sixcarbxn Posted May 4, 2012 Share Posted May 4, 2012 I'll start by saying I've never created a mod. I use them, oh boy do I use them, but I've never made one so I have no clue what kind factors have to be considered. Nevertheless, I have a cool idea for a mod. How about boats, like the little fishing boats seen throughout Skyrim, modified so that they can be used or mounted? I'd really love to see my character run up to a boat, hit jump in, and start paddling down the river- I think it could add to a whole new dynamic of immersion. There are so many beautiful rivers in Skyrim, but no good way of traversing them without getting in the water (which I think most people would avoid when playing for immersion). It would also be cool to see followers able to get in and help paddle, or shoot their bow at riverside bandits and such, but I know that would require a ton of work and could prove glitchy. I'm wondering how possible it would be to get a mod like this going, and I'd love to see a working result. Thank you modding community for all of your time and work; I wish I could do what you guys do, oh wizards of the code, but I'm not as talented as you all are. I can at least enjoy it and be grateful. -siXcarbXn- Link to comment Share on other sites More sharing options...
Kry11ic Posted May 4, 2012 Share Posted May 4, 2012 Well, a custom model of a boat can be made, I know that for sure. Whether it will actually move? Possibly. Considering there is a type of coding when riding a horse, something like that might be implemented? But honestly, there isn't much water to travel by boat on. At least, not much that actually lead anywhere, or are open enough to hold a boat. The only big open area there is is in the northern area, but you can only get to Dawnstar, Winterhold, and Solitude from there. Link to comment Share on other sites More sharing options...
kklusmeier Posted May 4, 2012 Share Posted May 4, 2012 I really want this. I play with a hypothermia mod, so when it says 'Go to sigmus septimus outpost' I am forced to turn it off, or die by hypothermia after I try to swim :P Link to comment Share on other sites More sharing options...
RaktoastTheSandwichTopper Posted May 4, 2012 Share Posted May 4, 2012 yes i thought about this earlier: why can't it be done so that they use a horse like standard then replace the speed, model, texture, and restrictions Link to comment Share on other sites More sharing options...
SLuckyD Posted May 4, 2012 Share Posted May 4, 2012 http://skyrim.nexusmods.com/downloads/file.php?id=5432 I just have to update the readMe and I'll be uploading the newest version later today (v1.1b). I suggest waiting for the update, as it makes the controls WAY better - and the whole thing is much more stable. For those who think there isn't much water to sail... you obviously haven't been out on the ocean in the North. There are tons of places to go up there; and sailing makes it so much faster (unless you just fast-trav everywhere you go). The ship also goes up the rivers and what-not; and functions as a portable Player-home with perma-storage. I plan to release the source for the scripting in the future, but I still want to tweak it some more before that. I also plan to attach the script to other boats (Vanilla, and maybe one or more that I got free off the net); right now it's just my custom Viking ship. I considered doing it as a "horse" like suggested, but that requires a lot of hope-jumpery in terms of animations, behavior graphs, bones, etc etc... I was saving it for a last resort, but I got it working without having to go that far. Link to comment Share on other sites More sharing options...
RaktoastTheSandwichTopper Posted May 4, 2012 Share Posted May 4, 2012 (edited) ISN'T THAT STILL IN BETA?sry for the caps does it support followers? Edited May 4, 2012 by StuartSmiles Link to comment Share on other sites More sharing options...
SLuckyD Posted May 4, 2012 Share Posted May 4, 2012 I only keep the beta tag on my mods if I plan to add more to them; such as interior clutter, NPCs, quests, etc. In the case of my Gokstad Sailable Ship mod, there is just a hollow building where the shipwright will be. It won't cause any conflicts, destroy your saveGame data, or even unbalance the game (though SOME may disagree with that last one). It's only 3 or 4mb too, so it's a quick download... heheh. But other than what I consider 'esthetic' stuff like that, the mod works as described on its page. The ship sails fine, and the Player-home is usable; but I plan to do a LOT more, specifically with NPCs and voice acting and questlines. With the version I just uploaded (v1.1b), I think it's definitely worth trying if you're interested in ships or sailing. You can sail using WASD to control it, and attack enemies on shore while doing so. Ram the ship into shore above a certain speed and it causes huge fireball damage to the whole area. Even take your horse on board... but sorry - no followers yet; I WILL be looking into doing this for a future update. Link to comment Share on other sites More sharing options...
RaktoastTheSandwichTopper Posted May 4, 2012 Share Posted May 4, 2012 ok im looking forward to the update Link to comment Share on other sites More sharing options...
DamienLZ Posted May 5, 2012 Share Posted May 5, 2012 I definetly want this, since I want actual pirates and raiders landing ashore, and sailing off shore :D More seal battles that lead to be Fus Ro Dahing sailors into giant Slaughterfish infested oceans >.> But the issue is, could it be possible to make a full sized boat, a script that makes it only ride in water, and AI to make the ship pilot pilot it AT LEAST reasonbly intelligently (Not to mention , would it be possible for people to stand on the boat, and to navmesh it/put doors in it? Or even have the lower deck door spawn enemies and act as a treasure chest?) Add in the question if it is possible to make after effects on death to allow destruction of player owned boats that float worthlessly in the water with a large hole or something on the side... Link to comment Share on other sites More sharing options...
SLuckyD Posted May 5, 2012 Share Posted May 5, 2012 DamienLZ: I have plans to add the option to spawn Nord raiders, Draugrs, and/or some other type of friendlies when you beach the ship (in lieu of or in addition to the explosion it currently has). No need for navMeshing the ship, as the entire sea already HAS navMesh... NPCs and creatures will already board the ship as-is; though there is currently only a floor. I want to add collision for the walls eventually - but I only just finished the sailing script, so now I can work on other aspects. About damage though.. funny you should ask. I pan to intentionally destroy my ship in 3DSMax, then export the "pieces". I would then assign 'damage' to the static, triggered when certain things happen; such as hitting shore too many times without repairing it or something like that. As far as the AI aspect goes... that's going to be the most difficult thing to implement, if at all possible. What I plan to try eventually is to attach my scripting to other boats (which Player could use instead of my Viking longship); but at least one of them would be scripted to "follow" Player... with NPCs attacking you from the other boat. It won't be as cool as it sounds, if I can get it to work at all; but it should offer at least a LITTLE glimpse into open-sea battles. I foresee land/objects getting in the way of the pursuit script; as Player could just slip around an island or rock, then the enemy ship would then run aground thinking it can sail right through it (on it's direct-pursuit course). In order to have it intelligent enough to go AROUND the island... I need way more knowledge and experience with scripting than I currently possess. But the newer version is uploaded as of yesterday. Again, it's just the plain ship and Player-home, for free... and of course the beginnings of the shipwright's building and dock. But it sails perfectly well (given your system maintains 50+fps) and is quite fun to blow up horkers with.. heheh [EDIT: I just remembered that I have plans to have set routes between major ports. This would mean that the boat would auto-pilot from preset marker to the next, until the destination is reached. The whole time, Player could sit back and sight-see (the coastline really is AWESOME from this perspective... and so much more extensive than most would think).. maybe take pot-shots at coastal enemies while gliding by. My point is that I could have TRADE ships sailing those preset routes... then PLAYER would act as pirate to chase them down - and board them, etc.] Link to comment Share on other sites More sharing options...
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