The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

The Hand Of Azura
70 Comments
Jackie'TheDevourer'Roebot  [author] 14 Sep, 2016 @ 11:09am 
Well. I had a look through the assets, and I just don't think I can make a Vampire themed ship. The heavy gothic architecture does not translate to a wooden ship very easily, if at all.
Jackie'TheDevourer'Roebot  [author] 14 Sep, 2016 @ 6:35am 
Vampire styling would be difficult, as that tends to be stone. I'll have a go though (being honest, I've never really had much of a look in Dawnguard's assets).
G_Masta_Phunk 13 Sep, 2016 @ 9:53pm 
Great ships though. I have 2 of them currently.
G_Masta_Phunk 13 Sep, 2016 @ 9:53pm 
Would be cool to have a vampire themed one *shrugs* not sure if you are doing mods or not. But one near the vamp castle that can travel to maybe that abandoned place behind the dragonborn island.
Jackie'TheDevourer'Roebot  [author] 7 May, 2016 @ 2:25pm 
Use the pictures.

Skyrim it's located next to the Dawnstar Dark Brotherhood Sanctuary (5th picture).

Solstheim it's located near the edge of Raven Rock, near the special stone (10th picture).
Cayde-7 7 May, 2016 @ 12:54pm 
uhhhhhhhhhhhhhhhhhh where is it
Jackie'TheDevourer'Roebot  [author] 17 Apr, 2016 @ 6:54am 
I'm not sure, but I'm pretty sure my boat (Kal'nar'ree) is by the mill.
Beaky 16 Apr, 2016 @ 1:21pm 
For Soltitude put it near the mill, i dont think there are many mods that modify that area, atleast my mods dont. and of course winterhold was just an idea. other wise this mod is awesome
Jackie'TheDevourer'Roebot  [author] 13 Apr, 2016 @ 6:55am 
Windhelm and Solitude are able to be done but would require a bit of thinking to ensure no clashing with other mods.

Winterhold on the other hand would require a total dock building due to it being on top of a cliff.
Beaky 13 Apr, 2016 @ 4:43am 
can you add some more locations to the travel system? like Windhelm and Soltitude and maybe Winterhold? if you add that, the boat would be completely perfect
Dark Rage Fox 1 Aug, 2015 @ 3:38pm 
ok
Jackie'TheDevourer'Roebot  [author] 1 Aug, 2015 @ 3:37pm 
No. It's just an example of a slight variation on the system (no locked doors when docked, because it's interior is large enough to house a map).
Dark Rage Fox 1 Aug, 2015 @ 3:32pm 
so i need that ship right
Jackie'TheDevourer'Roebot  [author] 1 Aug, 2015 @ 3:31pm 
Instructional guide on how the 'movement' system works. "It works by having 3 (potential for more) instances of the vessel. (In current cases, 1 in skyrim, 1 in Solstheim and 1 in a custom created open ocean cell). Each docked ship instance only has the ability to go to the ocean instance via a concealed door mounted on the steering wheel. The ocean cell (and also the interior cell of the Kal'nar'ree) contains a map with the destinations marked on it."
Dark Rage Fox 1 Aug, 2015 @ 3:27pm 
the hand of azura will not let me control her
Jackie'TheDevourer'Roebot  [author] 1 Aug, 2015 @ 3:22pm 
To quote myself. "There is no key. The doors are locked when docked."
Dark Rage Fox 1 Aug, 2015 @ 3:18pm 
no the key for the hand of azura
Jackie'TheDevourer'Roebot  [author] 1 Aug, 2015 @ 2:43pm 
There is no key. The doors are locked when docked. To quote myself.

"As for Interior, the doors at each port are locked (Except the kal'nar'ree which allows entry at all ports due to the interior map allowing transport from inside the vessel) so that there is only 1 interior cell. This interior can only lead out to 1 place, which I chose the Ocean for, as this is the system's main travel hub."
Dark Rage Fox 1 Aug, 2015 @ 2:22pm 
where do you fing the key to the ship
Jackie'TheDevourer'Roebot  [author] 2 Jun, 2015 @ 5:41am 
Nexus is a little too IP ban-happy (not good, as it stops me downloading mods from it if that happens) for me to upload it. My personal website is a wiki (not exactly capable of hosting Skyrim mods).

