[REL] Ultimate Galleon, The FULL version
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[REL] Ultimate Galleon, The FULL version
MadMax_001 |
Apr 3 2005, 01:39 AM
Post
#1
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Adept Joined: 18-January 03 |
It's finally out!! I've uploaded the files to both Morrowind Summit (check below for download link) and TESMODs (not up yet) since yesterday. If you intend to use this mod with Pegas, I suggest that you download the latest Pegas version from either Morrowind Summit, TESMODs ( not up yet ) or my Site ( only the ESP/ESM version ). There are 3 ESPs in the UG folder. 2 of them are for Pegas addon. You will only need to check these if you have Pegas and want to bring them on the galleon. If you are using Pegas esp, make sure you only check the Pegas addon esp and on the other hand, if you are using the Pegas esm, check the Pegas addon esm. Read the readme thorougly for instructions.
You can read here about what has transpire during the development stages. There are some last minute additions : a. 3 different sails and flags b. wonderful parrot texture from AlienSlof for Polly the Parrot c. minor modification including retexture on rowboat mesh for the ease of your companion. Below is the longest readme I'd ever written. I have not have the chance to test this out on other mod conflicts. So, please send all your feedback and bugs report through this thread. ENJOY ----------------------------------------------------------------------------------------------------- ULTIMATE GALLEON ( requires Tribunal or Bloodmoon ) created by MADMAX ( Apr 2005 ) ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- INDEX ----------------------------------------------------------------------------------------------------- 1. CREDITS 2. INTRODUCTION 3. INSTALLATION 4. SHIP CONTROL 5. SHIP MENU 6. COMPANION FEATURE ( horses as well ) 7. GETTING AQUAINTED WITH THE GALLEON 8. POLLY THE PARROT 9. FAQs 10. VERSION UPDATES 11. DISCLAIMER ------------------------------------------------------------------------------------------------------ 1. CREDITS ------------------------------------------------------------------------------------------------------ The Beta Testers; my sincere gratitude for their time and help on getting the mod out as bug free as possible. The original testers ( In Alphabetical Order ) a. Gen Lee b. Highpressure d. Scifiguy52 e. Sunsi And not forgeting all those who has helped to debug the BETA version release. Your contribution are greatly appreciated. Special mention and thanks: Highpressure - for helping out with the readme and webpages Grumplepunk - for the mannequins Indigo - for the animated display case AcidBasick - for the flying raven Scifiguy52, SundariSunstar & Highpressure - for contribution on the parrot jokes and greetings. AlienSlof - for the wonderful raven to parrot texture And, also to all who has given your feedback and ideas. A big thanks for your contributions. ----------------------------------------------------------------------------------------------------- 2. INTRODUCTION ----------------------------------------------------------------------------------------------------- This is essentially a mod that allows you to sail a galleon in real-time. Game Summary : The beautiful galleon is FREE. However, you need to convince my character to give it to you. Do you have the wits to outsmart me? Well, there's only one way to know, you can find me in Suran, near where all the guys go, Earthly Delights ---------------------------------------------------------------------------------------------------- 3. INSTALLATION ---------------------------------------------------------------------------------------------------- ******************VERY IMPORTANT******************************* This mod requires TRIBUNAL or BLOODMOON installed!!! ********************************************************************* All the files are zipped in a RAR format with all the relative paths attached. When you open up the zip file, you should see 175 files including this readme file. ( approx. 12.7Mb ) - Textures ( 61 files ) - Sound ( 17 files ) - Music ( 3 files ) - Meshes ( 90 files ) - Esp ( 3 files ) - Readme ( 1 file ) To install the plugin, I suggest that you unzip the files onto the desktop first. Then copy the folders to your main Morrowind directory. There are 3 ESPs. Ultimate Galleon v2.0.esp - this is the main esp that you need. Ultimate Galleon ( Pegas ESM addon ) - if you use Pegas ESM. Ultimate Galleon ( Pegas ESP addon ) - if you use Pegas ESP. Please note that you can only use either one of the addons depending on which Pegas ESM or ESP that you use. I suggest that you download the latest Pegas v2.4 mod which contain both the ESM and ESP version. Email your feedback and bug report to: maxyuecy@yahoo.com Check My site ( MadMax's World of Scripting Magic ) for regular updates http://www.highpressure-morrowind.com/Madmax_Morrowind.html ------------------------------------------------------------------------------------------------------ 4. SHIP CONTROL ------------------------------------------------------------------------------------------------------ This is a brand new script and the controls are totally different from the one in FA. The moment you board the ship, you will be on freemode. This basically allows you to walk around and steer the ship at any point of the ship at anytime. The basic control of the galleon are summarized below. ACTIVATE - to board the galleon Once you are on board, you are free to go to any part of the ship and gain control of the steering. The "Run" key which is activated by pressing [Caps Lock] is not necessary to control the galleon but is essential for the rowboat. SNEAK (tab) - to bring up the menu. SNEAK (hold) - will enable you to steer the ship. ( wait till you see the message "Control Engaged" ) Hold on to the SNEAK key ( wait for "CONTROL ENGAGED" message to steer ship ) RUN Forward (tab) - toggle increase speed ON/OFF RUN Backward (tab) - toggle decrease speed ON/OFF STRAFE Right (tab) - toggle turn right ON/OFF STRAFE Left (tab) - toggle turn left ON/OFF To release control of ship, simply release the SNEAK key. Sound simple enough but it will take a short while to get used to it. Once you have master the control, you can practically steer yourself away from trouble with ease. The control of the boat remains the same as in FA. Make sure "Run" is activated by pressing [Caps Lock] RUN Forward - increase speed RUN Backward - decrease speed Strafe Right - turn left [manual turn only] Strafe Left - turn right [manual turn only] ------------------------------------------------------------------------------------------------------ 5. SHIP MENU ------------------------------------------------------------------------------------------------------ Galleon Menu Options : The menu can be activated once you are on board the galleon by tabbing the SNEAK key once. FAST TRAVEL - allows you to travel to 5 locations a. Vivec, b. Sheogorad c. Gnaar Mok d. Azura Coast e. Solstheim ( *new ) QUICK ACCESS - because the galleon is so huge, this function allows you to instantly teleport to 4 different areas of the Galleon. a. Front Deck b. Crow's Nest c. Behind Upper Deck d. Upper Cabin. You can still control the Galleon from these areas. ( Control is deactivated if you go inside the cabin while the ship is sailing) DISPATCH MENU - this menu gives you the option to dispatch a rowboat and a plank. a. Dispatch Boat - the good ole rowboat is still available for dispatch. It will appear on the right side of the galleon so you can navigate those narrow areas closest to shore. If the boat is wrecked, you can get a replacement from Arthusa on level 3 for 1000gp. b. Dispatch Plank - for those people who wants a proper way of descending from the galleon, this is one good option to do so. The plank will appear on the right side of the ship. You can control the plank by lowering or raise the plank. To do so, simply activate the plank and use the menu to raise/lower. COLLISION UTILITIES - selection of functions that relates to collision. a. Reverse - allows you to reverse your galleon. b. Repair Galleon - you need the tools to repair the galleon. The galleon has a health of 2000. c. Toggle Collision on/off - this option is to allow you to get out of really difficult situation. Warning, this option is not for you to sail through landmasses. d. Toggle Turnrate - this allows you to toggle the ship turning rate between slow and fast. SAIL UTILITIES - selection of functions that relates to sail & flag. a. Change Sail ( allows you to change up to 3 different types ) b. Full Sail c. Furl Sail d. Hoist Flag e. Remove Flag The effect will appear when the galleon change cell. And, yes, the flag will flap according to weather and speed of the galleon. If you don't like the texture, you can also change your own sail and flag. CANNON MENU - The cannon started with 10 free shots. When it runs out, you have to talk to Arthusa and pay him to re-load. There's also a 15secs delay to compensate for cannon reloding. (So you cannot rapid fire cannons). Also you have selection for short, medium and long distance firing. a. Left Cannon ( Short ) - mulitiple cannonballs will fire on the left b. Left Cannon ( Med ) - mulitiple cannonballs will fire on the left c. Left Cannon ( Long ) - mulitiple cannonballs will fire on the left d. Right Cannon ( Short ) - mulitiple cannonballs will fire on the right e. Right Cannon ( Med ) - mulitiple cannonballs will fire on the right f. Right Cannon ( Long ) - mulitiple cannonballs will fire on the right ANCHOR - safely brings the Galleon to a stop. Boat Menu Options: FAST TRAVEL - allows you to quickly travel to (6) destination. a. Seyda Neen b. Tel Branora c. Sadrith Mora d. Dagon Fel e. Khuul f. Back to ship. (When traveling back to ship, your boat will automactically dock with the galleon, and if your companion is with you, he will appear on the front deck ) MARK/RECALL - this is a new function that I'd added for the boat. This function basically acts like the normal Mark/Recall function except that it does not conflict with the game mark/recall. Feel free to use this to mark the location which you often travel to. REVERSE - slowly backs you boat out tight quarters. ANCHOR - safely brings your boat to a stop. (boat will stop automactically once entering very shallow water, but you still need to anchor it to prevent before exiting). REPAIR - you will need to purchase repair tools from one of you onboard merchants to fix any damages done to your boat. The boat only has a health of 200. So make sure you have enough supply while sailing the boat. AUTO/MANUAL TURN - toggle between auto or manual steering. ------------------------------------------------------------------------------------------------------ 6. COMPANION FEATURE ------------------------------------------------------------------------------------------------------ This is a feature which I am still comtemplating to make it available. It is not 100% full prove but I will leave to you to decide whether you want to take that risk. How it works : NPC companions will receive the topic "Ship Travel" in their dialogue menu. When you chose this topic, your companion