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  1. Deapri
    Deapri
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    SKSE and it's included scripts folder are -NOT- 'optional' it is mandatory for player input for flight!
    Should you have a reproducible problem with the mod please use the Bug Reports section rather than flooding the general comments forum.

    Please Read The Documentation Before Posting Issues, Thank You.

    ***** Due to the unusual situations over the last few years I have decided to open up permissions somewhat as I have been unable to continue work on this mod. ***** While I have partially returned, this still stands and changes/updates will be few and far between. 2/17/2023

    NOTICE !

    Please ensure you are not saving during active flight. The scripts during some game update or another have ceased their ability to fully recover from this ill-advised activity.  -See Documentation for recovery process, Only Applicable to latest version. 1.9.74 + See the FAQ

    Please do not save during flight or enable timed auto-save with this mod, it will end poorly. (This has always been the best practice.) -And still is.

    Ultimately trying to get the system message: "Dev Aveza: Stopping Ship" followed by "Dev Aveza: Ship Stopped" indicates the script has properly released, best practice will be to load an earlier save.

    (Collision Awareness will function normally again after 1.9.74, lighting toggle will be disabled until a solution can be found to breaking flight capability.) - 1.9.74 +

    Some locations the script may stick, you can attempt to change camera's or hold forward and up to see if you can jar loose. Lower fps will of course exasperate this and many other issues in Skyrim. Try lowering graphic settings, passing through cells rapidly with high settings is hard on the engine and may cause some complications, in my own experience I have had to sacrifice quality for performance with modding and each Skyrim release. I can fly on low settings with two 660's sli bridged but the load is still noticeable flying over Skyrim at speed. Personal Experience places LE at 27 fps SE at 32 fps and AE at 45 fps the game in all three states is intended to run at 60 fps.  1.9.74A4 should resolve most of this. On rare occasion papyrus will stop processing the input and the ship will just stop in flight, if this occurs, exit flight and reenter to continue on your way. I have been unable to identify the cause of the script engine doing this in SE however I have done what I can to try to adapt for it.

    Most issues and errors the scripts will resolve in-flight, those it cannot most will be resolved by the age old tech support go-to, "turn it off and on again."

    ===========================================================================================
    Issues should always be reported using the reporting criteria to expedite troubleshooting, use the bug report tab.
    ===========================================================================================


    Please be courteous and professional when reporting.

    Patch/Translation Authors

    Un-Archived files to allow access for outdated patches as they are in large part incorrectly compiled including unrelated files which cause conflicts. Patch authors, please stop doing that.

    Texture replacers in bsa can be read as DA_Skyship - Textures.bsa or you can include an esl dependent on DA_Skyship.esm for text replacement or empty to attach a bsa to allow modification for ONLY the relevant files.

    4/1/2023 This is sadly not a thing to do with the date it is unfortunate, however due to consistent misuse of assets, I have restricted patch permissions. There will not be negotiation on the matter, too many blatant conflicts have been appearing I do not have the energy to discuss it further no further external development outside LotDB or Translations will be permitted direct edits to these files, existing mods may retain their state and update as necessary within the bounds of listed restrictions, models may have nodes updated as needed for continuity and text may be edited on localizationtext. All permissions should reflect my permission locks where they regard assets from this mod.

    Translations should use the _da_localizationtext_v2.psc script and create a new esp for esm text. no other files should be required for translation. Do not re-upload the esm.

    The issue with stuttering flight should be resolved in 1.9.75 it will require verification from users who have had these problems in the past. Preferably those who have had a clearly repeatable issue. New Game for testing only please. The easiest way to test this is to add the beacon, steps are in the fault isolation section.  I personally use Optional Quick Start or you could use something like Alternate Start: Live Another life to bypass the introduction tutorial sequence. Use the beacon to summon the ship and then perform some basic flight tests.  The system will lock flight controls until most of the way through the "Dev Aveza: Ship Ready" notification to allow the system to have updated and corrected any potential errors. (Flight directional controls only, you should always be able to exit flight regardless of conditionals.)


    ***** Due to medical complications, I will not be working on any mods for the foreseeable future, nerve damage has limited my ability to use my arms and hands for extended periods of time. *****

  2. Deapri
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    Most outstanding issues I am aware of should now be resolved. There will be some additional work done to return full functionality to the cannons and add a setting to the docks to list plank or ladder docking. Eventually I will be making the full interior compliant with LotDB should you use the mods together, however the ship is mostly feature complete at this time. 1.9.75.2 Should there be any more issues with the mod in its intended usage please let me know here.

