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R.I.P. neildarkstar. Haven will miss you dearly.
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SSE Mods
Topic Started: Oct 29 2016, 09:23 AM (5,030 Views)
neildarkstar
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Overlord
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Boat rides have been a dream since the days of Morrowind. A guy called abot built a mod that had ships you could hire and ride in Morrowind, but he caught a lot of pain form the players.

Abot's mod was set up that you and your companions get on a boat, and you could admire thescenery, but... you couldn't move. You were frozen to a praticular spot on the deck for the entire voyage. That caused a lot of complaints...

There was a "Galleon" mod that was cool... It was a classic galleon design, changeable sails and it was steerable, had a full compliment of working cannon, and you could move around on deck. The only drawback was that the whole thing had a habit of breaking apart at cell borders, leaving you suddenly (and without notice) swimming with the fishes... and the dreugh... :)

I lovede that galleon mod all the same! and then there was my mod.You accepted a drink from a stranger, and woke up in a tiny cell on a lower deck with all of your possessions missing. You were shanghaid by pirates.

You go top deck, and you could walk around. You might encounter other ships, and you might or might not have to fight to stay alive.. and of course, your ship might be sunk by the other crew... The problem with my mod was that it was all illlusion, and folks didn't like that much. By illusion, I mean the ship wasn't moving, the world was. The only motion given to the ship was a rocking motion (unless it was sinking).

Anyway, many have tried and all (including yours truly) have failed to win the hearts and minds of the players for one reason or another. Oblivion had no such attempts that I know of... probably because it had more water issues than Morrowind had. Ever ride a swimming horse in Oblivion?

I personally had high hopes for Skyrim before it came out, but of course, I was disappointed. The watery world is even less interesting (and usable) in Skyrim than it was in Morrowind... if that's possible. I remember in Morrowind, delving into sunken Dwemer ruins hunting desperately for pocket of air and a place to stand even momentarily... of course those only existed in mods, and I've occasionally wondered why Skyrim modders don't do something similar.
Edited by neildarkstar, Dec 5 2017, 01:34 PM.
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Serethil
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Et'Ada
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On the LE mod pages lately there's been something called Locks and Waterways I think. I didn't bookmark it - have to go see if I can find it. Supposedly it runs from Riverwood to Lake Illinalta to expedite travel....
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glargg
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I could see a canal from Solitude to Morthal.
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Serethil
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Et'Ada
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Waterways Locks and Drawbridges

For SLE only right now.
Edited by Serethil, Dec 5 2017, 07:02 PM.
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Areial
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Et'Ada
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nice...
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Turija
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Kane
Dec 5 2017, 10:58 AM
I use the Classic version. Love it. I used to use Touring Carriages but I wanted to lighten my script load, so I switched.

As far as watchign the ferryman paddle you around that reminds me of Abot's real time travel mods from Morrowind where you do actually get a ferryman to paddle your around. Very relaxing!

EDIT: Neil is right that you could not move around the boat in Abot's mod, but that was because of the primitive Morrowind engine. It's a wonder Abot was able to make the mod work at all, but at least you could move the camera around and switch from first and third person, so you could get nice views of your character and the scenery.
Edited by Turija, Dec 5 2017, 09:50 PM.
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Kane
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I added it in last night for Father Krampus' run, but haven't tried it yet.

I also went rogue and installed SKSE64, SkyUI, and moreHUD. No issues yet!
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neildarkstar
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You're talking the Beta releases for SSE, right?
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Kane
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Yep!
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neildarkstar
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I will almost certainly get those if the reviews are good. I'm afraid of screwing up my game with Nothing though... FUD factor in full force here.
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Kane
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I'll let you know how it goes with Farther Krampus. They are installed and running and the MCM is working, too.
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Sakiri
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I'm waiting for something solid before I try to get SKSE64 working.

I don't trust it to not fuck up my game. I haven't the patience to fix it if it does.
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ghastley
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I'd SKSE64 is a lot more stable than most of the mods that don't use it. If you're not afraid of adding mods, don't avoid SKSE64.
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neildarkstar
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I guess maybe my question is "why?

I have quite a few mods in SSE, none of them require SKSE64, so why do I need SKSE64? I might add SKYUI or MCM at some point, but they are hardly pressing needs.

In fact, I'm having enough issues with SkyUI in SLE that I'm sorta wishing I'd never installed it, so I'm twice as leery regarding SkyUI and SKSE64 in SSE.
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ghastley
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Just saying that if a mod needs SKSE64, that's not an issue. The mod itself might be. I have SkyUI 4 installed with SKSE64 (not the 5.1 everyone else is using, because I preferred the original crafting interface) and have no issues with it. MCM just works.
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Sakiri
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Maybe when it's no longer in beta.

I'd rather not add stuff mid playthrough.
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Kane
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It's working flawlessly so far.

Posted Image
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Sakiri
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Funny thing, I almost never actually use MCM mods.

Convenient Horses switched to a quest and horse leveling system so it doesn't even need an MCM anymore. Probably won't get one either, last I'd seen the MA is done with it and it won't be updated.

I really don't want to add it mid playthrough. As much as I love SkyUI. I just navigate it with the keyboard mostly now. >.> Better messagebox controls and the like.
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Areial
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Et'Ada
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I have never used all the function's of Convenient Horses.. but without an MCM, DSR and XPMSE choices on how to carry weapons would be a major pain.. as would some other things, though they could probably be done.
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Sakiri
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Jarl
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The skeleton is just fine without MCM... I use it on SSE.

You choose your options on install. You want to change, you reinstall. I use the back hip daggers.

DSR I wasn't a huge fan of anything but shield on back. Used to not having it now.
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