NPC will receive the following command options. a. Follow Me b. Wait Here c. Wait in Cabin d. Terminate Ship Travel e. Nothing NPC companions can follow you to any deck of the ship. What's even better, is that your companions can also join you on the boat as you sail the shallow channels to reach the shore. Once you dispatch the boat, you will need to command your companion to follow you. When your PC boards the Row Boat "Activate" it using [Space], and your companion will appear on the boat with you. [NOTE]......Companions are limited to the commands given to them. If your PC is using "Quick Access" option to travel to different parts of the top deck of the ship for instance, your companion WILL NOT be able to follow. Your companion(s) will follow only to where your PC physically leads them. (The only UNIQUE exception being the row boat, as described above). When choosing to "Terminate Ship Travel" your companion will ask the following, "Where do you want me to go?" You will be given the following options where to send your companion..... a. Ship Cabin b. Balmora c. Ebonheart d. Sadrith Mora e. Dagon Fel f. Stay Here g. Cancel When choosing one of the four (4) cities to send your companion to upon "Terminating Ship Travel", they will inform you where to locate them. ***BONUS*** The zip file comes with an additional esp called "Ultimate Galleon ( Pegas Addon ). In order to use this, you must have the Pegas Horse Ranch mod and the Ultimate Galleon mod checked. Also, very important, make sure the addon mod precedes both mods on the level list or otherwise it will not work properly. The function is quite similar to the NPCs. a. Follow me b. Wait here c. Sail onboard d. Wait in Deck 3 e. Terminate Ship Travel f. Nothing Please note that the horse can not "Follow" you to the interior of the ship. The only function which can do that is to send him to deck 3. The sail onboard only functions when you are in the interior of the ship. Although it is possible to ride the horse while the ship is sailing, I strongly advise against it. When you terminate the service, you can send the horse to 3 area; Ship Deck 3, Pegas ranch or Wait here. ------------------------------------------------------------------------------------------------------ 7. GETTING AQUAINTED WITH THE GALLEON ------------------------------------------------------------------------------------------------------ There are (3) lower decks to your Galleon. Each deck provides your PC with essential needs and more, while you are sailing the seas of Vvardenfell. A. CABIN - through the cabin door you will find a cozy yet modest cabin for your PC to rest, and plan navagational strategies. There is a map which can show you the location of the your galleon or boat. B. LEVEL 1 - here you will find the commerce and entertainment deck. Fully equipped with merchants, spellmaker, a bar, and even travel services are provided. But for your entertainment, enjoyment and pleasure you have (3) exotic dancers. They never do the same dance routine twice!! : ) C. LEVEL 2 - here is where you will find your display and storage deck. This deck comes fully equipped with display cases for your coveted treasures, and is also stock with several rotating mannequins on pedestals which can display both weapons and armors. The rotation can be toggled ON/OFF by simply using the SNEAK+Activate key. There are 6 male and 4 female mannequins altogether. D. LEVEL 3 - this is essentially the weapons & artillary deck. Here you can see the the fire power of the Galleon represented by the cannons & cannonball containers on either side of this deck. There is also extra storage containers on this level. Arthusa is here to help you reload cannonballs and fire the cannons. ------------------------------------------------------------------------------------------------------ 8. POLLY THE PARROT ------------------------------------------------------------------------------------------------------ Yes, Polly is here!! A raven thinking that he's a parrot instead. He's humorous, cheeky and downright annoying. If you can stand him, he's a lot of fun to be with. There are a couple of things that you can do with him. a. Imitate sound - he's good at imitating human and animal sounds. b. Locate boat - puts the location of your boat/galleon on the map. c. Play a game - there's a couple of mini games that you play here. d. Tell a joke - loads of cracking jokes. ( more than 40 of them ) He sleeps between 4am - 6am. Feeding is not necessary as he always find his own food. Notes on the mini games. 1. Guess a Number : this is a simple game you play with Polly where you guess a number between 0-99. See how tries you need before you get it right. 2. Shooting Ravens : this is an arcade type of game where you shoot ravens out of the sky using an fireball cannon. Shoot as many as you can within 60seconds. Instructions given in the game. 3. Sequential Blocks : a simple game where you arrange the numbered blocks in sequence. See how long does it take for you to do so. Instructions given in the game. ------------------------------------------------------------------------------------------------------ 9. FAQs ------------------------------------------------------------------------------------------------------ a. I can't get the topic while talking to Madmax? For those who has used the BETA version before, I suggest that you have to start from a clean save, it has been known that a dirty save will cause this problem. b. Will it be compatible with Fishing Academy? Yes. No conflict at all. c. What is different about this script compared to FA? The new script is more stable. It reduces the chance of ship disappearance as well as CTD which now rarely happens. Also, the entire steering system has been overhauled and improved. d. How stable is the companion feature? It is very difficult to say. Sometimes, certain weird things can happen. Hence, I strongly recommend that you have a save game prior to activating the companion feature. e. Is is compatible with Emma & Grumpy companions? As most companions have their own script attached to the NPC, I do strongly recommend that you set the NPC on wandering mode first before engaging them for ship travel. Otherwise, I can't guarantee that it will work properly. f. Does it conflict with CombatEnhanced? Yes as reported by PS33. To fix it, open up the console, click on NPC and type this, SetReputation 0 g. Can I take both NPC and horse on the boat? Yes. But make sure you don't use "Fast Travel" and "Recall" when both of them are on the boat. Otherwise, the horse will not get teleported properly. h. My ship companion has turned half invisible or transparent. This sometimes happen due to the when NPC traverse through many cell changes and then stop running the script. To fix it, simply click on NPC and do a unequip/equip on one of their clothings. This should most of the time fix the problem. i. How do I change the texture of the flag and sail? You can edit below files yourself. Make sure the files are in tga format. flag - Tx_UT_sail0xa.tga sail - Tx_UT_sail01.tga & Tx_UT_sail0x.tga j. The mannequin is not showing the same posture as before. You can fix it by simply hitting on the mannequin. k. The galleon door is missing. I cannot enter. To get the door back, simply go through a cell change or fast travel. l. I'm having loading error with the Pegas addon mod. Make sure that the Pegas addon esp has a later date than the Ulimate Galleon main esp. Otherwise, it will not work properly. Also, I assume that you are already using the Pegas Esm. Otherwise, the same concept applies. m. There is another duplicate of the galleon. Not exactly sure how it gets duplicated but to fix this problem. Simply open the console and click on one of the galleon. Then type as below. Disable Set Deleteflag to 1 n. Can I use the script and release it on my mod? If you adhere to the below rules, then YES. Rule No 1 - DO NOT CONFLICT WITH MY MOD!!! Rule No 2 - INFORM ME FIRST!! ------------------------------------------------------------------------------------------------------ 10. VERSION UPDATES ------------------------------------------------------------------------------------------------------ FULL v2.0 a. Added the ship plank. b. Improved the ship collision NPC stability. c. Include the Pegas Addon mod ( one horse on board at a time ) d. Polly the parrot ( with wonderful texture from AlienSlof ) + some mini games e. Companion feature can now take up to 8 on board. f. Compatible with Vampire Embrace. g. Boat now has a mark/recall function ( does not conflict with original mark/recall ) h. Fixes the waterwalking issue with player and companion i. Added 3 different types of sails and flags. j. Fixes the script detached from horse after game reload. BETA v1.06 a. Fixed freezing caused by boat. BETA v1.05 a. Found out what is causing the freezes and CTDs. It is due to one of the multiplier script which was triggered by the galleon. I have moved it to be triggered by a NPC. No more problem. b. Thks to Abot, I have attached the correct script to one of the boat collision NPC. c. Your companion NPC will now stay on the spot of the ship during cell change. d. Re-export all the ship/cabin mesh wt the correct textures and slightly re-texture the galleon. e. You now have option to fire your cannon; short, medium and long. f. Added an option to toggle the ship turning slow and fast. ( Access through Collision Utilities ). g. The bartender now sells some food and drinks. h. Mapped correct grid paths in the galleon interior. i. Remove all AiWander to interior NPCs except for the lowest deck. j. Fixed the floating door problem when using Fast Travel routine. k. Changes the cost of the cannon spell so that ingame NPCs will not use it. BETA v1.04 a. Fixed an error for ship steering while turning. BETA v1.03 a. Slow down galleon while turning. BETA v1.02 a. Enhanced ship steering control. You can now toggle the steering by tabbing on the same function key. And, it's a whole stable now. b. Moved the teleportation to West Gash region to avoid sand storm effect. c. Probably fixed the ship doubling when exiting from interior. d. Fixed the floating ship door while using rowboat. BETA v1.01 a. Fixed the Cabinmain mesh. b. Added a dialogue for choice option "I don't know" ------------------------------------------------------------------------------------------------------ 11. DISCLAIMER ------------------------------------------------------------------------------------------------------ This file ( UG.rar ) and its contents are copyrighted © ( 2005 ) by MADMAX. You may NOT modify any of the files or use this mod to "add" to your mod without my written consentl!! This is Freeware. No one is allowed to commercially exploit this mod, You may distribute this file freely as long as its contents are kept original and intact. Thanks! ------------------------------------------------------------------------------------------------------ MORROWIND SUMMIT DOWNLOAD -------------------- |
Gold_Dragon |
Apr 3 2005, 01:40 AM
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#2
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Disciple Joined: 27-January 04 |
You DID put the correct raven meshes in this, didn't you?
