[WIP]Airships - Update 0.2.4 (22 Feb 2020)

A curated forum for approved mods. Users are unable to create new topics in this forum but can reply to existing topics. Please message a moderator to have your mod moved into this forum area.
Post Reply
Lokkrin Zhataros
Posts: 156
Joined: Thu Nov 21, 2019 9:27 pm

Re: [WIP]Airships Mod Update 0.2.0 - Charter Flights (9/27)

Post by Lokkrin Zhataros » Sat Dec 07, 2019 9:42 pm

I can confirm with Leeux that it takes money from the bank. When I bought my large Airship I had set the price to a million gold. It would not take a letter of credit, however it did take money directly form the bank. So just deposit all money in the bank before buying an Airship.
Using Dagerfall Unity alpha 0.10.17

User avatar
Hazelnut
Posts: 2117
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: [WIP]Airships Mod Update 0.2.0 - Charter Flights (9/27)

Post by Hazelnut » Sat Dec 07, 2019 9:49 pm

That's really odd behaviour. May be from copying some bank UI code, but player entity has methods for checking gold including LoCs and paying that way too so should be an easy correction if not intentional.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

User avatar
Maddock Emerson
Posts: 2
Joined: Sat Dec 07, 2019 9:20 am

Re: [WIP]Airships Mod Update 0.2.0 - Charter Flights (9/27)

Post by Maddock Emerson » Sun Dec 08, 2019 4:18 am

Oops.

Okay, so it turns out there's nothing wrong with letters of credit. The default price was just higher than I thought. The game doesn't separate factors of a thousand with commas so I thought "1000000" was 100,000 when it's actually 1,000,000.

So, not a problem with the mod, just the game itself.

:oops:

User avatar
pango
Posts: 2158
Joined: Wed Jul 18, 2018 6:14 pm
Location: France
Contact:

Re: [WIP]Airships Mod Update 0.2.0 - Charter Flights (9/27)

Post by pango » Sun Dec 08, 2019 9:02 am

That's something that will have to wait for localization support, because this is definitely not a universal notation...
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

User avatar
Midknightprince
Posts: 1180
Joined: Fri Aug 11, 2017 6:51 am
Location: San Antonio TX
Contact:

Re: [WIP]Airships Mod Update 0.2.0 - Charter Flights (9/27)

Post by Midknightprince » Wed Jan 22, 2020 11:37 am

Some tips on using this thing, and to be honest if the game runs good enough to play with it, everybody needs to use the Airships mod: it's that good..

1. Use the compass, and the map a lot ( just make sure you're locked onto the steering wheel when you start trying to move around or you'll jump off the ship).
2. Try not to fly around at night, or when it's raining ( you can do it, you just can't see much and it's simpler just to rest at an inn).
3. Start at the crack of dawn if you're going long distances like say from Daggerfall to Scourge Barrow ( takes about a day and a half going at Speed 3), you'll have time to investigate points of interest you see on the way, and explore a little, stop off at inns to rest etc..
4. Turn off the autopilot sparingly ( don't run into anything or it seems to break the boats (quick save and quick load is what fixes it for me)), especially in towns or around Hills.
5. Make your guy spawn in the boat, don't have the boat come to you: most of the times the boats Park too high for you to reach the ropes, and It's tricky to levitate on to them because levitate does not work on the boat ( you can use it to get up there you just have to be sneaky about it, and if you don't run out of magic before you get it to that's fine, but it's still easier to spawn on to it).
5 if you're at the steering wheel and world events pop up ( encounters, holidays) you have to exit the wheel, or the game will just stay there Frozen after the message pop up.
6. Set the price for your boats when you first start using this if you want to enjoy it at first and figure it out (1.99 is just fine).
7. Be careful while you're walking around on the deck if you're moving at a good clip, you will walk right off when it bumps every so often as you Zone, and you won't even know it until it's too late: you'll get used to it just try to only walk when it's not bumping or between pumps ( baby steps).
8. You can actually run into other boats and end up on their deck, just fly low and slow ( autopilot does just fine just don't go above 5).
9. Quick save and quick load generally fixes everything with boats for me so far, pretty simple.
10. Set your view distance to 2, unless you got a monster PC or are a masochist ( it's going to lessen the bumping, and there's no real need to see Beyond two you can still see locations).
11. Just set the boat to autopilot, use the map and Compass to plot your course, and step away from the wheel: you're going to be needing to check your automap, events and encounters just take a click, and you can look and walk around "carefully", and have fun all at the same time.
12. If you're using warm ashes, or Wilderness spawns, be prepared for a war zone when you finally get off your boat ( it seems like all the spawns are stored up for now for when you land), not really a game breaker but it is a challenge when you're just going to the inn to rest but now the town is a Battlefield ( not a complaint).
13. You can discover locations for future exploration by just flying over them, you don't even need to stop or anything ( awesome), this is real good for doing the Mages guild quests were you have to escort the students to three locations ( part of Quest pack one I think, it comes up as "travel guide").
14. To navigate easily, find the direction you need to go while at the wheel and point your guy in that direction, now turn the boat bringing the mainmast directly under the speed gauge ( should be a straight line), if you over or under shoot just do it again it's real simple, and you'll get there in no time, and you can still see most locations from the wheel.
15. Enjoy The View !
16. Try to run into Birds if you have the Birds Mod ( good luck with that).
17. Don't use the fly their option by clicking on the location from the world map ( your boat will fly it like it's got nitrous oxide, it's going to constantly bump, you can't really move to fix it, and there's the flying off the deck thing).
18. If you turn off autopilot be careful, go slow, and don't bump into anything ( it's a fun feature and I would use that solely, I just don't like reloading all the time when I do bump into stuff).
Still nothing like manually pulling up to the castle Courtyard, engaging the ropes and hopping off, it's a cool feeling.
19. If you accidentally fly too high in manual just turn on autopilot and sit there for a minute, it'll go down ( and whoa whoa that view).
20. Keep levitate handy at all times ( trust me just do it).