    Do not auto-dock to Whiterun, Markarth or Riften, as those docks are in separate WorldSpace and it will break the sequence.

    If you have done this,     Don't Panic    , use a beacon and summon the ship to another WorldSpace, like Solstheim, then if it does not fully return functionality, use the mcm reset function. This will re-establish the sequence and should restore functionality to the ship.

    As the system which is causing this issue will be completely changed in LotDB v6 correcting the problem with the patch isn't really worth the effort.

    There is a keystroke toggle listed on the mcm for the auto-dock function. I advise toggling it off when near any of these three cities. This way you will not trigger the function which will cause this issue. 
  3. Deapri
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    Tamha noted to me that Skyrim is expecting an Update, carpel tunnel or not I will see about addressing that if needed however, the version sequence of the mod will update accordingly once SKSE is updated. (Should there be additional issues, I will see what needs to be done. Skyrim is not installed right now and scripting is not really something I want to be doing as noted above, limited activity with hands and arms makes that ... difficult and no longer an enjoyable hobby.)
  4. dragonslayer2k12
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    I'm finally thinking about using this mod and so I've been watching the videos and reading the pages it just looks great and I appreciate all the work the author did with this mod holy cow this must have been a lot of work so thanks so much for all you have done mod author!


    I have known about this mod for some time and LOTD as well but decided to just leave the mods alone and let them cook for a few years to see what would happen. I have played through moonpath with all the fixes and decided to uninstall it and start a new load order. I really liked the idea of the airship but moonpath didn't elaborate much on it.

    Now I've got a new LO and I've got other major mods installed like bruma and some others. I wanna have some kind of fancy way to go back and forth instead of opening the map screen and fast traveling there. I would also like to fly the ship it seems like a major thing to do in skyrim that should not be missed.

    Looking at this mod over the years I've always thought it would have some serious problems in game like, well it could take an arrow to the bag and stop being an adventurous ship very soon after. A dragon could just claw the bag and send it down! What if you had to fight a dragon on the deck of the ship? Flying around is really just passing through a bunch of exterior cells a little too quickly and it should drive the game crazy with music changes happening way too fast and rando encounters flying by and so on. Since I've never tried the mod before I have to assume that the music thing is handled properly and the height of the ship should keep the encounters from spawning until the ship attempts to lower enough for an exit.


    I have some ideas for the ship...


    I was thinking if the ship had some kind of magic sails instead of an airbag, the deck could be open so a dragon could land and fight the player and other npcs. No need to get off the ship and wait for the dragon to land and fight it there. Magic sails could be resistant to arrows and other things so they don't go poof and crash the ship. The magic sails could be animated magic nifs of some kind that only appear when the ship is going to take off from water... oh and the ship should be able to land in water and move around in water so if you wanted to sail it around the coasts you could instead of flying. Moonpath had the ship battles with cannons or did it? I don't know if this mod does the same thing or similar yet. Guess the cannons would only be useful against dragons right now.


    With magic sails that only appear when needed the ship could start out in water at a secluded dock. The side thingies could retract for sea travel. The quest to get the ship could involve getting help from someone at the college of winterhold maybe the sails don't work until some npc from the college helps out? When the ship docks at a high up platform instead of in water, the sails would remain active. Being able to land in water means landing at normal ship docks in the game. So riften would be easy to land at the docks and other places with docks so you don't have to build a high up dock for some of the cities.

    A ship needs a crew, you could hire a crew and they would need a place to stay down below or you could conjure up a crew of some kind and they just work work work. Maybe part of the quest to get the ship involves finding some npcs to live on the ship maybe one or two from the college and a few more from somewhere else.

    A giant magic anchor could drop down when the ship is stationary over land and not at a high up dock. Getting to and from the ship would have some magic involved or it could be like in fallout 4 the small boat is lowered to the ground by ropes.

    Flying the ship from 1st person would be freakin awesome! I don't know how flying it manually works yet but I suspect there is a marker to aim for after setting a course and before trying to fly it. Once you get close to the marker some kind of auto landing thing happens.

    I would be scared to try bringing along 20 followers to and fro this ship lol that would be a big mess. 

    I know this is a whole lot to read here but this ship makes me excited to try a new mod for once and hopefully the mod author gets well soon and someone can help with these ideas. Magic sails does sound like a cool idea... makes me think of that one episode of star trek DS9 where sisko built that space faring sailing ship and took it for a ride.
  5. TennesseeTuxedo
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    This mod is so awesome!  What a great immersive way to experience your travels across Skyrim!  Tissendel's interior really does it justice too.