And will you release a fix for those who tested the full under Highpressure? EDIT: First reply dance And looking over the old thread, I think I see where I confused you: When I said Pegas patch, I meant using the SECOND esp in the full download from Highpressure. When I removed it from the loaded Mods list, I got the Galleon. I couldn't get it with it installed. This post has been edited by Gold_Dragon: Apr 3 2005, 01:49 AM -------------------- |
morrowind_mega_freak |
Apr 3 2005, 01:41 AM
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#3
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Curate Joined: 20-February 05 |
It's here? It's here?! IT'S HERE?! SWEEET! Can't wait to download it!
Downloaded! Now time to try and get that galleon from your character! This post has been edited by morrowind_mega_freak: Apr 3 2005, 01:56 AM -------------------- Go to KAGZ NEW FORUMS
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The_Madcap |
Apr 3 2005, 01:44 AM
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#4
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Acolyte Joined: 9-February 05 |
Max, aside from my first born child, I owe you man, i owe you!
Your work is more appreciated than I can convey. Thank You! -------------------- Salad Fingers! David Firth is a genius! WARNING! Not suitable for children or the faint-of-heart!
Mitch Hedberg R.I.P. |
Sile |
Apr 3 2005, 01:47 AM
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#5
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Acolyte Joined: 3-October 04 From: Addadshashanammu |
Grats on Getting it Finished. Now I gotta wait till I recieve my New Graphics Card.
-------------------- Eh... Whoops...
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MadMax_001 |
Apr 3 2005, 01:55 AM
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#6
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Adept Joined: 18-January 03 |
QUOTE(Gold_Dragon @ Apr 3 2005, 03:20 PM) You DID put the correct raven meshes in this, didn't you? Yep. The first thing I did when I get back. QUOTE And will you release a fix for those who tested the full under Highpressure? I've made quite a number of changes on the full version given to HP. So, I suggest that you download the entire mod again. QUOTE When I said Pegas patch, I meant using the SECOND esp in the full download from Highpressure. When I removed it from the loaded Mods list, I got the Galleon. I couldn't get it with it installed. I still could not understand why you cannot get the galleon. I've tested with both the add esp check and uncheck and they don't give me any problem at all. Have you tried it with a new character? -------------------- |
Gold_Dragon |
Apr 3 2005, 01:56 AM
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#7
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Disciple Joined: 27-January 04 |
Level 1 Ayleid. Upped the stats (Int and STR) thru console before talking to him.
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ThePrince |
Apr 3 2005, 01:58 AM
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#8
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Curate Joined: 12-December 04 From: Wayrest |
Thanks a lot, Max. A very fine mod indeed.
-------------------- OASIS- Simply the best Rock'n'Roll band of our time.
"Live Forever" Maybe I just want to fly I want to live I don't want to die Maybe I just want to breath Maybe I just don't believe Maybe you're the same as me We see things they'll never see You and I are gonna live forever -Oasis |
MadMax_001 |
Apr 3 2005, 01:58 AM
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#9
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Adept Joined: 18-January 03 |
Send me your savegame.
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Gold_Dragon |
Apr 3 2005, 02:00 AM
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#10
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Disciple Joined: 27-January 04 |
QUOTE(MadMax_001 @ Apr 2 2005, 11:38 PM) It'll be overwritten. Perhaps It'll work with the new one..... If it Doesn't, I'll see about sending it, probably Tomorrow. -------------------- |
Zero_Phoenix |
Apr 3 2005, 02:04 AM
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#11
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Curate Joined: 24-June 04 |
"We don't need another heeeero"
Ok sorry, I couldn't resist MM. What an enormously great job! I just started a new game today, and it will be heavily companion influenced, so this is perfect for me. Hehe, I might even keep a stocked ship of dastardly pirates. -------------------- |
TheGeneral |
Apr 3 2005, 02:06 AM
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#12
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Curate Joined: 18-July 04 From: mtl |
ah man definitely good news! have been for this since playing with the Beta. Great Job MadMax!
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Ragnar85 |
Apr 3 2005, 02:22 AM
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#13
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Acolyte Joined: 17-March 05 |
So tempted to get a slaver mod and become a slave ship captain!
Muhahahahahaha. Silly cats and lizards, soon you will be slaves! |
Heaven and Earth |
Apr 3 2005, 03:00 AM
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#14
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Disciple Joined: 20-October 04 From: New Jersey, USA |
*Downloaded*
Off to start a new game, as my dirty save never got quite clean. -------------------- Heaven's Abode
Telesphoros' List o' Mods updated 3/27/05 Amateur Programmer --Heaven and Earth, H&E for short |
Erstam |
Apr 3 2005, 03:32 AM
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#15
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Curate Joined: 22-June 04 |
Congrats for getting the full version done. Looks like a lot of new features have been added.
But I'm having trouble with FilePlanet, and can't download it - whatever URL under www.fileplanet.com I enter, it just loads to the black/dark blue background, and then hangs. And yes, I have the correct IE settings enabled for that site. Usually it works for me. Anyone else having this problem? -------------------- Avatar? What avatar? I don't need one! I'm not Lord British, after all.
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CCNA |
Apr 3 2005, 03:41 AM
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#16
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Patriarch Joined: 14-January 04 From: 2 Miles Up On a Mountain |
QUOTE(Erstam @ Apr 3 2005, 01:12 AM) But I'm having trouble with FilePlanet, and can't download it - whatever URL under www.fileplanet.com I enter, it just loads to the black/dark blue background, and then hangs. And yes, I have the correct IE settings enabled for that site. Usually it works for me. Anyone else having this problem? Wait for it to be on TESMods, File Planet is a Major Hemmoroid. -------------------- The Only True RPG is Life
It's Bethesda's World, I just play in it |
Xiamara |
Apr 3 2005, 03:48 AM
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#17
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Adept Joined: 3-May 03 |
Yay! I have been looking forward to this. Thanks for releasing this.
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sunsi |
Apr 3 2005, 03:48 AM
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#18
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Master Joined: 5-February 03 From: New York Outback |
The BEST sailing ship in MW...thank you, Max for your long, hard work on this project...you're a genius!
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MercZ |
Apr 3 2005, 03:52 AM
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#19
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Adept Joined: 6-February 05 From: Texas |
Is there any thing we have to do if we have an earlier version of UG? Or can we go ahead and install it?
-------------------- M'Aiq on multiplayer-
M'Aiq does not know this word. You wish others to help you in your quest? Coward! If you must, search for the Argonian Im-Leet, or perhaps the big Nord, Rolf the Uber. They will certainly wish to join you. |
abot |
Apr 3 2005, 04:12 AM
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#20
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Curate Joined: 4-August 04 |
downloading
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Shanjaq |
Apr 3 2005, 04:15 AM
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#21
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Disciple Joined: 31-July 02 From: Kudanat |
Phenomenal news! downloading now
Would it be possible to create a second boat controlled by global variables giving waypoints/destinations? -------------------- Morrowind Online, Demo and Modders Resource
Overunity, The Plugin Manager that Makes Sense! Life is but a sea of conflicting feedback loops... |
DDEO |
Apr 3 2005, 04:17 AM
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#22
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Adept Joined: 27-December 04 |
Ahaha, I hope I have to time to play this! I've been downloading the Betas since I was able to, but I never got time to use them *tear* I must not let homework oppose my gaming time!.... Actually, that probably wouldn't be a smart idea would it
-------------------- I plead ignorance.
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Erstam |
Apr 3 2005, 04:28 AM
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#23
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Curate Joined: 22-June 04 |
Ah, shutting down and restarting my internet connection fixed the problems with FilePlanet.
Maybe I happened to be assigned an IP that had been blocked for some reason? Stupid FilePlanet. Now in the waiting queue... -------------------- Avatar? What avatar? I don't need one! I'm not Lord British, after all.
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SteelfireDragon |
Apr 3 2005, 04:31 AM
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#24
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Novice Joined: 29-March 05 |
downloading now capt.
shouldn't be long now. only bad thing is, may have to start a new game. oh well, not like the game is more fun at the begining |
Zero_Phoenix |
Apr 3 2005, 05:18 AM
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#25
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Curate Joined: 24-June 04 |
Hear's what I've learned so far from playing this.
