I tried doing it through a script, but it seems like you cannot call TranslateTo() on a reference that is set as IsFullLOD. (without this, you won't see the ship, unless you're really close.) I asked around if anyone knew a fix, but apparently no one did, so I kinda gave up.
Yeah I'm having a similar situation with adding boat bobbing animations at the moment. They play fine in Nifskope but ingame no go. I actually have another boat mod in game with translation reverences and it's working so I'll go under the hood and see what I can come up with. Thanks for getting back to me :)
So here's a cool find I'm very pleasant about. I decided to throw your model back ingame but after I added sails from my ship. The sails move with the ship as planned so far and I'm snapping up screens right. I have some really nice textures to go along with the sails so with a bit more snipping and cutting I could have a version with sails I believe :). I'd easily pass it along once finished
@Timmy2ww Technically yes, but you'll have to make sure the ships won't clip into the land. In addition, you would also have to make sure the player cannot close to them and remain in the distance.
IKR. Unfortunately, I know very little about actual modelling. However, there's an update coming which includes ships from this mod, which do have their sails loose.
Well, I tried using these meshes with their animations defined within the mesh, but I wasn't satisfied, so I tried setting it through scripts, using TranslateToRef(). However, that didn't seem to work if the ship is marked as a FullLOD, so I gave up.
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The author has locked this comment topic for the time beinghttps://www.nexusmods.com/skyrimspecialedition/mods/42345
I'm only keeping this mod up for archiving purposes at this point...
https://youtu.be/iRyqlHvo_As
https://youtu.be/Gf3nckNDeo4
These and other models I'm adding will go nicely with your mod. But your mod still stands out as the best solution when it comes to full lod. The animated solution I'm using here is not setup to be seen from too far away so ships immediately blank out of existence for a bit. But I believe I found a solution for rigging new models to your setup.
Your Katariah and another animated ship setup together.
I made a video called ghost ship chase using your mod and I begged for someone to make the Flying Dutchman as a skin lool. Well fast forward and I actually added a ship I call the Myrderous Intynt..a pretty narly looking vessel with teeth on the front. Would love to get this beast prowling the waters around
The Sea Of Ghosts. Or any pointers for making my own version would be sweet. Right now I'm in the process of swapping some mechanics around for using it with Sailable ships and I have a mod I would like to release soon filling all sea worldspaces with sea life and ambient ships. :)
https://youtu.be/AT1G30n-mWQ
https://youtu.be/wBd0Lleee2A
Featuring a chase around with your ship :)
Thank you very much :)
Thanks!
Ah, it was really easy to make compatible patch. Could you make it for others?