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  1. I do not know if someone else has suggested it, but as you may gather from the title, I would like to see the ability to build BIGGER ships in Starfield. Allow me to explain. As soon as the game got out, people immediately started to recreate well-known spaceships across all the various medias. Posts everywhere practically exploded with people showing off "their" version of the 'Millennium Falcon', or the 'Normandy', or even the 'Batwing'. I too was also eager to see what I could create in the game. But, as one would expect, there were limits and building you favorite capital/carrier ships would not happen. I understand why limitations were made, as you have to be able to land your ship in a port and huge starships would just be to cumbersome to work around into the normal play of the game. But that has never stopped Modders before. So this is what I propose: A mod that gives you the option to create a "Capital Ship Class", or a ship that is larger that what can be currently made in Starfield, one where you can build a ship that could be 3x-4x bigger than normal. The obvious problem that comes to mind with this is you can't land it at any port or planet without problems occurring. So then what if this "Capital ship" doesn't land, and instead can only be used in "space", above the planets. And in order to get down to a planet or station you take a "shuttle", which could be any of the vanilla ships in game. I'm thinking just adding another button prompt to go back and forth from planet to ship. Ideally in this fantasy of mine, I would like the Capital Ship to be able to be piloted and fight, which means talking about Mass, engines, reactors, etc. A Capital Ship will likely need "upgraded" reactors, shields, thrusters, and engines; engines and thrusters in particular because of all the mass coming into play. I imagine adding new items that are the same as the vanilla models, but reskinned with updated stats to accommodate the needs of a Capital Ship. --- So that's my idea. I want to feel like I am a Captain piloting a large ship with multiple decks that acts like a mobile home base, hired full of crewmembers from various planets, and together explore the galaxy while daring your enemies to take you on in your ship. I do not think this will be easy, I do not think this will be a small mod, and I am sure as heck don't think I have all the solutions, but that's why this community exists. Give your ideas if you're not scared. Lets have a discussion. :smile:
  2. Hello! I love being able to do ship layouts. Three things that I would love are: 1. Something on Monitors. There is a TV like monitor, and a small desktop monitor. Just having something displayed on them, like ship stats would be sweet. 2. Animated Mannequins. An idle pose for mannequins so they look like guards. 3. SHUT THE F*** UP BRIG COMPUTER. Every time I walk by they stupid brig computer opens. I think I have misophonia, every time I walk by I want to punch something. Best of luck, thank you for all the great mods
  3. I have a problem where the cutscene for the first official entry to Raven Rock does not play out properly. I can hear the captain talking, but the ship does not sail into the harbor, instead I'm just floating over the ocean. His speech ends and I wind up stuck. I enable player controls with the console and find only two fish barrels are floating in the air next to me. I find Adril waiting on the docks to speak to the captain who is obviously never going to show up. Ship, crew and captain are utterly missing. I can approach Adril but his force greet script isn't functioning, so he just stays put. After I talk to him, he will stay on the docks infinitely. I'm not Dragonborn yet, so I'm just over in Soltheim for other explorations. I doubt it would make much of a difference; the cutscene is utterly busted. If I travel to Raven Rock through a cheat-y house mod, then the ship and captain are present, but Adril is still stuck. I disabled all my mods, tried multiple fresh play-throughs and cannot find a hint of what is causing this problem. From one of the Skyrim wikis I found a post from 2013 which seems to be in the same trouble. The solutions offered were to use console commands to skip the entry, but that's not what I want. I even extracted all the Dragonborn scripts from the Dragonborn BSA file and manually put them into the proper folders. No dice. Any help or ideas would be very welcome. Edit: Thought I should add that I can still complete all the "for the good of Raven Rock" quests just fine. Like reopening the mine, clearing out Fort Frostmoth, taking down the assassins...
  4. Now, I don't have the slightest clue if this is even remotely feasible. Assuming its possible, I think it would be nice to have additional weapon assignment slots for ships. I want to build a gunship where I can have weapons of each "damage type" that is player controlled so I can target enemy ships and have the ability to use suitable damage types to take down enemy ships; but I absolutely love having an automated defense system in the way of turrets to protect my blind spots when in ship battles. Even if there is a way to rework the turret script to not take up a weapon assignment slot and just have it passively active, I'd be totally okay with that too.
