Gokstad Sailable Ship and Portable Player Home

Gokstad Sailable Ship v1_1b

Change log


- 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


- added a separate boat to illustrate rowing animation


- 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)


- 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

v1.0b HotFix2

- fixes problem of occasional explosions/ship stoppage while in open water (for most systems)


- better stability

- revamped control system uses WASD now

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. Stolen horses may not work.

* The 'ground detection' is only triggered by LAND and ACTORS. The ship will go right through most anything else... statics, anything.

- No collision of the gunwales yet (the ship's "walls") [this may be added in a future 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]

- 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]

- No NPCs [I haven't worked with the dialog system yet, so a working merchant/crew is still fairly far off. Before then, I do hope to include basic NPCs; 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 a future release I plan to add a menu to the current 'dock reset lever'... which doesn't work as intended so will be changed completely. It'll give 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), and customization of various aspects of the mod.]

* This mod is still considered to be in BETA testing because it needs to be tested on more systems before releasing the code.

* 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).


"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. [It's fairly technical, and I don't wanna bore you with details... but I can't get this to work until I switch to an alias-driven system.]

"I've hit the shore (or SOMETHING) but the boat didn't stop!" - Press the backward key ("S") until the boat is in Reverse. The boat will eventually emerge and may be steered away. Only land and NPCs are detected; most docks, rocks, etc can be sailed right through as if they were holograms.

"I've run aground, but now I want to sail again." - Press the backward key ("S") to put the ship in reverse until you can steer the bow away from land. 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 gunwales." - This doesn't affect anything, but may irritate some of you.

"Sometimes the ship's pieces will studder or not be in synch." - They should immediately auto-correct, if not then your system is under too much stress. See the following section for helpful hints.

"My ship occasionally stops in mid-water for no apparent reason." - Your system is operating at borderline performance. During intense cell-changes (as Player moves through the world), all kinds of actions are being performed by the game. This causes my script's timing to become fouled and triggers the anchor sequence. It doesn't harm anything in-game, but indicates you should improve your system's performance just a TOUCH. This usually happens if the fps rate is a steady 40-45, when it spikes below 30-35 it causes problems. Keep it above 50fps and it'll work fine.

"My ship constantly stops without notice or for no reason." - Your system is under too much stress. Try some of the following suggestions to improve your system's Skyrim performance.


* This mod requires your system to maintain at least 50fps while sailing. The ship will stop unexpectedly and for no apparent reason if your system is too stressed. Here are some tips for improving Skyrim performance.

- This is a thread I started to explain this stuff in more detail and to discuss.


- Enable Papyrus logging in your INI file (see the above forum thread for info). Load and play a saveGame for a couple minutes, then exit Skyrim. Look at the log. If there are errors a mile long, you have mods installed which have erroneous scripting... get in contact with the author and inform them. Meanwhile, I suggest disabling the problematic mods until they have been fixed. These WILL cause severe problems with intense scripting such as mine, as well as other aspects of the game.

- Do not run other programs while playing Skyrim... even the CK.

- Reduce the detail level your game is set to. The easiest way is to click one of the default buttons in the Skyrim Launcher (Low, Medium, etc). You may also add, remove, or change certain individual sliders or settings; either in the Launcher or editing the INI file directly.

  • My system is an i5 2.27 with 4gig ddr3 and 1gig dedi vidRAM. In the Skyrim Launcher, the Low button allows the mod to work flawlessly; Medium causes occasional stoppages during cell changes; High causes frequent stoppages and makes the ship unsailable (but may still be used as a Player-home or just a prop).

- Currently, the only "magic fix" I have to allow this mod to work with minimal impact to detail level is to reduce SHADOW DETAIL, ANTIALIASING, FXAA, and Blur Radius (in that order).

- Another way to possibily improve performance/fps is to reduce the sliders for VIEW DISTANCE. Grass, objects, and items will probably be the least missed so try them first.


Uploaded on
May 04, 2012
Game version
    4.6 MiB