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Vidi_Aquam

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VidiAquam34

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13 comments

  1. superliuk
    superliuk
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    Your mod it's compatible with latest openmw 0.49?
  2. Would it be possible (in future version or perhaps by modifying the script) to:

    -add storage box to the boat?
    -make the boats go faster? Current speed is the same as standard water walking.

    I suppose that due to nature of these boats it's atm impossible to make them into 2 seaters.

    edit:

    I found out that in order to increase speed while sailing, you can add fortify attribute thing just after the "restore fatigue" part in the sailing section:

    {
                id = 77, -- restore fatigue
                attribute = -1,
                skill = -1,
                rangeType = 0,
                area = 0,
                duration = 0,
                magnitudeMax = 100,
                magnitudeMin = 100
                },
                {
                id = 79, -- fortify attribute
                attribute = 4, -- speed
                skill = -1,
                rangeType = 0,
                area = 0,
                duration = 0,
                magnitudeMax = 100,
                magnitudeMin = 100
                }

    In example above it fortifies speed by 100 points while sailing.
  3. pr4wn0p
    pr4wn0p
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    If I am using a cell reset script will my boats that are not in my inventory get removed when the cell resets? Any idea how to work around this if so?
    1. VidiAquam34
      VidiAquam34
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      Depends on the cell reset script. Urm's cell reset will remove them; Atkana's has a setting to keep all placed objects. 

      Either way, you could add an additional code block to the cell reset script to check against the boat database to see if there are boats in the cell being reset. If there are, you can write some code to replace the boat right where it should be after the cell was reset.
  4. pr4wn0p
    pr4wn0p
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    I have installed this mod on my personal server but am having a weird issue. Sometimes when I interact with the sailboat and select sail, the boat ends up inverting its orientation. I can still sail around with the upside down ship. When I dismount it returns to its normal orientation. Any ideas?
    1. VidiAquam34
      VidiAquam34
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      It's a minor animation issue that is only visual. The boat animations do not contain the animations for "falling" or "sneaking" states, so if you mount a boat while sneaking (I thought I had written code to prevent this, but apparently not) or another player gets stuck in the falling animation state (as happens sometimes in tes3mp) the boat will get that visual bug.

      Any future boat animations I create will account for this.
    2. pr4wn0p
      pr4wn0p
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      Right on, thanks for the feedback and this sweet ass mod, really changes the game to be able to explore Morrowind from a boat. Cheers!
  5. How to install it? There are no instructions in the file itself so I decided to put this script into the "custom" folder, then I added following line to the customScripts.lua file:

    require("custom/AotS_Ships")

    And as a result I got an error message (shown below). Both server and game crash upon typing /boat command.

    Cannot open .\server\data/custom/AotS_Ships_Data.json in mode "r"

    I have the newest version of "Tamriel Data" files and "Sails and Sales" files as well.
    1. VidiAquam34
      VidiAquam34
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      That error message is normal the first time the script is run and should be harmless. (The script cannot find the file of saved data so it needs to create it.)

      Looking back on the script, I left in some references to helper functions I stored in a separate file, which is likely the cause of the crash, so I will need to upload a new version with those changed.
    2. VidiAquam34
      VidiAquam34
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      The fixed file has been uploaded.
    3. The fix works, thanks a lot for quick response!
  6. Johnnythunder113
    Johnnythunder113
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    I'm sure this is a dumb question, but could I also use this on a solo Openmw save? 
    1. VidiAquam34
      VidiAquam34
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      No, this is tes3mp only. At some point, I'm sure OpenMW lua will reach a point where it will be possible for someone to port it over, but that day is not today.