  5. Hi I had an idea for a mod that i was given inspiration by from the mod Pirates of Skyrim https://www.nexusmods.com/skyrim/mods/62844/ The idea is to have a similar quest-line add some special docks to certain holds, and to other mods that have large landscapes like bruma, farskaal (i think that's what its called) make it so you can upgrade your boat from a canoe, to a small boat, or (dingy) to a small ship, t a medium ship, to a large ship. ALTERNATIVELY it could be as if you can buy the ships while only having one active at a time in the harbor, and talk to a certain trader or person to switch them out based on which one you want to use to continue having ways to customize your ship to be as if its for the imperials, or the storm cloaks, or under a black flag, to have the ability to "search" for other navel vessels and raid them for their cargo and other goods, a crew system, upgrades for the different rooms similar to that of the cardinal house mod in the original skyrim that the Pirates of Skyrim mod is based on. I cant be the only one that wants to be able to go out and raid vessels, find sunken booty, a random guy floating on a raft to recruit to my ship, a ship wreck full of goodies, SOMEONE PLEASE MAKE THIS HAPPEN ;-;
  6. Hi everybody, i make an follower mod of an human cyborg that fall down in tamriel, the idea is that i wanted put in her secret cell an Easter Egg, an door that open it show you an space ship, in this case its an Space Shuttle from the movie Avatar, i fount it in obj format and hardly imported in blender, the case its that i cant still export it in nif format to use it in skyrim, if any body can help me whit this i really going to appreciate it, if you interested even can download it and export it in nif format and send it me back. i really appreciated any help sorry for my bad english https://www.dropbox.com/s/jtbp9fgy8lujnya/Avatar.blend?dl=0
  7. I don't know if this is even possible, but the ships appear to be modular, so I thought it would be interesting to make some kind of ship mechanic mod, where you can buy upgrades from a terminal such as increased storage capacity, change pieces out to make the ship look better etc. Again, I don't know if this is possible but I think it would be cool if it were. I don't at all know how modding works with NMS or else I would attempt this myself.
  8. Hello all! So, one thing that I think most modders can agree on is that Skyrim has a lack of well-designed ships. The vanilla Viking longship style is fine to a point, but for mods dealing with other provinces it starts to become a bit of a problem. We do have some resources for this, like Markus Liberty's Imperial ships and DeviantKaled's Lore Friendly Ships, but both of these have issues that make them slightly less viable. Markus' ships lack interiors and are a bit of a problem to actually board, and DeviantKaled's are well modeled but untextured and not in .nif format. Vanilla has one other form of ship: the Imperial style Katariah. The problem is that the base Katariah in game is obscenely huge, and rather specialized. However, there is also an unused model that is both significantly more usable and has a ready-made interior already present in the CK. However, this ship has the disadvantage of being...well, kinda terrible looking above the rail. Like, this isn't exactly a believable seagoing vessel. See? Not great. However, I am aware that there are those out there with a degree of a skill at manipulating existing .nif files. And this ship, while not exactly great, is salvageable. Mainly, I'm suggesting tweaking the model in a couple of ways that would make this prototype into a more versatile. A proper galleon, really. This is just a quick and crappy mockup I made in MS Paint: Relocate and copy a few masts, get rid of the weird dragon things, the banners, and the figurehead, add a bowsprit, slim the front of the keel, and put some stairs at the back and this model becomes much more believable and useful. Retexturing it and the interior with the normal ship textures would just finish the job. Someone could even make an open sails edit or a wrecked version to make it even more versatile. Now, I'm not a modeler. I've tried using Nifskope and Blender, and both are pretty beyond me. But I know there are modders out there with experience at this sort of thing, and I hope that this idea seems feasible. I feel like this would make a really good resource and allow for a lot of good mods in the future. Just a thought.
  9. Hello all. I'm looking to make a mod that requires a few different ship models, and was able to get a hold of the models and textures for most of the ships from the Witcher 3. The trouble is, all of the models are in .c4d format and I have neither the time nor funds to acquire a copy of Cinema 4D Studio for myself. Likewise the textures are all in .jpg form and I have no idea how to properly convert them. As such, I turn to the modding community. If there is anyone out there with a copy of C4D who would be willing to convert these models into .nif format for me, I would deeply appreciate it. I can send the files to whoever is interested in doing this, and deeply apologize for any inconvenience this request might cause anyone. Thanks to anyone who volunteers.