If you want a work-around to the Skyrim Workshop, subscribe/download it and then once it's downloaded, unsubscribe.

If you really, really want a Nexus version, I will do it, as all I have used is Vanilla/DLC Bethesda assets (which are needed for pretty much all mods). Merely post a comment saying "I want this mod on Nexus" and it will be done.

Please note that Nexus versions probably won't be updated (although it's already complete, and shouldn't actually clash with anything and shouldn't need updating).
Коще́й 2 Jun, 2015 @ 4:22am 
Looks nice. If only this mod was available on the nexus, or the author's personal website, or an unmarked ftp server in a third world country, or on a set of 60 mail-order floppy disks. Workshop is evil, and terible, and bad. grmbl grmbl.
Jackie'TheDevourer'Roebot  [author] 16 Dec, 2014 @ 4:39pm 
If it did have such functionality, it would probably be so bugged and badly designed ("Dragon" riding for example).
markyankasky 16 Dec, 2014 @ 2:39pm 
Your ship mods have come a long way, who knows, maybe in the next elder scrolls they will actually let us rp pirates.
Jackie'TheDevourer'Roebot  [author] 27 Aug, 2014 @ 12:07pm 
It works by having 3 (potential for more) instances of the vessel. (In current cases, 1 in skyrim, 1 in Solstheim and 1 in a custom created open ocean cell). Each docked ship instance only has the ability to go to the ocean instance via a concealed door mounted on the steering wheel. The ocean cell (and also the interior cell of the Kal'nar'ree) contains a map with the destinations marked on it.

As for Interior, the doors at each port are locked (Except the kal'nar'ree which allows entry at all ports due to the interior map allowing transport from inside the vessel) so that there is only 1 interior cell. This interior can only lead out to 1 place, which I chose the Ocean for, as this is the system's main travel hub.

I decided to keep the system wholly script free so that there would never be any conflicts (except where the ship is actually docked).
bruck 27 Aug, 2014 @ 8:40am 
How does your travel system work? I might make some ships of my own, so you can move around skyrim and such.
Jackie'TheDevourer'Roebot  [author] 6 Aug, 2014 @ 4:11pm 
Thank you.
Ergoista 6 Aug, 2014 @ 12:56pm 
cool boat
Jackie'TheDevourer'Roebot  [author] 4 Aug, 2014 @ 3:29am 
No problems, i'm here to help.
GeneralCheesie 3 Aug, 2014 @ 2:16pm 
I'm sorry I found it after i posted that
Jackie'TheDevourer'Roebot  [author] 3 Aug, 2014 @ 2:15pm 
I guess I was never very clear in writing, and the screenshots aren't that helpful to those not as familiar with Skyrim as some. Skyrim dock is within eyeline to the Dawnstar Dark Brotherhood door, while the Solstheim dock is near the Earth Stone (near Raven Rock).
GeneralCheesie 3 Aug, 2014 @ 11:59am 
I may be missing something in the description and if I am i am sorry. But i can't find the ship. Where is it docked?
Jackie'TheDevourer'Roebot  [author] 2 Aug, 2014 @ 2:22pm 
I try to keep my mod simple, the simpler to build, the less likely to have problems.

