Daerune Posted April 30, 2018 Share Posted April 30, 2018 I believe it can already do that in Legacy of the Dragonborn. What this is more about is porting it over how it is in the Oldrim where we can fly it about ourselves and use the beacon's to move it between maps. Link to comment Share on other sites More sharing options...
Barchetta3223 Posted May 1, 2018 Author Share Posted May 1, 2018 Well yes ofc as per my initial request :p Link to comment Share on other sites More sharing options...
Deleted5951927User Posted May 16, 2018 Share Posted May 16, 2018 Those meshes need a bit more work than Nif Optimizer I was so ecstatic when I ported and it flew but then poof gone. I'm assuming some more work can be done via something like Nif scope maybe? Fingers crossed it returns to SE one day, one of my fave mods. Link to comment Share on other sites More sharing options...
qwert44643qaz Posted September 19, 2018 Share Posted September 19, 2018 i havent seen nothing from Deapri in along time either commenting one way or another?Unless i missed it. Link to comment Share on other sites More sharing options...
Kiluria Posted October 28, 2018 Share Posted October 28, 2018 So does anyone know how to change the rendering so it doesn't dissappear at the edge of your screen and is always loaded?Yes, this is a bug in the NIF file. The Bounding sphere is to small and the ship will disappear if it boundary sphere is outside the camera. This can be changed with NifSkope. I have ported Dev Aveza to SE, and it sems to work. Link to comment Share on other sites More sharing options...
Fled1 Posted December 1, 2018 Share Posted December 1, 2018 Well, the Nifs problem is easily bypassed by just using the working nifs from Legacy of the Dragonborn, replacing the 4 bad nif file models with that. Also delete the guns off the ship and the mod is stable at that point. The problem is theres 16 scripts and only 2 of them work, the other 14 are simply broke for SSE. You'd need someone good at scripting to fix that. I took a look in the scripts and they are expansive, long scripts and the creationkit was telling me each script all had dozens of errors in them. If I could of fixed them I would of uploaded the Dev Aveza for SSE but that's one thing I'm not experienced in, yet. Link to comment Share on other sites More sharing options...
RiceNinja Posted December 20, 2018 Share Posted December 20, 2018 Anyone tried porting with the updated and optimized reupload?: https://www.nexusmods.com/skyrim/mods/93296?tab=description Just got SSE years after I stopped playing/modding OG skyrim. Still remember this mod tho. It was the only player home I actually kept and used. Had so much memories with it, would be nice to get it again. I'd try to port it myslef but I'm just getting back into the modding scene and it seems I have to do quite a bit of catching up. Link to comment Share on other sites More sharing options...
Deapri Posted March 30, 2019 Share Posted March 30, 2019 @OP yes I was gone for several years, it is now moved to SE Link to comment Share on other sites More sharing options...
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