  10. I have my original Horizon Omega Fighter, which I love to fly. But I have a rather big pet hate with the cockpit. When I don't use my VR, the cockpit is displayed as though the pilot has their nose against the HUD, and you only get a real good look at the instruments and flight panels when you're travelling at speed. I imagine this is a poor attempt to display the effects of inertia pulling you back into your seat. Trouble is, in a normal flight vector, you can't see the details being displayed on the two rearmost panels. So, now I've explained all that, here comes the question. Is it possible to write a Mod so that a greater portion of the cockpit is displayed in normal flight? I will be grateful for anyone who can help me out. Cheers!
  11. Hello, ive downloaded the mod Serenity - player house ship by Elianora (Serenity - player house ship), but whenever i try to enter the Ship AFTER i finished the quest for it, my Skyrim CTDs when i coc from main menu into the ship (0serenity) it works just fine, but i obviously cannot move the ship to another location my loadorder is as below (sorted by loot): 0 0 Skyrim.esm 1 1 Update.esm 2 2 Dawnguard.esm 3 3 HearthFires.esm 4 4 Dragonborn.esm 5 5 Unofficial Skyrim Legendary Edition Patch.esp 6 6 Wyrmstooth.esp 7 7 Campfire.esm 8 8 ClimatesOfTamriel.esm 9 9 notice board.esp 10 a moonpath.esm 11 b HighResTexturePack01.esp 12 c HighResTexturePack02.esp 13 d HighResTexturePack03.esp 14 e ClimatesOfTamriel-Nights-Level-2.esp 15 f ClimatesOfTamriel-Dawnguard-Patch.esp 16 10 ClimatesOfTamriel-Dragonborn-Patch.esp 17 11 EnhancedLightsandFX.esp 18 12 ELFX - Exteriors.esp 19 13 Immersive Citizens - AI Overhaul.esp 20 14 Immersive Jewelry.esp 21 15 ELFXEnhancer.esp 22 16 ClimatesOfTamriel-Interiors-Warm.esp 23 17 FISS.esp 24 18 SkyUI.esp 25 19 dD - Enhanced Blood Main.esp 26 1a Convenient Horses.esp 27 1b RaceMenu.esp 28 1c RaceMenuPlugin.esp 29 1d SRfreckles.esp 30 1e SGEyebrows.esp 31 1f KS Hairdo's.esp 32 20 iHUD.esp 33 21 UsefulDogs.esp 34 22 DeadlyCombat.esp 35 23 DeadlyCombat_GiantsAIFix.esp 36 24 Ish's Weighted Gold.esp 37 25 Daedric Dawnbreaker.esp 38 26 Dawnguard Robes.esp 39 27 calyps-bosmer.esp 40 28 AdditionalMusicProject.esp 41 29 LPBards.esp 42 2a JaxonzRenamer.esp 43 2b Quarterstaff.esp 44 2c RealShelter.esp 45 2d Distant DetailHF.esp 46 2e SeaPointSettlement.esp 47 2f Birdsofskyrim.esp 48 30 MoonAndStar_MAS.esp 49 31 JaxonzEnhGrab.esp 50 32 BirdsHFclean.esp 51 33 skyBirds - Airborne Perching Birds.esp 52 34 RealisticNeedsandDiseases.esp 53 35 purewaters.esp 54 36 RND_PureWaters-Patch.esp 55 37 archerydummyxp.esp 56 38 Civil War Repairs.esp 57 39 SOTGenesisMod.esp 58 3a heljarchenfarm.esp 59 3b WindstadMine.esp 60 3c Long lost smelters by Hyralux.esp 61 3d moonpath_questdata.esp 62 3e BuildableHouse.esp 63 3f tame beast.esp 64 40 Serenity.esp 65 41 Serenity SeaPoint DLC Patch.esp 66 42 immersive patrols ii.esp 67 43 Hunterborn.esp 68 44 Hunterborn_RND-Patch.esp 69 45 katixasciderhouse.esp 70 46 Frostfall.esp 71 47 ForgottenCity.esp 72 48 Darkend.esp 73 49 ELFX - Moonpath.esp 74 4a eowyn.esp 75 4b KatixasBeerBrewery.esp 76 4c DragonFastTravelRedone.esp 77 4d Hunterborn_Campfire_Patch.esp 78 4e