The Elder Scrolls V: Skyrim

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Transportato: Real Time Ships
 
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33.533 MB
Feb 18, 2013 @ 7:34pm
Aug 29, 2013 @ 8:13pm
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Transportato: Real Time Ships

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Description
Also try the other half of this mod, Transportato Real Time Trains:
http://steamcommunity.com/sharedfiles/filedetails/?id=128187598

DESCRIPTION
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You ever find it strange that despite all these boats and trains sitting in harbors and stuff around Skyrim, that you never see any of them actually out and about?
I mean, I understand that nords aren't the smartest or most civilized people, but there should still be *some* semblance of trade going on.
This mod attempts to rectify that, and add a level of immersion in Skyrim not seen since the days of ole. As you travel along the coast, occasionally you will see ships sailing along from port to port, trading their wares and waring their trades. In the high mountains, you will see the occasional glimpse and the fornlorn whistle of a dwemer train, its masters long dead but its cargo still fresh and ready to be shipped. Special trains and boats will also be found
Further more, if the player activates certain boats or trains, they will be able to board these, raid them, and take their cargo. However, you cannot physically ride either the boats or trains, this is not the goal of this mod.

STARTING AND INSTALLING THE MOD
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After activating the mod, go the Solitude docks and wait six hours in game for the scripts to start up, from there, the player can encounter ships every six hours in game-time along the following routes:
Dawnstar to Solitude (and Solitude to Dawnstar)
Solitude to the west border (and the west border to Solitude)
Windhelm to Solstheim (and Solstheim to Windhelm)
Windhelm to the North Border
Winterhold to the Wreck of the Pride of Tel Vos (ghost ship, only encountered from midnight to 2AM)

CONFLICTS and ISSUES
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As for CONFLICTS: The mod is compatible with Dawnstar Expanded and Solitude Docks District. In fact, it is technically compatible with almost all mods. *However* some mods may place objects in the paths of the ships. No errors will occur, but you might find it weird when a ship passes through a solid objects.
As previously stated, you're not meant ride the ships in real time. Hopping on top of them will have you encounter some rather unusual collision issues, these are expected, and not considered an error, more like you ignoring what I just told you.
On the subject of raiding ships: Be aware that the sailors and cargo on board respawn normally, so it's best to raid a ship every 73 hours, to avoid wandering into a ship full of dead people.

CREDITS
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To DeepSpaceBass, for routing things.
To Haishao and Bagserk, for help with the models.
To Guardly, Fuma, and Arunrun, for help with testing.
To Fyuri, for lending his voice to the doom train.
To Prometheus, for the unfolded ship sails.
272 Comments
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FC_Loki-Five-Oh May 2 @ 3:07am 
Wont work :( just like all the mods I install
T:R:H Bonanza Games Apr 16 @ 3:13pm 
slower*
T:R:H Bonanza Games Apr 16 @ 3:13pm 
@Trainwiz You know how to make a button masher happy. MO DWEMER MODS. Also you should make like an iron man suit but dwarven style, which lets you jump higher, run faster, fall swloer and more unarmed damage.
trentinjj Apr 7 @ 9:43am 
DOOOM SHIIIIP!
zombiesmasher11 Feb 22 @ 10:36pm 
hey man i think it is really cool that your adding modern things to skyrim who knows you are probaly gonna add phones to skyrim i dont know.
Scrappy Jan 25 @ 3:57pm 
Are the ships supposed to dissapear at solitude after they make it through the arch? Or are they supposed to like circle around and go out? Just curious because they are dissapearing right when they get close to the docks.
lieutenant dans new legs Jan 3 @ 2:07pm 
Never mind i fixed it.
Trainwiz  [author] Jan 3 @ 1:18pm 
Yes, it's every six in-game hours.
lieutenant dans new legs Jan 3 @ 10:32am 
Would a timescale mod affect the spawning?
Bob The Utterly Normal Person Oct 14, 2014 @ 12:34pm 
thx