Skyrim pirates of the pacific walkthrough. Nineteen things to do in Skyrim: tips, secrets and stupidity

Welcome to the world of Tamriel pirates!

The mod adds pirate islands to the map of Tamriel. And, of course, this is not just land. Adventure awaits you!
- New locations
- Recruit your own crew of pirates
- Pirate clothes, armor, weapons
- Control your own ship (manuals can be found in the game)
- Quests
- And even your own “parrot”

You can start the game in two ways.
1. Sleep in a hotel or other safe place more than 7 hours. This will start the first quest
2. Skip the quest (then you will not be able to continue it) and travel to the island on your own by swimming or using other vehicles.
Hints and spoilers are in the guide. After completing the quests, you will be able to purchase your own ship.
1. Upgrade your ship by buying equipment
2. Recruit a crew of sailors – there is a wide choice on the islands!
3. Hire an assistant - you will have a good choice, and one of them has his own quest. You won't be able to assemble a team without an assistant.
4. Arrange with the carpenter to repair the ship. The smaller your team, the more often you are in battle, the faster the wear and tear of the ship.
5. Travel with your ship across available seas. You can even pirate in the seas of the Shivering Isles; to do this, you need to complete the quest of the islands themselves and get inside after killing the guard. The journey can be made by activating the sextant.
6. Set up your shelter.
7. Talk to passing neutral ships about useful things and news.
8. Fight the Imperial Navy! Drown these dogs wherever you see them.
9. Rob merchant ships with valuables! Lead the battle from the ship, or go on board yourself!
10. Read the ship's log in your cabin to find out the number of charges for guns, the condition of the ship and other necessary things
11. Gain a reputation among pirates with your exploits - eventually, other ship owners will join you
12. Your pirate rating does not affect game penalties or attitude, but may attract bounty hunters.
13. Rating affects various opportunities - improving your shelter, in particular.
14. Find a treasure map on your ship and capture it. A surprise awaits you!
15. Get yourself a pet.
16. Capture prisoners and sell them to slave traders
17. Use dinghies and boats

Details in the excellent pirate guide in the archive! Enjoy! Yo-ho-ho and a bottle of rum!

Requirements:
Oblivion Gold Edition,
You must have world boundaries disabled in any way (mod or via ini)!

Description:
A mod that adds piracy to Skyrim, to the Sea of ​​Ghosts, combining gameplay and quests, a unique ship as transport and a full-fledged home for the player and companions.

More details:
Pirates of Skyrim - Northern Cardinal under the Black Flag, this is a large expansion of the "Northern Cardinal" mod from swordboy.
Adds Piracy to Skyrim, from now on you can sail in the Sea of ​​Ghosts, explore the Ocean, fight at sea, get unique treasures and display them in the improved Captain's Cabin, manage the crew, and much more.
For the mod to work, you do not need the original "Northern Kadinal" mod from swordboy, if you have it installed, you just need to overwrite the original esp and bsa. Just pick up all the necessary items placed in various storages. Carefully read all Updates, they contain all the new functions and capabilities of the mod.

Start:
If you want to skip the quest related to getting a ship, enter the command into the console: setstage 0shipquest 200
To start the Quest, talk to the merchant Markian in the new Port of Solitude.
It can be found in the shopping arcade, in the house at the pier (entrance without loading), or in the Solitude Wharf Tavern.

Peculiarities:
Currently available (will be added as the mod becomes popular):

- Sea of ​​Ghosts -
The ship Northern Cardinal with everything you need, floating in the Sea of ​​​​Ghosts, you can explore the bottom of the Ocean.
Dive for pearls the size of your head and find sunken ships filled with treasures waiting for you, whale skeletons have been added in version 1.1.
Rescue the blacksmith, alchemist, shipwrecked people and accept them into your team.
The “Ocean of Opportunities” (as the author calls it) are sunken ships and treasures, etc., which randomly spawn whenever you plow the expanses of the Sea of ​​​​Ghosts, creating the illusion actual location in the Ocean.
To go out to the open sea, you need to recruit a crew of at least three people, this is done through dialogue with your companions, first you need to buy Crew Cabins for 3000 gold.
The maximum number of crew is 9 people. Through dialogues you can appoint them as First Mate, send them to the boarding party, or dismiss them.

- Sea Battles -
Use one of the three Spyglasses (one near the Helm, the second near the Map on the Deck, and another in the Raven's Nest) on board to search for enemy ships, board them and seize their cargo.
You will encounter ambushes set up by the Sea Snake Pirates.
During combat, members of the boarding party and the First Mate are automatically moved to the deck of the enemy ship.
They should not be in standby mode, so as not to stand on the enemy deck, inactive.
Large Imperial Battleships and Small Merchant Boats have a gangplank near the Captain's Quarters.
To unlock the treasure cages, you need to pick up the key from the Captain of the enemy ship, and on the Imperial Battleship, collect three keys from three senior officers, including the Captain.
It is most profitable to attack Imperial Battleships, the biggest bonuses and unique items, but the resistance is also the strongest on their part.