Back-Up your save game before playing. This mod is extremely aggravating the first time through! Make sure both your Strength, and Intelligence is maxed. Unfortuantely... you almost have to cheat to play this mod . When you do get the Galleon, don't have Haldenshore installed if you use any mod which keeps the Seyda Neen Prison Ship in the docks. If you do, you're going to not be able to get the boat out of it's stationary position. So hold off on Haldenshore, or reinstall it, after you get the boat out. Once you get the swing of the controls, the ship isn't too bad to pilot. The front point makes it very difficult to see where you're going at first, and you WILL run into alot of small rock areas. ---buggish--- Things get very buggy/un-control-able when you hit the higher speeds... be careful. And that's as far as I got before a CTD just shut down my game. ---end buggish--- This is evolution in Morrowind! The ability for real time travel! I'd love to see someone make a mod similar to this, with set paths of travel (like an auto pilot). Great work! This post has been edited by Zero_Phoenix: Apr 3 2005, 05:21 AM -------------------- |
beardo |
Apr 3 2005, 06:12 AM
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#26
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Diviner Joined: 15-May 02 From: Sweden |
Good news on the release. I've been looking forward to this. Looks great! Well done!
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ps33 |
Apr 3 2005, 06:59 AM
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#27
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Acolyte Joined: 9-February 05 |
QUOTE wonderful parrot texture from AlienSlof for Polly the Parrot I wonder if the parrot has fur now? :) - Anonymous fan of AlienSlof Khajiit and horse textures |
MadMax_001 |
Apr 3 2005, 08:32 AM
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#28
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Adept Joined: 18-January 03 |
Once again, thks to everybody for your kind words. Truly appreciated. It has been hard getting this mod out due to RL commitment but I'm truly glad that it did.
Anyway, I finally managed to play the mod for a full 4 hours just to test out for any bugs. Found some bugs and have fixed them. Just send the v2.1 esp files to HP and Summit for uploading. Below are the problems I found. v2.1 a. Fixes the NPC dialogue to enable up to 8 companions. b. Fixes the script triggering on the galleon which is causing CTD especially when travelling at high speed. One other thing, I found out that NPCs that are created in the mod can retain the attached script after game reloading. Those that created using placeatpc cannot retain the script hence, will detach the script immediately after reloading. If you see a message that your companion no longer travels with you, immediately stop and then board the ship again. Then click on each NPCs and ask them to "Wait here". ( Other commands like "Follow me" or "Wait in Cabin" will also help. The script will again attach to the NPCs. As for the horse, I have edited the riding script which will automatically detect and re-attach the script to the horse. Hence, no need to worry. -------------------- |
MadMax_001 |
Apr 3 2005, 08:43 AM
Post
#29
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Adept Joined: 18-January 03 |
The new version 2.1 is ready for download in Summit. Don't be fooled by the file size. It has been re-compressed in a solid archive and that's why it is smaller. Below is the link.
Ultimate Galleon v2.1 (FULL) Ultimate Galleon v2.1 ( Esp Only ) This post has been edited by MadMax_001: Apr 3 2005, 10:23 AM -------------------- |
APY |
Apr 3 2005, 08:56 AM
Post
#30
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Novice Joined: 9-April 04 |
I'll go and slap FilePlanet around a bit. If the link doesn't work (might take a few mins to kick in), here's a direct link:
Ultimate Galleon 2.1 -------------------- |
RL_101 |
Apr 3 2005, 10:02 AM
Post
#31
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Disciple Joined: 31-December 03 From: Israel |
You've finally released it!!!! Thank tou thank you thank you!!
I'm going to DL this right away...!!! Have some -------------------- "Home is behind the world ahead
And there are many paths to tread Through shadow to the edge of night Until the stars are all alight. Mist and shadow Cloud and shade All shall fade All shall fade" |
MadMax_001 |
Apr 3 2005, 10:33 AM
Post
#32
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Adept Joined: 18-January 03 |
I apologize if I can't respond to all yr kind words. Each one of them gives me inspiration to do better. They are all well appreciated. Thks again.
Time to answer some questions. QUOTE(MercZ @ Apr 3 2005, 05:32 PM) Is there any thing we have to do if we have an earlier version of UG? Or can we go ahead and install it? Preferably not. The full version has a lot of changes including interiors. Hence, it is highly recommended to start fm a savegame which you have not installed the UG before. QUOTE(Shanjaq @ Apr 3 2005, 05:55 PM) Would it be possible to create a second boat controlled by global variables giving waypoints/destinations? Later. I need to stabilize the ship first. Adding the waypoints/destination had already been done on FA and it's quite easily ported over. QUOTE(Zero_Phoenix @ Apr 3 2005, 06:58 PM) This mod is extremely aggravating the first time through! Make sure both your Strength, and Intelligence is maxed. Unfortuantely... you almost have to cheat to play this mod . There are something called "Potions". ;p QUOTE When you do get the Galleon, don't have Haldenshore installed if you use any mod which keeps the Seyda Neen Prison Ship in the docks. If you do, you're going to not be able to get the boat out of it's stationary position. So hold off on Haldenshore, or reinstall it, after you get the boat out. No need to unistall Haldenshore. Just toggle collision off or immediately do a fast travel to get to a clear area. QUOTE ---buggish--- Things get very buggy/un-control-able when you hit the higher speeds... be careful. Should be fixed on v2.1 ( I hope ) QUOTE I'd love to see someone make a mod similar to this, with set paths of travel (like an auto pilot). As mentioned above, it's already attempted on FA and once I'm happy wt the stability of the ship, this part of the script could be ported over quite easily. QUOTE(ps33 @ Apr 3 2005, 08:39 PM) I wonder if the parrot has fur now? - Anonymous fan of AlienSlof Khajiit and horse textures Almost.......you won't believe that it's a raven after all. -------------------- |
MadMax_001 |
Apr 3 2005, 10:58 AM
Post
#33
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Adept Joined: 18-January 03 |
Highpressure has pointed out to me that the flying_raven mesh has still got a texture error. Apparently, I seems to have the raven jinx and forgot to update the Xnif file. The mesh patch should be available on my site for download very soon and it will be updated to Summit download as well.
-------------------- |
tabias |
Apr 3 2005, 11:10 AM
Post
#34
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Adept Joined: 13-March 05 From: Y do u want 2 no? R u a stalker?!!! |
awesome, i tried the hole horse thing, didn't work out so well w/ beta...
hey, will any custom sails you made for beta still work for the full? as long as i don't override them obviously? -------------------- QUOTE(Redguard_Slayer) almost no free time to do anything. That whole damned real life thing. How much I agree. -Tab out... click-click |
MadMax_001 |
Apr 3 2005, 11:17 AM
Post
#35
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Adept Joined: 18-January 03 |
The FULL version has 3 sets of sails and flags for you to choose from. You can set them ingame. If you don't like the current texture, just change them with your own by overwritting the texture files. ( I was hoping Alien can come up wt some nice ones. ) Here's the texture reference.
Sail & Flag 1 - Tx_UT_sail01.tga, Tx_UT_sail07.tga, Tx_UT_sail07a.tga Sail & Flag 2 - Tx_UT_sail01.tga, Tx_UT_sail06.tga, Tx_UT_sail06a.tga Sail & Flag 3 - Tx_UT_sail05.tga, Tx_UT_sail05a.tga -------------------- |
morrowind_mega_freak |
Apr 3 2005, 11:17 AM
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#36
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Curate Joined: 20-February 05 |
This mod is awesome... matter of fact, your more awesome because your the one who made it. I don't have any suggestions that haven't already been suggested. You are an amazing modder IMHO. You deserve to be worshipped as a god.
Ok, maybe the god thing a bit far, but you are a damn good modder! Of course, credit must be given as well to the ones who betatested and helped you. Keep up the awesome work. -------------------- Go to KAGZ NEW FORUMS
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MadMax_001 |
Apr 3 2005, 11:18 AM
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#37
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Adept Joined: 18-January 03 |
Thks for the compliments but I'm just an ordinary guy.
-------------------- |
morrowind_mega_freak |
Apr 3 2005, 11:22 AM
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#38
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Curate Joined: 20-February 05 |
QUOTE(MadMax_001 @ Apr 3 2005, 10:58 AM) Suuure you are. -------------------- Go to KAGZ NEW FORUMS
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FofA |
Apr 3 2005, 11:27 AM
Post
#39
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Disciple Joined: 29-September 03 From: Prague |
Thanks so much for this MadMax_001! It looks like the seas will be a lot more fun now.
-------------------- |
Bluelava |
Apr 3 2005, 11:29 AM
Post
#40
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Adept Joined: 21-December 04 From: Canada |
i'm wondering about the use of the cannons maybe u include them but will there be enemy boats or monsters to fire them at?
-------------------- "Absence makes the heart go yonder"
King's Quest VI Best game ever next to Morrowind! |
morrowind_mega_freak |
Apr 3 2005, 11:37 AM
Post
#41
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Curate Joined: 20-February 05 |
I know this doesn't have to do with the topic Max, but since you made the mod I thought I'd just post it here instead of making a new topic.
Anyway, it seems you have a new version of Fishing Academy since I last downloaded it. There are two links. Which is the one I download? The RAR file one? -------------------- Go to KAGZ NEW FORUMS
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El'Riyosh Myrddin |
Apr 3 2005, 11:45 AM
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#42
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Adept Joined: 23-March 05 |
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Telesphoros |
Apr 3 2005, 12:04 PM
Post
#43
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Diviner Joined: 15-January 04 From: God's Shadow |
I did the ole wait in line thing at File Planet and figured people have better things to do with their lives, so I threw this up at TESMods...