Chesko_WearableLantern.esp 79 4f Hunterborn_WearableLantern-Patch.esp 80 50 _tck_SpellCrafting.esp 81 51 Immersive Weapons.esp 82 52 Artillery_DFA.esp 83 53 Waves.esp 84 54 lookout.esp 85 55 The Paarthurnax Dilemma.esp 86 56 SL99Exchanger.esp 87 57 acedogcompanion.esp 88 58 Sneak Tools.esp 89 59 ArtOfTheCatch.esp 90 5a SL99Exchanger_Patch_Immersive Jewelry.esp 91 5b Equipping Overhaul.esp 92 5c vMYC_MeetYourCharacters.esp 93 5d Imaginator BETA.esp 94 5e Apocalypse - The Spell Package.esp 95 5f dovahkiinrelax.esp 96 60 TheEyesOfBeauty.esp 97 61 Sneak Tools Vanilla Hoods.esp 98 62 Sneak Tools Vanilla Masks.esp 99 63 brat_richer_merchants_sp0.esp 100 64 nordicrangerarmor.esp 101 65 mintylightningmod.esp 102 66 MintyLightningMod_COT_Patch.esp 103 67 NoLights.esp 104 68 OdahviingQuickRecovery.esp 105 69 transistor.esp 106 6a shut up dogs.esp 107 6b immersive torch versatile enhanced-no dlc required.esp 108 6c TakeNotes.esp 109 6d DSerArcheryGameplayOverhaul.esp 110 6e FNIS.esp 111 6f Rideable Durnehviir1.esp 112 70 ImmersiveLoversComfort.esp 113 71 big_kill_moves_chance_sp0.esp 114 72 TavernGames.esp 115 73 SimplyKnock.esp 116 74 Animated Dragon Wings.esp 117 75 More Draconic Dragon Aspect - Powered Edition.esp 118 76 More Draconic Dragon Aspect - Wings and Tail.esp 119 77 RSPatch.esp 120 78 VSArcheressDress v1.0.esp 121 79 Immersive Citizens - ELFXEnhancer patch.esp 122 7a dD-No Spinning Death Animation.esp 123 7b Grass On Steroids.esp 124 7c Alternate Start - Live Another Life.esp Someone else hade a similiar issue and Elianora recommended to delete a small modell ship inside of the ship but that doesnt work if someone needs something else, im glad to provide it
  12. There is a mod that i have been craving but cant seem to find so i am amusing it does not exist I would love to see someone make something similar to the Mohave express from fallout new vegas and put it in fallout 4. It would be cool if you had it set up so that once you unlocked a new settlement workbench that it also unlocked a drop box in which you could send and receive items from other places just like in new vegas. Since the new survival beta and having no carry weight and not being able to fast travel looting is almost more of a chore then fun like it used to be. This would allow you to go to your nearest settlement and ship it to your home town settlement where ever that may be or even just closer to a particular area. Like maybe even put them in the major cities like diamond city and good neighbor. Also to match the new beta mode and style maybe make it so you can only ship stuff once per in game day and make it like maybe 100lb-250lb carry weight max. I think this would be fantastic and i bet would get a lot of attention especially for survival players such as myself.
  13. Hello Guys, I wanted to ask if there is a mod, (exept for the "Sailable Ships Of Skyrim") that adds a Ship of the Size of the Nothern Cardinal that features as a player home and with it you can steer the ship in real time across the cold Skyrim seas.
  14. I'm a beginner modder and I want to make a sailable ship that when I activate map and choose option move (with me!) to anyother location. Can anyone veteran modder help me?
