[WIP]Airships - Update 0.2.7 [22 Sept 2020]
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- Posts: 8
- Joined: Mon Aug 05, 2019 4:26 am
Re: Airship Video
don't really know anything about how Daggerfall does the overworld, but if it uses a heightmap then maybe you can use that to keep the ship locked at a certain space above the ground
- Cliffworms
- Posts: 208
- Joined: Sun Dec 30, 2018 6:24 pm
- Location: Québec
Re: Airship Video
That is really amazing!
Does that mean that it'd be possible to have real-time ship sailing with the ones you buy from the bank? Sailing the Illiac Bay with the distant lands in sight is dream I've been having for a pretty long time.
Does that mean that it'd be possible to have real-time ship sailing with the ones you buy from the bank? Sailing the Illiac Bay with the distant lands in sight is dream I've been having for a pretty long time.
Last edited by Cliffworms on Tue Aug 06, 2019 5:34 pm, edited 1 time in total.
- ShortBeard
- Posts: 45
- Joined: Tue Aug 06, 2019 1:10 pm
Re: Airship Video
Looks really cool! I love what this community is coming up with now that we can finally get our hands on modding for Daggerfall!
- Midknightprince
- Posts: 1324
- Joined: Fri Aug 11, 2017 6:51 am
- Location: San Antonio TX
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Re: Airship Video
You should have to pay for it, and it should be VERY expensive, and NO guild membership, it's gonna lock some playstyles out, and EVERYBODY NEEDS THIS !
which brings be to my question: WHEN DO I GET IT
Check out my YouTube Channel!
- Kaedius
- Posts: 58
- Joined: Wed Apr 17, 2019 11:04 pm
Re: Airship Video
Just wanted to give an update on the progress of this mod.
I've had less time than I'd like to work on this (isn't that always the case...), but the past few days I've tried hammering out the issues that were preventing me from an initial release. Mostly it was serializing things like ship position and dropped loot. At the moment, you may drop your loot on the ship and it'll properly persist during transit and saves.
So, I will post the mod here and likely host it on nexus in the coming days. There won't be any fancy quest or guild to acquire the ship as of yet, just an interface window with a configurable price that you can use to buy it. I'll probably just use some preset prices starting at 500k up to 5 million in 500k increments, and of course 0 if you want to just have the ship to play with. Other custom amounts can be added by editing the mod settings json file directly.
The initial release will also have an option to enable air traffic, which spawns ships occasionally that then fly to a random town in the world. The intent is to have random fly-bys, and they destroy themselves when out of range of the player, but if you follow one you can see where they were heading. This will be expanded upon in future releases, including pirates if you so choose. I'll try to post a video of pirates and boarding and crew members in the future, it's still fairly early but exciting to see.
I've had less time than I'd like to work on this (isn't that always the case...), but the past few days I've tried hammering out the issues that were preventing me from an initial release. Mostly it was serializing things like ship position and dropped loot. At the moment, you may drop your loot on the ship and it'll properly persist during transit and saves.
So, I will post the mod here and likely host it on nexus in the coming days. There won't be any fancy quest or guild to acquire the ship as of yet, just an interface window with a configurable price that you can use to buy it. I'll probably just use some preset prices starting at 500k up to 5 million in 500k increments, and of course 0 if you want to just have the ship to play with. Other custom amounts can be added by editing the mod settings json file directly.
The initial release will also have an option to enable air traffic, which spawns ships occasionally that then fly to a random town in the world. The intent is to have random fly-bys, and they destroy themselves when out of range of the player, but if you follow one you can see where they were heading. This will be expanded upon in future releases, including pirates if you so choose. I'll try to post a video of pirates and boarding and crew members in the future, it's still fairly early but exciting to see.
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- Posts: 84
- Joined: Sat Aug 24, 2019 12:48 am
Re: Airship Video
Holy crap, this is amazing. Your video on the first page is so impressive! Is this compatible with Tedious Travel?
- King of Worms
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- Location: Scourg Barrow (CZ)
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Re: Airship Video
Awesome, just yesterday I was thinking about this mod, hoping its not abandoned Thank you!!
DREAM Nexus https://www.nexusmods.com/users/73250038?tab=user+files
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
- Kaedius
- Posts: 58
- Joined: Wed Apr 17, 2019 11:04 pm
Re: Airship Video
Yes, it'll be compatible with tedious travel. I added an Airship option to the transport menu, so it conflicts with DREAMs transport menu however. I might just use a version that prompts the user when "Ship" is clicked instead.
I'm shooting for a Monday release if the next DFU build gets released this weekend.
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- Posts: 84
- Joined: Sat Aug 24, 2019 12:48 am
Re: Airship Video
Sounds great, looking forward to it!
- Kaedius
- Posts: 58
- Joined: Wed Apr 17, 2019 11:04 pm
Re: [WIP]Airships Mod Update 0.2.0 - Charter Flights (9/27)
Just posted a new update! I didn't get to test this as thoroughly as I'd like, please let me know if there are any oddities regarding loot storage as I made some changes.
Also curious to hear opinions on charter flight restrictions and costs. It's fairly cheap at the moment. but I'm heavily biased towards keeping this balanced against Tedious Travel and not using fast-travel, so I like the idea of keeping costs higher and flights slightly less convenient in order to encourage flying close to a destination and then hoofing it from there rather than direct flights everywhere.
Also think adding some sort of fuel that needs to be bought might be on the menu.
Also curious to hear opinions on charter flight restrictions and costs. It's fairly cheap at the moment. but I'm heavily biased towards keeping this balanced against Tedious Travel and not using fast-travel, so I like the idea of keeping costs higher and flights slightly less convenient in order to encourage flying close to a destination and then hoofing it from there rather than direct flights everywhere.
Also think adding some sort of fuel that needs to be bought might be on the menu.