Ultimate Galleon v2.1 Full download at TESMods Aren't I just the Prince Charming? Hehe, gotta upkeep Sunsi's image of me before she goes on another shooting spree... -------------------- Everybody's missin' the sun
Everybody's sleeping thru the afternoon How can you have any fun When everybody's missin' the sun? |
GreyMethod |
Apr 3 2005, 12:22 PM
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#44
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Adept Joined: 4-September 04 |
Awesome! DLing now!
-------------------- Lancenite reincarnated...
|
the dark FLAME |
Apr 3 2005, 12:24 PM
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#45
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Curate Joined: 5-March 05 |
QUOTE(Telesphoros @ Apr 3 2005, 11:44 AM) oh HELL YES!!! YEEEESSS!!!! OOH YES YES YEEEESSSSSS!!!!!!!!!!!!!!!!!! OH THIS IS GONNA BE SWEET!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! -------------------- "There is only one supermodder... and that supermodder... is.. THE DARK FLAME..." ~ Bill Gates
"Absolutely the best modder who has come our way in ages, we are truly grateful for his holy presence" ~ anonymous believer, Elder Scrolls Forums "I want to mod just like him when I grow up" ~ Corey Feldman |
ToBiOh |
Apr 3 2005, 12:43 PM
Post
#46
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Novice Joined: 23-January 05 From: Balmora |
yeah ! Downloading and here for you a thanks
-------------------- My Elderscrolls Portal : ElderScrolls.net.tc
Some hosted mods (4 german mw-version) : Lord of the Dragons, SellnSail, Quivers and Fletching Kit, Pegas Horse Ranch, Battlespire, Heavenslookout, Seasons, Battlearena II, Ranger Tent, N'Dib Treehouse... and more ! |
dereko777 |
Apr 3 2005, 03:57 PM
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#47
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Adept Joined: 14-November 03 |
Thankyou very much for all your work! a great mod.
-------------------- |
lochnarus |
Apr 3 2005, 11:18 PM
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#48
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Master Joined: 23-July 03 |
Next stop- airships!!!!
-------------------- See ya.
|
SteelfireDragon |
Apr 3 2005, 11:35 PM
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#49
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Novice Joined: 29-March 05 |
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baratheon79 |
Apr 4 2005, 12:24 AM
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#50
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Diviner Joined: 25-May 03 |
Just tried out this latest version, and am quite pleased. Though, since I have Haldenshore installed, I had to fast travel the galleon away from Seyda Neen, of course.
Sailed the ship all the way from Vivec to one of the islands from the Booty Island mod, and encountered no problems. I did have the ship double once on the way, though it seemed to correct itself on the next cell change. Either my opening the inventory window just as a cell change occured had something to do with it, or it was one hell of a coincidence. I only had one error while testing the mod out. While trying out the bird's "mini games" (specifically the raven shooting one), I got a texture load error. Below, is the relevant text from my warnings.txt file. QUOTE TES3Stream Warning: Model "Meshes\UT\XFlying_raven.NIF" tex not found "KAG_raven01.dds"! Texture Load Error!: KAG_raven01.dds Still worked fine, and I didn't get any other errors, though that gun is a bit of a pain to aim. Could be that I need some practice with that little game though. After what I had to do to clean one of my savegame files in order to get the mod to work, I think I've confirmed that this mod is definitely NOT compatible with Stormrider (I had to do a deeper cleaning job on one of my recent saves using the CS). Doesn't bother me, though, since I definitely like this mod better anyway. This post has been edited by baratheon79: Apr 4 2005, 12:26 AM -------------------- Baratheon79's Morrowind Mods
Current Project: Tiras Thar (Official WIP thread here) Administrator of RPG Mods.com |
Skullzz |
Apr 4 2005, 02:47 AM
Post
#51
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Adept Joined: 3-October 04 |
Very, very nicely done. I've got two questions concerning the mod and saving, though.
#1: Is it safe to load saves in the same exterior cell as the galleon? #2: Is it safe to save and load from the galleon's interior levels? |
Ragnar85 |
Apr 4 2005, 02:57 AM
Post
#52
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Acolyte Joined: 17-March 05 |
Question, would you think it's fine to upgrade to 2.1 from 2.0, if you started a new save for 2.0, and haven't even gotten the galleon yet?
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Zero_Phoenix |
Apr 4 2005, 03:01 AM
Post
#53
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Curate Joined: 24-June 04 |
Yeah, should be fine.
I upgraded with minimal difficulty. I like the lil rowboat ALOT. -------------------- |
MadMax_001 |
Apr 4 2005, 07:27 AM
Post
#54
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Adept Joined: 18-January 03 |
Just want to say thks to APY and Telephoros for uploading the file promptly as well as those who has put in some kind words.
Time to answer some questions again. QUOTE(Bluelava @ Apr 4 2005, 01:09 AM) i'm wondering about the use of the cannons maybe u include them but will there be enemy boats or monsters to fire them at? Yes, there are cannons and NO, there will be no enemy boats but you can practically fire anything within ground level. QUOTE(morrowind_mega_freak @ Apr 4 2005, 01:17 AM) Anyway, it seems you have a new version of Fishing Academy since I last downloaded it. There are two links. Which is the one I download? The RAR file one? The new version v2.54 does not have much difference wt v2.53. It's just that I clean up the GMSTs and some very minor modification. QUOTE(El'Riyosh Myrddin @ Apr 4 2005, 01:25 AM) Using Srisalchemy mod removes the fortify intelligence effect from potions altogether. You really do need to be creative and use your brains to outsmart MADMAX without cheating. The truth.....I never use any potion to get through. At level 46, I already have 100 at strength and intelligence. QUOTE(lochnarus @ Apr 4 2005, 12:58 PM) Next stop- airships!!! Only when I find the time. QUOTE(baratheon79 @ Apr 4 2005, 02:04 PM) I only had one error while testing the mod out. While trying out the bird's "mini games" (specifically the raven shooting one), I got a texture load error. Below, is the relevant text from my warnings.txt file. Still worked fine, and I didn't get any other errors, though that gun is a bit of a pain to aim. Could be that I need some practice with that little game though. The patch mesh is available for download on MW Summit and my site. Also, the TESMODs full download has the correct mesh. QUOTE After what I had to do to clean one of my savegame files in order to get the mod to work, I think I've confirmed that this mod is definitely NOT compatible with Stormrider (I had to do a deeper cleaning job on one of my recent saves using the CS). Doesn't bother me, though, since I definitely like this mod better anyway. I have not seen Stromrider variables but it should not conflict. I don't have problem wt FA installed at all. QUOTE(Skullzz @ Apr 4 2005, 04:27 PM) #1: Is it safe to load saves in the same exterior cell as the galleon? #2: Is it safe to save and load from the galleon's interior levels? Answer to #1 and #2 : Yes QUOTE(Ragnar85 @ Apr 4 2005, 04:37 PM) Question, would you think it's fine to upgrade to 2.1 from 2.0, if you started a new save for 2.0, and haven't even gotten the galleon yet? No problem if you have not got the galleon. -------------------- |
Baklajan |
Apr 4 2005, 07:36 AM
Post
#55
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Adept Joined: 10-October 04 |
Sorry for offtopicking, but here's a question:
Dear MadMax, is it possible to modify Pegas Horse Ranch so that the horse wouldn't jitter when turning? The horse is given a number of fixed positions while turning in the script, so it awfully staggers when turning. Here's the full thread: http://www.elderscrolls.com/forums/index.p...78558&hl=horsey This post has been edited by Baklajan: Apr 4 2005, 07:36 AM |
MadMax_001 |
Apr 4 2005, 07:58 AM
Post
#56
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Adept Joined: 18-January 03 |
Creature is different fm statics. It can't recognize a setangle command. I'm using a face command to turn the horse which unfortunately does not take variable. So, you can imagine a hell lot of work to tune it to 1degree turning. I've even cheated the face position which is not entirely accurate. But I put it so far away that it looks like the entire Vvardenfell island is a small spot in the center.
