Gokstad Sailable Ship and Portable Player Home

Gokstad Sailable Ship v1_0b

Change log

vBeta1 - preliminary meshes (without 'real' texturing), placed in a testing worldSpace; linked to SkyNilla by a door - working bedroll; ships are actually doors which teleport Player between them

vBeta2 - added a separate boat to illustrate rowing animation

vBeta3 - fixed the door back to Vanilla (it broke during editing, which I overlooked before vBeta2 was released; I "cow ..." during testing) - added the 'stowed sail' meshes (though they need to be tweaked for clipping) - reexported all the meshes to have decent texturing (except the 'stowed oars' on the camp-ship, which are temporary meshes until I finishing porting the oar animations)

v1.0b - FIRST POSTCK RELEASE. Do not use the vBeta1-3 (preCK versions), as they may corrupt data in your saveGames or otherwise interfere with your game. - real-time sailing - player-home

Known caveats


* You MUST have ridden a horse in the SAME GAME session you are currently playing; it will NOT take a horse you rode in your saveGame before loading it.

* The ship will NOT respond to steering in THIRD PERSON VIEW, unless you press a directional key (WASD). So you would face the new direction then tap a key... simple as that.

* The 'ground detection' is only triggered by LAND. The ship will go right through anything else... statics, NPCs, anything. [I plan to experiment with a slightly different system in the future, which should detect these other obstacles as well.]

- No collision of the gunwales yet (the ship's "walls") [will be added for the next release]

- No collision is assigned to any of the boat meshes whatsoever (this is currently a near-universal limitation of the NIF file format) [this will NOT be fixed anytime soon, if ever; though I plan to simulate the basics, such as the mast and the rowers' benches.. hopefully next release]

- Inferior texturing of the custom meshes (I use Vanilla Skyrim textures, quickly mapped to my meshes for expediency) [eventually I hope this will be improved; though I'm happy enough with the current arrangement that it isn't a glaring priority]

- Some of the meshes need to be tweaked to remove clipping. Originally, in Oblivion, my sails are animated using morph-targets... something that can't be done in Skyrim. For example: the 'stowed sail' clips because it originally unfolded as it raised up the mast (the sails also flapped in the wind, and animate as the boat turns)... very cool, but I can't do it with it Skyrim.

- Lack of animations (such as a 'wave-rocking' effect, rowing oars, moving sails, etc) [eventually I plan to include these, though the implementation's complexity may take it past the next release]

- No NPCs [I haven't worked with the dialog system yet, so a working merchant/crew is still fairly far off. I do hope to include basic NPCs in the next release; such as a few nord raiders or summoned skeletons who spawn when you ram the shore.. that kind of thing is easy.]

- No quest or "unnerfing" [I plan to incorporate this as soon as I learn the dialog system. In the meantime, for the next release I plan to add a menu and payment method to the 'dock reset lever'... making a tow back to shore cost something; ALSO giving the option to auto-transport the ship instantly to other docks located around the world (which aren't made yet so don't bother looking).]

* This mod is still considered to be in BETA testing because it haven't been tried it on other systems yet... so I don't know how my script timing will be affected, if at all (hopefully).

* It is currently using perma-persistent references in the scripting.. over a half-dozen medium res versions of them (about 100k tri's or so). I plan to convert the script to create new references on-demand (probably with aliases), which I believe is the preferred, Bethesda-like method. While it seemingly doesn't affect the game by itself, when combined with other mods which do the same thing in the same areas, it may lead to performance loss even while those objects may not be 'in-use'. Converting it presents an entirely new set of testing, which could have further delayed this released for a WHILE... (I haven't fooled around with aliases yet).


* If you have ANY issues with the ship, ACTIVATING THE LEVER ON THE DOCKS WILL RESET THE BOAT; placing it back at the docks and ready to sail, with ground detection restored.

"The Reset Lever won't work! Only part or none of the ship returns!"

- Currently, it only works if the ship is still in the general vicinity of the dock.

[I haven't figured out how to move objects from distant places yet. It's fairly technical, and I don't wanna bore you with details. If I can't get this to work, it should be fixed when I switch to an alias-based object system.. in some future version.]

"My horse is on the ship, but it's too close to Player and blocks my view!"

- Slam the boat into reverse for a bit... your horse will correct its position within seconds. [I plan to mess around with this, perhaps switching Player's and the horse's positions. I want to keep Player in the stern to be able to see more of the ship during sailing; as well as what's going on alongside.]

"I've hit the shore but the boat didn't stop!"

- Quickly press the SNEAK key and leave it on until the boat emerges from the land in reverse. The problem is that sometimes the ground-detection doesn't work. It will work again eventually; though possibly not until after 'leave-return' (fast-trav away or enter a building). [I've minimized this, but I hope to eliminate it altogether eventually.]

"I've run aground, but now I want to sail again."

- The easiest way I've found to unbeach your ship is to activate the lever while sneaking, then quick turn Player to face water (not land). This will cause the ship to go into reverse and turn away from the beach. If the boat auto-stops again, you'll have to do this one or more times to become 'unstuck'.

- Sometimes Player may clip into the gunwale during very wide turns. [This doesn't affect anything important, but may irritate some of you. I plan to minimize or completely fix this eventually.]

- Sometimes the movement of the objects will studder. They will eventually auto-correct, usually within a few seconds. [I also hope to minimize this further, or outright eliminate it. I'm waiting to hear feedback on how this works on other people's systems, before tweaking the potentially 'system-sensitive' settings in the script.]

- The movement controls need improvement. I plan to incorporate a system which will allow for DIRECTIONAL KEYPRESSES (WASD.. like using a horse); but since it's experimental for me, I decided to wait for the next version to implement/test it. (this new system, if it works, will NOT require SKSE, Script Dragon, or any other 3rd party software or mod)


Uploaded on
Apr 25, 2012
Game version
    4.6 MiB