I think that's it for now, hope this helps you guys, peace.
Check out my YouTube Channel!

User avatar
Kaedius
Posts: 40
Joined: Wed Apr 17, 2019 11:04 pm

Re: [WIP]Airships Mod Update 0.2.0 - Charter Flights (9/27)

Post by Kaedius » Mon Jan 27, 2020 6:05 am

Thanks for the write up, I'm glad you like it! There really is a nice feeling to dropping ropes and hopping out of the ship.

I'm not gonna lie though, it's fairly damning as far as performance! I'm able to walk around even during the terrain loading, though that's without any additional mods. Could you fill me in on what mods you are running and maybe what your rig is?

The biggest culprits during testing for me were Real Grass and Distant Terrain.

I've learned that Real Grass can be toggled off, so I'll likely add the option to turn off Real Grass while on the ship which should help performance. Also, the way the ship takes off like a bat out of hell when manually clicking a destination certainly will be looked at!

User avatar
ValkyrWarrior
Posts: 12
Joined: Thu May 16, 2019 11:49 pm

Re: [WIP]Airships Mod Update 0.2.0 - Charter Flights (9/27)

Post by ValkyrWarrior » Fri Feb 07, 2020 1:01 am

This mod looks absolutely incredible; I wanna wait til you add decorations (I've always hated how boats/ships were devoid of any decor and furniture), but I'm tempted to get it now!

Say, will you introduce a custom model in the future, if possible? Something that looks a bit more airship-y!

User avatar
Kaedius
Posts: 40
Joined: Wed Apr 17, 2019 11:04 pm

Re: [WIP]Airships Mod Update 0.2.0 - Charter Flights (9/27)

Post by Kaedius » Fri Feb 07, 2020 8:10 am

ValkyrWarrior wrote:
Fri Feb 07, 2020 1:01 am
This mod looks absolutely incredible; I wanna wait til you add decorations (I've always hated how boats/ships were devoid of any decor and furniture), but I'm tempted to get it now!

Say, will you introduce a custom model in the future, if possible? Something that looks a bit more airship-y!
Thanks! I've recently dived back in to modding DFU and the decorating mod is really close to ready. I've called it "Decorator" because I lack naming creativity. Certainly open to suggestions. And I haven't added anything myself to ships or houses, I think I'll leave that mostly up to the player at this point but the charter ships may get some love.

I've added in the ability to make any added item a container, light source, spellmaker, or potionmaker which means you could make a glowing cow your loot storage and a pile of hay make spells if you wanted to. I'd like to release it as completed as possible, so I still need to add in a lot of models and billboards that I excluded because I didn't think they made sense on an airship. Now I think I'll just add as much as possible and let everyone do whatever they want with it.

In any case, it's unlikely I'll make a more custom or airshippy model than what's available in the base game myself since I'm not very good at model making. But maybe with enough time I'll come up with something!

User avatar
Dubiousintent
Posts: 87
Joined: Wed Dec 11, 2019 12:41 am

Re: [WIP]Airships Mod Update 0.2.0 - Charter Flights (9/27)

Post by Dubiousintent » Fri Feb 07, 2020 1:42 pm

If you are looking for a more lore friendly name than "Decorator": the general naval provisions store was called a "ship chandler", as in "Salty Jack's Ship Chandlery". It was the department store of it's time.

haloterm
Posts: 101
Joined: Sat Feb 16, 2019 5:21 am

Re: [WIP]Airships Mod Update 0.2.0 - Charter Flights (9/27)

Post by haloterm » Fri Feb 07, 2020 2:09 pm

Kaedius wrote:
Fri Feb 07, 2020 8:10 am
Thanks! I've recently dived back in to modding DFU and the decorating mod is really close to ready.
Great to hear! Your airship mod has become "head canon" for me, when I think or write about the Iliac Bay.

My WIP questline about the "Black Horse Courier / Iliac Bay Edition" assumes also the possibility of airships (only story-wise -- not forcing players to have it installed, of course). For example, here's an excerpt of

Code: Select all

The five most beautiful vistas in the Iliac Bay

by Adecia Haynilia

(...)

4. Makilliweyn - the Eastern Approach

    Buried deep within the Dragontail Mountains lies the city
of Makilliweyn. In itself, it is not a very special place,
but travelling to the city through the eastern valley is
marvellous. If you are on horse or foot, the eastern route is
the only one feasible, since high mountains rise in all other
directions. The mountain to the south is called "Guard stone"
by the locals and it is so high you'll need a levitation spell
or jump out of an airship to reach its top.
    Oh, as I mention airships: Most of you will probably prefer
the airship service anyway for travelling to Makilliweyn,
because even when taking the eastern valley route you will have
to climb a lot. However, if you have the time, take a day or
two for hiking in the area. When you come from the east, the
city walls are not visible for quite a while, but as you are
nearing the city, you will notice them soon.
    Before you enter the eastern gate, take a few minutes to
calm down from the trip. Breath in the fresh mountain air, as
you relax from the climb. Adore the beautiful panorama, which,
by the way, is especially breath-taking when you arrive in the
morning in clear weather. (Having the sun in your back also
helps with the climb through the valley.)

(...)
I noted two minor things, though:

1. The airship traffic one can observe from the ground is quite fast. I would imagine they sail majestically through the sky, but they race like a fighter jet :) Of course when I am inside, they should be fast, but from the ground, maybe their speed can be reduced a bit.

2. The guy at the city gates is very often levitating when I use the Distant Terrain Mod (which I really need to use, as the landscape is soooo much better than without it).

Post Reply