Another fact, is that you can't use creature for ship. That's bcos the player cannot stand on a creature and you can't walk around on the ship like in UG. -------------------- |
ps33 |
Apr 4 2005, 08:05 AM
Post
#57
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Acolyte Joined: 9-February 05 |
QUOTE(MadMax_001 @ Apr 4 2005, 01:07 PM) The truth.....I never use any potion to get through. At level 46, I already have 100 at strength and intelligence. ;) It is very possible to get the galeon as low-level character without cheating. As mentioned above, it requires a bit creativity. :*) SrisAlchemy doesn't stop you from fortifying intelligence. You cannot drink such a potion directly, but might mix another potion or two which helps to cast a tough spell, even if you are not a skilled mage or healer. Yes, it requires a bit thinking and preparation time, but it's quite worth it. It might be a problem when playing as stupid warrior without any magical or alchemical knowledge, though. But those guys are kinda handicapped anyways. :) I find it much harder to obtain other ships which cost tons of cash (Stormrider, SnS) as low-level char. Oh, and if someone thinks the Galeon is hard to get as low-level char, try Lords of Dragons. Then you know what "hard" means. :*) This post has been edited by ps33: Apr 4 2005, 08:07 AM |
Baklajan |
Apr 4 2005, 08:23 AM
Post
#58
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Adept Joined: 10-October 04 |
QUOTE Creature is different fm statics. It can't recognize a setangle command. I'm using a face command to turn the horse which unfortunately does not take variable. So, you can imagine a hell lot of work to tune it to 1degree turning. I've even cheated the face position which is not entirely accurate. But I put it so far away that it looks like the entire Vvardenfell island is a small spot in the center. Another fact, is that you can't use creature for ship. That's bcos the player cannot stand on a creature and you can't walk around on the ship like in UG. Then how JDGbolt's Mountable Guar Beta uses absolutely smooth turning?! As far as I remember, it doesn't use face function. Max, I advise you to have a look at the Mountable Guar Scripts, unfortunately I didn't manage to find it on my hard drive - looks like I had deleted it - but anyway there's a workaround for the horse. No more fixed positions for turning. P.S. If you had enough patience to create Ultimate Galleon, you have enough patience to make a smooth-turning horse, and the face function is no good. This post has been edited by Baklajan: Apr 4 2005, 08:28 AM |
abot |
Apr 4 2005, 08:34 AM
Post
#59
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Curate Joined: 4-August 04 |
QUOTE(Baklajan @ Apr 4 2005, 03:03 PM) Then how JDGbolt's Mountable Guar Beta uses absolutely smooth turning?! As far as I remember, it doesn't use face function. Exactly. It's the guar riding the player concept, not good for full size horses. And you can't use 3d mode view without revealing the trick. Check JDGbolt's code. |
MadMax_001 |
Apr 4 2005, 08:39 AM
Post
#60
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Adept Joined: 18-January 03 |
QUOTE(Baklajan @ Apr 4 2005, 10:03 PM) Then how JDGbolt's Mountable Guar Beta uses absolutely smooth turning?! As far as I remember, it doesn't use face function. Max, I advise you to have a look at the Mountable Guar Scripts, unfortunately I didn't manage to find it on my hard drive - looks like I had deleted it - but anyway there's a workaround for the horse. No more fixed positions for turning. P.S. If you had enough patience to create Ultimate Galleon, you have enough patience to make a smooth-turning horse, and the face function is no good. IT'S A STATIC!!!!!! -------------------- |
Baklajan |
Apr 4 2005, 08:46 AM
Post
#61
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Adept Joined: 10-October 04 |
I MEAN WHY THE HELL IT'S STATIC?!?!
Just make a CREATURE horse, then bind an invisible static to it, so-called movement marker, which is used for the same purpose as the STATIC horse in your mod... Have you ever seen Mountable Guar scripts?.... Another way: When riding, just make the static horse invisible, then bind a ghost, no-clipping visible creature horse to it, and make it turn the way Mountable Guar turns! The player will be actually riding the static horse, and the invisible one is used for the smooth animation. This post has been edited by Baklajan: Apr 4 2005, 08:55 AM |
MadMax_001 |
Apr 4 2005, 09:00 AM
Post
#62
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Adept Joined: 18-January 03 |
If you are here to piss me off then you have not succeeded. If you want to know why it can't be done properly, PM me. This is not the thread for this discussion.
BTW, I'm very familiar wt the code as JDG has come to me for help since day 1 of it's development. -------------------- |
Baklajan |
Apr 4 2005, 09:12 AM
Post
#63
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Adept Joined: 10-October 04 |
No, I'm here not to offend you, just have been wondering for a very long time why couldn't you make smooth turning. I'm familiar with your scripts but I didn't try to do that because it's YOUR mod, not mine, devil knows what bugs I can drop into the code.
This post has been edited by Baklajan: Apr 4 2005, 09:12 AM |
MadMax_001 |
Apr 4 2005, 09:19 AM
Post
#64
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Adept Joined: 18-January 03 |
No problem. I'd just PMed you with some explanations. Hopefully, that will give you some idea what can and what's not.
-------------------- |
baratheon79 |
Apr 4 2005, 09:51 AM
Post
#65
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Diviner Joined: 25-May 03 |
QUOTE(MadMax_001 @ Apr 4 2005, 08:07 AM) I have not seen Stromrider variables but it should not conflict. I don't have problem wt FA installed at all. Just doublechecked the Stormrider mod in TESAME, and it looks like I was mistaken. For some odd reason, I thought the global variables used were the same, and turns out that they were not. So, must be that save had some of the remants from me playing with one of the beta versions of your mod. Either way, UG is working fine, other than that one little texture error. Oh, and downloading the patch from your site did fix the texture load problem (even though I only pulled the nif out of the download, and didn't touch the rest), so no more errors now. And I think I've already gotten a bit better at that game, cause I actually hit 3 ravens this time. Still getting used to aiming that cannon, though. This post has been edited by baratheon79: Apr 4 2005, 10:57 AM -------------------- Baratheon79's Morrowind Mods
Current Project: Tiras Thar (Official WIP thread here) Administrator of RPG Mods.com |
Telesphoros |
Apr 4 2005, 02:57 PM
Post
#66
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Diviner Joined: 15-January 04 From: God's Shadow |
QUOTE(MadMax_001 @ Apr 4 2005, 08:07 AM) Just want to say thks to APY and Telephoros for uploading the file promptly as well as those who has put in some kind words. No trouble mate. Just helping out where I can and with what I like, such as the ultimate Galleon -------------------- Everybody's missin' the sun
Everybody's sleeping thru the afternoon How can you have any fun When everybody's missin' the sun? |
lochnarus |
Apr 4 2005, 03:44 PM
Post
#67
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Master Joined: 23-July 03 |
This is a friggin great mod. I've been using it for a few hours in my *real* game (it's real folks, Evangeline is juuuust about Factor-in-chief of Raven Rock) and although I had to train the crap out of the required skills ANd use fortify potions AND use enchanted amulets to convince the NPC that I'm worthy, I have had loads of fun playing with the boat.
-------------------- See ya.
|
MadMax_001 |
Apr 5 2005, 07:35 AM
Post
#68
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Adept Joined: 18-January 03 |
QUOTE(baratheon79 @ Apr 4 2005, 11:31 PM) Oh, and downloading the patch from your site did fix the texture load problem (even though I only pulled the nif out of the download, and didn't touch the rest), so no more errors now. And I think I've already gotten a bit better at that game, cause I actually hit 3 ravens this time. Still getting used to aiming that cannon, though. Not bad for beginners. My record is 15. QUOTE(lochnarus @ Apr 5 2005, 05:24 AM) This is a friggin great mod. I've been using it for a few hours in my *real* game (it's real folks, Evangeline is juuuust about Factor-in-chief of Raven Rock) and although I had to train the crap out of the required skills ANd use fortify potions AND use enchanted amulets to convince the NPC that I'm worthy, I have had loads of fun playing with the boat. Great to see that you find a way to get past the tests. There's a lot of people having problem wt that. I would like to know if anybody found any bug so far. -------------------- |
baratheon79 |
Apr 5 2005, 08:54 AM
Post
#69
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Diviner Joined: 25-May 03 |
QUOTE(MadMax_001 @ Apr 5 2005, 08:15 AM) None so far. And I've been all over the place with that ship, too, visiting all the various islands that have been added by the other mods I'm using. This post has been edited by baratheon79: Apr 5 2005, 08:56 AM -------------------- Baratheon79's Morrowind Mods
Current Project: Tiras Thar (Official WIP thread here) Administrator of RPG Mods.com |
Coroth |
Apr 5 2005, 08:59 AM
Post
#70
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Initiate Joined: 8-February 05 |
Looking forward to checking this out, but I do have a question: I have a feeling my character won't be ready anytime soon to get the UG. Does this mod offer smaller boats? I've got the Stormrider mod, but still haven't had time IRL to try it out. I guess my question is stability. I understand that UG is tons more stable now... few or none CTDs? If my information is incorrect, just let me know. If this is true, I'd rather use a small boat that uses these newest scripts! I'm dying to get into the water in a small craft and start zipping around. Is there anyway to create a seperate mod for a single small craft using the scripts from UG? Which is my best option?