For example, a quest told through character journals and other written forms has no chance to break, while a quest with similar storyline, but much more involved scripting (Blood On The Ice is a prime example) will break, sometimes catasthropically.
pinchnickel 2 Aug, 2014 @ 8:26am 
Well I do like this mod, and I am giving it a thumbs up. A mod that works,as it was created to , is better than one with gliches....thanks for the work.
Jackie'TheDevourer'Roebot  [author] 2 Aug, 2014 @ 1:44am 
The getting in is not the issue, 3 doors can go to the same place (just stick 2 outside playable zones in the void), it's the returning to whence it came. Theorectically, I could hide the 2 other doors and only show the one you used to come in, but how to do it is beyond my knowledge.
pinchnickel 1 Aug, 2014 @ 4:14pm 
I do like this ship.....Thanks
pinchnickel 1 Aug, 2014 @ 4:14pm 
The only key that would work would be the one for the location you are presently at.
pinchnickel 1 Aug, 2014 @ 4:12pm 
Thank you for your patience. I am no modder so this suggestion may be outlandish. Could a key to the door for each location work? One door needing three keys.
Jackie'TheDevourer'Roebot  [author] 31 Jul, 2014 @ 9:18pm 
Nope, if you go to the ocean instance, the cabin is open and useable. To quote myself, "The doors are locked when not at sea".
pinchnickel 31 Jul, 2014 @ 6:48pm 
then one cannot use the boat cabin in this mod at all....just the things on deck...is that correct?
Jackie'TheDevourer'Roebot  [author] 31 Jul, 2014 @ 6:31am 
There is no key. The doors are locked when not at sea due to no conceiveable way (at my level of knowledge) to allow access to the same interior space and return you to the location you entered. An interior navigation map alleviates this problem on larger vessels, but not on something this small.
pinchnickel 30 Jul, 2014 @ 8:11pm 
do you have a key yet?
Jackie'TheDevourer'Roebot  [author] 15 Jul, 2014 @ 3:19am 
Near the Earth Stone on Solstheim, and near the Dark Brotherhood sanctuary in Dawnstar.
Mannimarco 14 Jul, 2014 @ 4:53pm 
where is the ships location
Jackie'TheDevourer'Roebot  [author] 13 Jul, 2014 @ 5:25am 
I have a few others, some with specific themes, some without.
Zazussa 12 Jul, 2014 @ 5:04pm 
Oh well, love the boat, though. I play a Breton and it fits her theme perfectly. Thank you very much for the mod!
Jackie'TheDevourer'Roebot  [author] 12 Jul, 2014 @ 4:20am 
Sadly skyrim has no sail models within itself, and adding a sail model to each and every boat I make would be rather tiresome and could cause rather odd issues within my file structure (not sure how it likes mods referring to files used by other mods). Referencing a non-masterfile also doesn't work, so unless I got permission from a sail maker to turn their sail models into a masterfile, that wouldn't work either.
Zazussa 11 Jul, 2014 @ 3:49pm 
That sounds like an awesome idea, actually... gives the writer like me another angle for a storyline being out in the open ocean. I haven't had a chance to check it out yet, family comes first, you know. In the open ocean, the sails are drawn or reefed or what? It might be an idea to have fully blown sails in the open ocean... just a thought.
Jackie'TheDevourer'Roebot  [author] 11 Jul, 2014 @ 3:34pm 
Open Ocean is a uniquely created worldspace (not very big, just enough to see the water carry into the horizon). I lack any sort of knowledge of skyrim's quest and script system (scripts tend to rely on quests for most things) and therefore try to think of ways around the limitation, in this case, be having 3 instances of the vessel with a map navigation on the command deck. I have a larger vessel, the Kal'nar'ree that uses a slightly updated version, where there is a navigation map both outside and inside the vessel.

I try my best to answer any comment as soon as I notice them.

You also mentioned a wheeled vehicle, last time I saw one of those move outside the cutscene, it caused Havoc Spazzing something royal, sometimes it would take off.
Zazussa 11 Jul, 2014 @ 1:38pm 
Ah, I understand. Yea, and not to mention, if this were all accomplished, the amount of memory it would devour just to get it working decently. I've seena gypsy wagon, tried it on for size and when the wheels somehow got wedged in the sky after rolling over a stone no larger than my foot... So (Since I'm just getting off work) the sea scape is open waters or ashore?

I'll log into skyrim after a few things get done around the house. Thank you for the prompt response.
Jackie'TheDevourer'Roebot  [author] 11 Jul, 2014 @ 3:41am 
The movement is in "" for a reason, because it doesn't physically move, merely provides a way of simulating movement by having an instance on both the ocean, skyrim and solstheim.

An actual physically moving boat would throw up many complications. Here are a few examples.
1. Actually getting it to move in the first place and look even half decent (wake, bow splash, etc)
2. Collision detection, many of Skyrim's waterways are abnormally shallow and would ground even the smallest of boats in many places.
3. Navmesh, to have it even be remotely NPC compatible, a navmeshed deck would be essential, and since navmeshes cannot move, this would be a major issue.