  15. There have been a few LOD mods recently so I'm positive this might be something that can be modded. The most obvious sign that this is indeed some sort of a bug or at least glitch is most certainly the king's barge, which has enormous sails...if only you could see them from afar. From afar? Not really, because even if you're close they are missing most of the time: http://fs5.directupload.net/images/user/150924/temp/2wgklr28.jpg http://fs5.directupload.net/images/user/150924/temp/ay2zxs68.jpg Half a step makes the difference it seems. Later, when the ship is actually in port in Novigrad, it is even more noticeable. You cannot see the huge sails, which should dominate the view of the harbor pool, until you can literally spit on them. -.- A fix via LOD-mod would be much appreciated. Thanks in advance.
  16. I have an idea for a new mod, addition of new ships. Sailing ships that we would see as in the Age of Sail, such as Brigs, Frigates, Man-of-Wars, etc. Not much else to say, I think it would be lore-friendly if you look past addition of cannons (if any.) These ships would be more prominent on the Empire's side but there would be pirates and Stormcloak ships that have been stolen from the Empire, most likely distinguished by flag. I'd be nice just to see some static ships in ports or far out to sea probably fishing, guarding or something. Maybe even a player home that you can travel between ports. The Imperial ships would have fresh paint, kind of gilded, similar to the looks of a British Empire ship. Pirates would be dirtier, as would the Stormcloaks maybe with a Stormcloaky paint or Nordic symbols. Perhaps some more shipwrecks far out to sea. I would do this myself but have no idea on how to do it :P Just an idea. Been playing AC:IV Black Flag btw, so that's why I thought of this. xD If anyone takes up this let me know, I do have modding experience and can do the interiors and exteriors of the ships. I just need someone to make meshes and textures, or whatever.
  17. Hello everybody. I`ve decided to create a realistic sea battle on Skyrim`s engine. That`s what I`ve got in my test chamber: http://www.youtube.com/watch?v=gMjrW5kebc8 So, what do you think about it?
  18. So i was revisiting the Katariah after finishing the Brotherhood questline, and i had an awesome idea for a mod: Stealing the Katariah! So the idea is that after you finish the dark brotherhood and the thieves guild questlines, you can recruit sailors by doing special contracts/thievings. You can steal the Katariah, sail it to some place/island, sell it to some pirates for an awesome new pirate armor and a buttload of gold. Thats the idea, it involves around 30 new NPCS: -20 recruitable Sailors -A pirate contact from the brotherhood -A pirate contact from the guild -6 actual pirates, including a captain -A corrupt guard from the Katariah who informs you (optional) -The ghost of the emperor who gets really mad at you and adds humour to the story. I would make it myself, but I'm not really good at making mods and I think this could become something great if a talented person were to work it out. If you decide to make this, feel free to add any ideas. (Note: If you make this, all credit goes to you, just name one of the contacts or the pirate captain Rhidos and thats enough)
  19. Probably way too complicated without CK, don't even know if possible with CK. Spectacle Island attacks are not immersive as the enemies are just spawned onto the island; there is no indication of how they got there. Requesting a mod that spawns a shored transport vehicle along with the random settlement attack event. The enemies always spawn at the same location so the vehicle just needs to spawn on that corner. After fast traveling/sleeping/resetting the cell, the vehicle should disappear. Ideally the vehicle would correspond to the enemy faction (landed vertibird for BOS, boat for gunners/raiders, wooden rafts for super mutants, none needed for teleporting synths); if not possible then one universal vehicle (wooden raft most neutral)
  20. This is a ship player home mod called Northern Cardinal, with a quest, fast travel system and crew system. Since its my first proper mod and its rather complex for my standard, in order to avoid major issue, I figure I'd better have it tested before the initial release. I post some pics of the mod a while ago on reddit, link: http://redd.it/24bg7g There are many changes such then, however the location are basically the same. Where to start: http://i.imgur.com/L3SaMSe.jpg A merchant named Marcian is in the building shown in the pic (new dock area, under the Solitude arch), he will start the quest. The quest it pretty straightforward (and boring perhaps), around 30min of gameplay, difficulty feedback is needed here. Main Features: After completing the quest and getting the ship, you can talk to the aforementioned merchant for ship upgrades. After purchasing the lower deck for crew, you can recruit yoru crew, up to 9 slots. There are three ways to recruit your crew: 1. Simply take your follower on the ship, talk to them about joining the crew, when you dismiss them, they will stay on the ship. 2. For followers who are not in the vanilla follower system (Serana, Interesting NPCs, other mod followers), there is a crew journal available in the captains cabin, give it to the follower and the dialogue option will be available. 