-------------------- Morrowind Name: Coroth
Race: Orc Level: 20 Class: Scout Console: PC Guilds: Fighter's Guilds of Morrowind Fav. Attributes: Armour: Orcish armor for the fighting, and wolf and nordic for traveling and my "every day" garb. |
highpressure |
Apr 5 2005, 09:13 AM
Post
#71
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Disciple Joined: 16-September 02 |
QUOTE(Coroth @ Apr 5 2005, 08:39 AM) Looking forward to checking this out, but I do have a question: I have a feeling my character won't be ready anytime soon to get the UG. Does this mod offer smaller boats? I've got the Stormrider mod, but still haven't had time IRL to try it out. I guess my question is stability. I understand that UG is tons more stable now... few or none CTDs? If my information is incorrect, just let me know. If this is true, I'd rather use a small boat that uses these newest scripts! I'm dying to get into the water in a small craft and start zipping around. Is there anyway to create a seperate mod for a single small craft using the scripts from UG? Which is my best option? Stormrider uses the latest Fishing Academy scripts. Though very good, the FA scripts are obsolete when compared to the more stable scripts in UG. The row boat is available with UG, and I have had no problems with it since using the script in a very early build nearly a year ago. -------------------- |
ps33 |
Apr 5 2005, 09:38 AM
Post
#72
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Acolyte Joined: 9-February 05 |
QUOTE(Coroth @ Apr 5 2005, 02:39 PM) I have a feeling my character won't be ready anytime soon to get the UG. Why? Low-level is not a real problem. Okay, you will need a bit skill in alchemy and/or restauration, but with a bit of creativity and help from your local alchemist and spellmaker you can obtain the galeon as level ~5 char without cheating. I find it much easier than to collect 200k septims for Stormrider at that level. QUOTE Does this mod offer smaller boats? Yes, but you cannot obtain them seperately, the boat only comes in combination with the galeon - unlike Stormrider. QUOTE I understand that UG is tons more stable now... few or none CTDs? Yes, the final release is pretty stable. I get a few crashes with it, but I'd get them when walking long distances without galeon as well. At least on my box, Morrowind crashes after many outdoor cell changes; with or without galeon, with or without any mods. To sum it up, UG should not increase your CTD frequency significantly. I had some CTD problems with the last UG Beta, but they are now gone with v2.1. Stormrider is a very good mod, too. In my experience UG is more stable, and it offers much more features like companion support. Nevertheless, you can use both Stormrider and UG, they are compatible with each other. I have both ships anchored at my lovely Castle Avalon, and use either depending on my mood. Stormrider is easier to navigate in difficult waters than the huge galeon. I don't have anymore crashes with Stormrider than with UG, but often get the ship-disappears thing on cell change with Stormrider, something that never happened with UG. Happy sailing! |
Kirel |
Apr 5 2005, 09:43 AM
Post
#73
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Disciple Joined: 10-June 03 |
Very cool. I must confess however that I gave your character a good hard kick in the console rather than jump through his hoops.
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Coroth |
Apr 5 2005, 09:44 AM
Post
#74
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Initiate Joined: 8-February 05 |
QUOTE(highpressure @ Apr 5 2005, 08:53 AM) Stormrider uses the latest Fishing Academy scripts. Though very good, the FA scripts are obsolete when compared to the more stable scripts in UG. The row boat is available with UG, and I have had no problems with it since using the script in a very early build nearly a year ago. Would it then be possible to seperate the rowboat from UG and create a seperate mod? How much would I need to trim out and how hard would it be do you think? All credits going to Max, of course. I just think there are probably other folks like myself who just want a small boat, nto a whole galleon. I like options! Eventually, I'm sure I will move up to a Galleon... but not yet. ps33: I'm not sure I'm that creative/clever when it comes to alchemy and spells. My character hasn't mess with them, because *I* haven't messed much with them. I haven't even tried soul capturing or enchanting yet, evn though I keep picking up soul gems and alchemy ingrediants -------------------- Morrowind Name: Coroth
Race: Orc Level: 20 Class: Scout Console: PC Guilds: Fighter's Guilds of Morrowind Fav. Attributes: Armour: Orcish armor for the fighting, and wolf and nordic for traveling and my "every day" garb. |
MadMax_001 |
Apr 6 2005, 05:52 AM
Post
#75
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Adept Joined: 18-January 03 |
QUOTE(baratheon79 @ Apr 5 2005, 10:54 PM) None so far. And I've been all over the place with that ship, too, visiting all the various islands that have been added by the other mods I'm using. How abt CTDs or disappearance? Any problem so far? QUOTE(Kirel @ Apr 5 2005, 11:43 PM) Very cool. I must confess however that I gave your character a good hard kick in the console rather than jump through his hoops. QUOTE(Coroth @ Apr 5 2005, 11:44 PM) Would it then be possible to seperate the rowboat from UG and create a seperate mod? How much would I need to trim out and how hard would it be do you think? All credits going to Max, of course. I just think there are probably other folks like myself who just want a small boat, nto a whole galleon. I like options! Eventually, I'm sure I will move up to a Galleon... but not yet. It's not that difficult to seperate the boat except that you need to take out any portion of the script that links to the galleon. If you just want a small boat, just dock your galleon, dispatch the boat and only use that. -------------------- |
baratheon79 |
Apr 6 2005, 09:06 AM
Post
#76
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Diviner Joined: 25-May 03 |
QUOTE(MadMax_001 @ Apr 6 2005, 06:52 AM) No CTDs so far. Only had one disappearance, though I'm pretty sure it had something to do with me opening the inventory window just as a cell change occured (either that, or it was one hell of a coincidence). Sailed the thing all way from Ebonheart, out to the new island I'm in the process of building up for a new mod I'm starting on (I wanted to make sure the harbor was deep enough to accommodate the galleon ), with no problems whatsoever. -------------------- Baratheon79's Morrowind Mods
Current Project: Tiras Thar (Official WIP thread here) Administrator of RPG Mods.com |
Kirel |
Apr 6 2005, 09:16 AM
Post
#77
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Disciple Joined: 10-June 03 |
One thing I did notice, I was sailing at full speed and quick accessed the crow's nest, but I appeared behind it and fell to my death. But then again, you may find that would happen in a real galleon...
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baratheon79 |
Apr 6 2005, 09:27 AM
Post
#78
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Diviner Joined: 25-May 03 |
QUOTE(Kirel @ Apr 6 2005, 10:16 AM) One thing I did notice, I was sailing at full speed and quick accessed the crow's nest, but I appeared behind it and fell to my death. But then again, you may find that would happen in a real galleon... Let that be a lesson to you... I might be a good idea to slow the ship down a bit before going up to the crow's nest. On the other hand, I've learned that, as long as you have a character that can take a long drop (my battlemage has her acrobatics skill maxed, and her health is pretty high), and you want to go for a swim, that makes for one heck of a diving board. -------------------- Baratheon79's Morrowind Mods
Current Project: Tiras Thar (Official WIP thread here) Administrator of RPG Mods.com |
Gold_Dragon |
Apr 6 2005, 04:45 PM
Post
#79
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Disciple Joined: 27-January 04 |
Well, I think I cleared up the problem of my characters not getting the galleon. At least, the Level 3 Galith was able to get it, tho she had troubles with almost all the others......
MadMax pulled a fast one on me: I didn't have the latest version of the ranch (I had 2.3, it required 2.4).......... The other thing is, with the meshes that MadMax released, I kept getting "creature had no animations" something or other... Crashing to Desktop. I figured out which one (I had several raven files) had raven animations, and put it in. Also, I found it easier to update the Pegas ESM update file if also the UG mod is loded. -------------------- |
CaucASIAN60 |
Apr 6 2005, 07:18 PM
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#80
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Novice Joined: 13-March 05 |
awesome mod but I have a problem. Whenever I leave the cabin the ship diasapears and I fall to the water and have constant water walking. I tried reloading a saved game and it happened to me again. My last saved game was in the cabin by the way. And also some of the traders in the ship dont have anything to sell.