    One minor issue I get is that it might not have the correct altitude at times.  Sometimes it won't go any lower even though you are well above the ground and can't deploy the ladder.  Looking in MCM, it appears to think it is at sea level sometimes, even if it is not.  I'm going to check out the mods scripts and objects in SSEedit, to see what I might scare out about this.  Does anyone have a creative workaround or pointers for this issue?

    I don't know if the modder is still paying attention, but you did great!  Thank you for this!!!
  6. jltblt
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    Hello, I just had a quick question, is there a way to get it to 'fast travel' to various holds?

    It says there is limit of one beacon? But I imagine I am reading that wrong?
  7. Olgreenniples
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    Is there a trick to setting up the Dev Aveza for manual flight? I want to use it this way but every time I press the wheel it just turns the ship into a fast travel mechanic. What am I missing? 
  8. PoisonCoyote
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    Since I use controller, I can't fly this ship.  Is there a way for it to autopilot to destinations or cities?  Maybe just click a map marker and then enjoy the ride?
    1. PoisonCoyote
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      Still not an option?
  9. hodory043008
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    Does turning on alpha feature: collision awareness usually result in my character being staggered as the collision bangs take place about every 10 seconds?  Not sure if leaving this feature off is okay?
  10. RoboTekNinja
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    Hello! So far, best mod ever. No issues, was just hoping for a bit of quick tutorial on something specific I can't find anywhere in the guides or comments and hoped anyone who knows might help me out: Setting up a beacon at travelers inn (tricky in the canyon) and found the "Dock Ghost" function... When I click it the "ghost" appears and I get a dialogue that a dock is being built... then nothing. What is this and what am I doing wrong? because a dock would be very handy... Again, haven't found anything in any manual/thread/video, so if anyone knows I'd be much obliged for a clue. Thanks in advance and huge thanks to Deapri for this most excellent mod!
    1. RoboTekNinja
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      Nevermind, eventually got a dialogue clue "use flight controls" and brute force t&e solved the rest! For anyone else trying: ENTER was the key.
  11. fyerena
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    is there a way to spawn it? or move it to me at the start of the game?
  12. Praygon
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    EDIT: I've discovered it's having The current Dev Aveza (as of 26/12/2024) and the most recent Legacy of the dragonborn mod on the same load order that seems to be causing this issue.

    Hey im getting an issue where some of the activatable transfers (such as using the ladder to leave and get on/off the ship and the hatch to return to the deck from the interior) just arnt working. Im running this with Legacy of the dragonborn which i can see is pending a patch but for most people this just seems to be that manual flight isnt working. 

    Im not to fussed about the manual flight as cool as it would be, It's just more so the ship is unusable as a mobile player home/fast travel alternative if i cant enter or leave the ship.
    1. Dmettler182
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      WITH LOTD: there's no reason to use this mod if you don't want manual flight. The Dev Aveza is already PART OF LOTD by default. This mod just adds manual flight to it if you already use lotd. It will also break fast travel if you attempt to use this mod with any version of lotd after V5, without the patch for the two mods, which doesn't exist yet.

      WITHOUT LOTD: this mod adds a manually flyable Dev Aveza without fast travel options.
  13. Dmettler182
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    When the last update on this mod was made, Legacy of the Dragonborn was on the last update of Version 5. This mod has a patch that made the two compatible. It has not been updated to V6, as it will require work from both Deapri, and Icecreamassassin to make that happen. Until then, to anyone looking to use this mod still in 2024, in combination with Legacy of the Dragonborn V5:

    Most all issues with this mod, I've found, can be solved by unpacking the BSA that is included in its download and placing the mod itself beneath anything that overwrites it in the left panel of MO2. After that, make sure its ESM is loaded after LOTD's ESM, and place the Airship Dev Aveza - LOTD V5 patch's esp after anything else that patches/modifies the Airship and the manual flight should work.

    For more info, visit the LOTD discord, and search for "Airship Dev Aveza" and I have a post outlining specific mods I found that had conflicted that can be resolved in the method I outlined above. This mod absolutely still works correctly with the files it was meant to.

    Also, IF YOU USE LOTD V6, THIS MOD IS NOT COMPATIBLE. THIS MOD ONLY ADDS MANUAL FLIGHT. IT NEEDS A PATCH FOR THE TWO TO WORK. THE PATCH IS OUTDATED. DO NOT USE IF THIS IS YOUR SITUATION. The Dev Aveza is ALREADY IN LOTD. It just does not have manual flight.