3. You can get blacksmith, mage and alchemist vendors to work on the ship by talking to them about working on the ship. There are new npcs near the docks if you dont want to use vanilla npcs. You can also appoint first mate, they are only for fast travel dialogue for now. Fast travel can also be done by activating the map in the front or steering the wheel. Other Features: To unlock the option to travel to Solstheim, talk to captain Gjalund in Windhelm docks. In the captains cabin, there is a ship model for you to change the banners and figurehead for the ship. And there's a crew book that you can view your crew list (requires SKSE). Activate the tallest mast to the crews nest. Rope ladder by the side of the ship to get out of the water quickly. If you are stuck during the quest or simply want to skip it, type in console "setstage 0shipquest 200" Compatibity: I'm not able to extensively test this one myself, here are some results: Not compatible with Solitude Docks District Minor incompatible with Expanded Towns and Cities and Better Docks, load this mod after them may solve the issue. Mods that modify areas around Solitude Docks District, outside Dawnstar Sanctuary, outside Windhelm near Hlaalu Farm are most likely to be incompatible. All the feedbacks and suggestions are welcomed, I'm also considering adding more quests and npcs, so ideas are welcomed as well. Download here (dont distribute it I guess): Dragonborn esp and bsa are required if you have Dragonborn dlc, if not just delete them. https://www.dropbox.com/s/lml89lb7a0bj5ep/NorthernCardinal.rar or http://www.mediafire.com/download/mknoe8i6yyyktks/NorthernCardinal.rar
  21. is it possible for someone to make a mod of a ship? wich would be my favoryte the man of war i would rly love to have that ship but the ones we got are the engine powered ones ,
  22. Looking for an old mod I used to use. It gave you the chance to buy a ship that could either fast travel to (and dock/anchor at) different ports, or be sailed/controlled by the player in real time. It even came with a deployable dinghy. It was really, really good. A little glitchy with the mini map tracking if I remember, and might have been something about the ship sailing out from under you in autopilot if you weren't careful. But otherwise really solid modding. Does anybody have a copy of that they could upload or remember what it was called? Thanks in advance.
  23. as title says, i imagine this would be a tall order maybe even for a bethesda modding vet untill the creation kit comes out but putting the request up here since there is none yet personally i absolutely frikkin hate how they've done space ship movement in regards to directional thrusting and roll maneuvers. as it is now, roll is on A and D while directional thrust is controlled by holding SPACE and using WASD and that is just one of the most messed up, convoluted and f*#@y wucky ways i could ever think of to control a ship's thrusters... TLDR: best of all ofc would be to have new entries made in the options menu for rebinding on the individual basis.. however i imagine that could only ever be done after creation kit release if even then so second option i can think of and would like is to have hardcoded rebinds maybe at best configurable somehow via some file somewhere in a text editor idunno, but to have it force rebind the keys to, for example what in imo would be best is: Q and E for left and right roll - A and D for left and right thrust - then last but not least CTRL and SPACE for down and up thrust. wee rant: i guarrantee if i could get these controlls that i am used to using in other space flight games into starfield that i would improve massively as a pilot, but as it is i barely ever even use the thrust cause it's just so f*#@ing clumsy for me to use and am frankly not bothered to get used to it and learn it just so i can fly a bit better in one single fekking game :q end of wee rant thanks to anyone who even looks into possibilities of making this a thing, iv'e not even remotely the modding skills to make this a thing :| :q hope ya'll have a good day!
  24. Hey! What I´d really love to see is a mod that saves the cargo for each ship seperatly and stops the automatic cargo transfer when you swap ships. I want to have a huge freighter for ressources, smuggling, trading etc. and I want to use a small "fighter" for personal missions etc. But everytime I swap ships out, the cargo is transferred to the new "home ship", so my smaller ship is overloaded and I cant use the storage at all. Maybe someone knows if something like this is possible and can do it. <3
  25. I was thinking of being able to use the outpost builder but for just placing items inside of the ship. So that the player could costumize and personalize it.
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