Ive had a few crashes but nothing major. Friggin awesome mod though |
MadMax_001 |
Apr 7 2005, 11:31 AM
Post
#81
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Adept Joined: 18-January 03 |
QUOTE(baratheon79 @ Apr 6 2005, 11:06 PM) No CTDs so far. Only had one disappearance, though I'm pretty sure it had something to do with me opening the inventory window just as a cell change occured (either that, or it was one hell of a coincidence). Hmm...it's one in a million chance of that happening. Lucky you. QUOTE(Kirel @ Apr 6 2005, 11:16 PM) One thing I did notice, I was sailing at full speed and quick accessed the crow's nest, but I appeared behind it and fell to my death. But then again, you may find that would happen in a real galleon... Never have this problem on my comp but if player appears later after the ship moves, it can happen. Slowing it down a bit should help. QUOTE(Gold_Dragon @ Apr 7 2005, 06:45 AM) Well, I think I cleared up the problem of my characters not getting the galleon. At least, the Level 3 Galith was able to get it, tho she had troubles with almost all the others...... The other thing is, with the meshes that MadMax released, I kept getting "creature had no animations" something or other... Crashing to Desktop. Glad that you are able to get the galleon. The mesh error file can be downloaded fm my site or MW Summit. QUOTE(CaucASIAN60 @ Apr 7 2005, 09:18 AM) awesome mod but I have a problem. Whenever I leave the cabin the ship diasapears and I fall to the water and have constant water walking. I tried reloading a saved game and it happened to me again. My last saved game was in the cabin by the way. And also some of the traders in the ship dont have anything to sell. Puzzling problem as I don't delete the ship when you enter the cabin. Anyway, to get the ship back simply open up the console and type this. startscript "_max_ship_create_script" As for the traders, they are there mostly to buy your stuff. Just a quick update. I didn't realise how easy it was to transfer the Auto Travel function over fm my old FA scripts. I've got it up and running smoothly now but there's quite a number of changes that I have to make which may create some problem during upgrade. I hope not. ( Keep yr fingers crossed. ). Now, I need a few people who has all the island mods to test this out so that I can fine tune the waypoints. Any volunteers? -------------------- |
Gold_Dragon |
Apr 7 2005, 04:04 PM
Post
#82
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Disciple Joined: 27-January 04 |
QUOTE(MadMax_001 @ Apr 7 2005, 10:31 AM) Glad that you are able to get the galleon. The mesh error file can be downloaded fm my site or MW Summit. As for the traders, they are there mostly to buy your stuff. Just a quick update. I didn't realise how easy it was to transfer the Auto Travel function over fm my old FA scripts. I've got it up and running smoothly now but there's quite a number of changes that I have to make which may create some problem during upgrade. I hope not. ( Keep yr fingers crossed. ). Now, I need a few people who has all the island mods to test this out so that I can fine tune the waypoints. Any volunteers? Problem is, MadMax, Is that I DOWNLOADED the ones from the Summit (Where on your site? I didn't see any). They had a file Xraven..... It didn't work (tho it DID make the raven appear). From somewhere, I have a file named Raven (it wasn't listed in the file I dled from the summit, as I checked) that had both the mesh'textures and the animation group. I'd offer to help, but I don't have all the Island mods. I only have castle Thera, Helios Keep and the Black Mill. EDIT: I also have White Wolf of Lokken Mountain, Solsthiem Castle (with Lokken Patch), Ghostgate (No business on the Island)....... This post has been edited by Gold_Dragon: Apr 7 2005, 04:34 PM -------------------- |
Eragon9992004 |
Apr 7 2005, 04:13 PM
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#83
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Curate Joined: 10-October 04 From: A sad, sad world. |
Woow, this is soo cool! Awsome awsome awsome! Dl time
-------------------- Daedric Claymore... $80,000.Ebony Tower Shield... $25,000.Soul of a Golden Saint... $180,000.Bashing that stupid Scamp over the head becasue he only has $5000.... Priceless. There are some things Creeper can't buy, for everything else theres Cheat Mods
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baratheon79 |
Apr 7 2005, 04:31 PM
Post
#84
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Diviner Joined: 25-May 03 |
QUOTE(MadMax_001 @ Apr 7 2005, 12:31 PM) Just a quick update. I didn't realise how easy it was to transfer the Auto Travel function over fm my old FA scripts. I've got it up and running smoothly now but there's quite a number of changes that I have to make which may create some problem during upgrade. I hope not. ( Keep yr fingers crossed. ). Now, I need a few people who has all the island mods to test this out so that I can fine tune the waypoints. Any volunteers? Hmm... Sounds interesting. Unfortunately, the only island mods I have are Dulsya Isle, White Wolf of Lokken Mountain, Solstheim Castle (with the Lokken patch), Havish, and Booty Island (pretty sure I'm not forgetting any). And besides, I'm now really starting to get into my next mod project, and so I've already cut my actual playing time considerably (pretty normal once I start on a mod ). This post has been edited by baratheon79: Apr 7 2005, 04:33 PM -------------------- Baratheon79's Morrowind Mods
Current Project: Tiras Thar (Official WIP thread here) Administrator of RPG Mods.com |
Gold_Dragon |
Apr 8 2005, 12:13 AM
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#85
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Disciple Joined: 27-January 04 |
Ummmmm Did I do something wrong?
I tried changing the sails (before I unfurled them) and I got some missing testure/mesh errors: Model Load Error: Meshes\UT\galleon2.NIF cannot load file in Meshes\UT\galleon2.NIF. Will use the default object Marker_Error.NIF. Model Load Error: Meshes\UT\act_flag02_max_galleon.nif cannot load file in Meshes\UT\act_flag02_max_galleon.nif. Straight from the warnings.txt. However, I had cunfurled the sails right after changing them, and BEFORE any cell change. After the cell change, all that was left of the galleon was the doors to the cabin, and the standard yellow marker............. -------------------- |
baratheon79 |
Apr 8 2005, 08:20 AM
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#86
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Diviner Joined: 25-May 03 |
Sounds to me like you've got some meshes in the wrong location. I suggest doing a search of your hard drive (using the built-in search feature in Windows) for the file name given to you by the error. When (or if) you find it, the error message is telling your exactly where the file needs to be.
-------------------- Baratheon79's Morrowind Mods
Current Project: Tiras Thar (Official WIP thread here) Administrator of RPG Mods.com |
Coroth |
Apr 8 2005, 11:50 AM
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#87
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Initiate Joined: 8-February 05 |
Quick question: Is there a good list somewhere of all of the island mods? Or should I just reference Telesphoro's list? I'm not ready to sial to all the new landmasses and play the new quests (still playing the master quest for first time), but as soon as I am ready and have my galleon, I'll be wanting to check them out! I just want to make sure I download them now in case it takes me a year to get to them and they disappear!
Thanks! -------------------- Morrowind Name: Coroth
Race: Orc Level: 20 Class: Scout Console: PC Guilds: Fighter's Guilds of Morrowind Fav. Attributes: Armour: Orcish armor for the fighting, and wolf and nordic for traveling and my "every day" garb. |
Kellick Stormcrow |
Apr 9 2005, 11:43 AM
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#88
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Curate Joined: 6-December 04 |
Congrats on releasing. Sounds great.
I haven't had time to play or mod anything for MW in a while (new job keeps me very busy). Stormrider should not conflict with this or any other mods. I was very thorough in creating all my own variables per Max's request for using his scripts. -------------------- I just want a friggin crossbow and friggin throwing knives. How friggin hard is that?
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WilliamTheTaffer |
Apr 10 2005, 12:13 AM
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#89
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Curate Joined: 8-July 04 From: City 17 |
Oh Wow!
Can't believe I missed this! D/Ling pronto! Weee! -------------------- ~ William the Taffer ~
Breton, Level 59, Grandmaster of Morag Tong Guild, Vivec <0//////(-}::::::::::::> Visit Mysthaven Manor, it just may be "home" ~Will |
Gold_Dragon |
Apr 10 2005, 01:30 AM
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#90
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Disciple Joined: 27-January 04 |
EDIT: I have changed this from the Original Post.
I am just going to flat re-install the entire mod. WITH a full install that does work. Hopefully, this will clear up the problems. If not, listen for me tonite (Local time is 2:30 am). If you hear screaming....... This post has been edited by Gold_Dragon: Apr 10 2005, 09:47 PM -------------------- |
WilliamTheTaffer |
Apr 10 2005, 02:10 AM
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#91
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Curate Joined: 8-July 04 From: City 17 |
Max, it's Beautiful! Splendid!
One little question though, I've looked at it in TESCS before playing it, and found two textures missing: _dx_map_trib_pap.dds _dx_tap_map_blad.dds I thought I installed it wrong, but did a search through the .rar file and found no such textures! I can easily remedy this by renaming one of my own textures. Just thought I'd let ya know about it though Can't wait to play it in the morning! -------------------- ~ William the Taffer ~
Breton, Level 59, Grandmaster of Morag Tong Guild, Vivec <0//////(-}::::::::::::> Visit Mysthaven Manor, it just may be "home" ~Will |
MadMax_001 |
Apr 10 2005, 11:09 AM
Post
#92
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Adept Joined: 18-January 03 |
QUOTE(Kellick Stormcrow @ Apr 10 2005, 01:43 AM) Congrats on releasing. Sounds great. I haven't had time to play or mod anything for MW in a while (new job keeps me very busy). Stormrider should not conflict with this or any other mods. I was very thorough in creating all my own variables per Max's request for using his scripts. Thks. I'm absolutely sure it does not conflict at all. QUOTE(WilliamTheTaffer @ Apr 10 2005, 04:10 PM) One little question though, I've looked at it in TESCS before playing it, and found two textures missing: _dx_map_trib_pap.dds _dx_tap_map_blad.dds Thks. Noted. Will add this in once I have the time to upload the new version wt Auto Travel in it. -------------------- |
Gold_Dragon |
Yesterday, 01:07 AM
Post
#93
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Disciple Joined: 27-January 04 |
QUOTE(MadMax_001 @ Apr 10 2005, 10:09 AM) QUOTE(WilliamTheTaffer @ Apr 10 2005, 04:10 PM) One little question though, I've looked at it in TESCS before playing it, and found two textures missing: _dx_map_trib_pap.dds _dx_tap_map_blad.dds Thks. Noted. Will add this in once I have the time to upload the new version wt Auto Travel in it. What is this about? And anyways, I finally discovered why I was having so much trouble with the ravens, Polly still being a raven (instead of the Parrot), the flying ravens not appearing, basically just about all my problems: I forgot that I didn't install 2.0 or 2.1...... Installing the meshes without having the correct esp doesn't mesh too well, but I do have some consolation.... Neither MadMax,nor Baratheon (or anyone else for that matter), asked what version I was using (which was a very bad mishmash coleection of the first FULL release with the esps of 2.1....... not good) Thanks for the help everyone, and for the ship, MadMax! This post has been edited by Gold_Dragon: Yesterday, 06:53 PM -------------------- |
Marbred |
Yesterday, 01:14 AM
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#94
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Curate Joined: 21-March 04 From: Paper st. |
I've just now wanted to sail ships... it looks like this'll be my boat.
Many thanks. -------------------- |
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