- Crew Morale System -
You can disable this feature using the console command: set aacrewmorale to 999
Your crew does not intend to sail the seas for free, and will not rebel for long.
From time to time, you will have to either share the Loot with them, or, better yet, feed them Rum!
The state of the crew's morale is controlled through dialogues with the First Mate (ask about the mood of the team).
The amount of gold you will have to pay the crew is based on a formula that does not make a smaller crew necessarily cheaper to maintain than a larger one and also takes into account the player's gold.

Purchased Upgrades:
- Expansion of the Captain's Cabin - Trophy Room with Large Display Cases - Buy this upgrade for 6500 gold and receive special Display Cases for unique treasures obtained by you.
You will craft these treasures using the drafting table in the Trophy Room from various necessary precious items that you will gradually obtain...

- Captain's cabin -
Located in front of the main deck. Includes bookshelves, display cases for weapons and armor, Ship Model for customizing ship flags and figurehead, Captain's Log for crew recruitment.
Price 2000 gold.

- Captain's Quarters -
The room located above the main entrance door. Includes a fully upgraded Captain's quarters, a double bed, several bookshelves, wardrobes, plants, rugs and other furnishings, as well as a Sanctuary of Mara.
Price 1000 gold.

- Crew Cabins -
Includes fully furnished spaces between decks, with everything necessary for crew accommodation, improved lighting, three rooms with furniture and nine beds, a total of a dining room, where there is a boiler for cooking, supplies, etc.
Price 3000 gold. Must be purchased to hire a crew and go to the open sea.

- Forge -
Located on the lower deck, down from the main entrance, contains a smelter, anvil, workbench, whetstone and tanning stand.
Price 1500 gold.

- Laboratory -
The room opposite the main entrance contains a pentagram of souls and an alchemy laboratory, various materials and ingredients, two bookshelves and the Sanctuary of Julianos.
Price 1500 gold.

Miscellaneous:
- In addition to the purchased improvements, the Ship is a fully equipped dwelling, the author's design of the exterior and interior, there is all the necessary furniture, containers, display cases, racks for weapons and shields, mannequins, the necessary products, all kinds of objects and ingredients, it is able to move to Solitude, Dawnstar , Windhelm, Sea of ​​Ghosts, Castle Volkihar and Solstheim.
These movements occur through the steering wheel or cards.
Travel to Castle Volkihar via the map in the Captain's Quarters.
- In addition to the new pier, a tavern and a forge have been added on the shore of Solitude, where everything you need is sold, there are potential companions (after completing their tasks), a bard for hiring on the ship, you can hire a blacksmith from the new forge, in Windhelm there is a farm near the pier where you can hire mage, in Dawnstar there is a pier and a farm where you can hire an alchemist. It’s better not to hire a vanilla bard, he’ll blow his mind with 4 songs. Hire better than any minstrel from the author Veter75n like Shayla. Or install the Skyrim Tape Recorder.
- An alchemist and a blacksmith are found during the rescue of shipwrecked people, but everyone (blacksmith, bard, alchemist, mage) can also be hired from any other NPCs of the corresponding professions, not necessarily from the mod.
To do this, they must be in a friendly faction (after completing their tasks, or through the console).
The rescued crew members at Fort Frostreef will remain as merchants at the shore market after returning to Solitude.
- Some ship control functions are available in the MSM menu (current location, list of available locations, flag and figurehead settings, number and composition of the crew by name.
- Many rope ladders on board the ship.
- Tome of Spells "Move to Northern cardinal" can be found in the Captain's Quarters, in the corner of the room.
- The Spyglass for one trip to the sea is valid for 3 views, for the balance system.
To reactivate, return to any port and back to the sea.
You can change the number of views via console commands by entering the required quantity: set aaRerollTimes to X and set aaRerollTimesCustom to X
- Your horses cannot, you understand, go with you to the open sea and climb into the Crow's Nest (mars platform).

Compatibility and Conflicts:
- Compatible with a large number of mods (the author tested on 300 mods)
- Compatible with pirate mods NC and Pirates of Pacific.
- Compatible with SkyRe/Requiem/PerkusMaximus, etc.
- There may be a conflict with the Dynamic Things mod, you need to disable boxes and barrels.
- If you have a problem with moving to Solstheim, keep in mind that to travel there you need:
1) Start the Dragonborn quest and visit Solstheim.
2) Through dialogue with the Captain in Solitude (who is transporting you to Raven Rock), ask him to show you the way to Solstheim.
3) If this does not help, use the console: set 0ShipEnableDragonborn 1, now you can travel to Solstheim through the Helm functions.

Archive:
- BASE (Main mod files)
- Fix Cabin Purchases (Optional script, eliminates possible error in dialogue with Markian, if the improvement of the Captain's Cabin is not purchased)
- Fix Kitchen Purchases (Optional script, eliminates a possible error if the Kitchen upgrade is not purchased)
- Patch Northern Cardinal_Dragonborn moving to Solstheim
- Patch Northern Cardinal_Falskaar moving to Falkaar
- Patch Northern Cardinal_Wyrmstooth moving to Serpent's Tooth
(after installing the patches, look carefully at the doors, there will be 2 exit markers, you need to move the mouse. One for the location where you are standing and one in Skyrim. You must click on the one where you are standing. Otherwise you will find yourself in the water without a ship, you will have to reboot. This is not a modification of the authors. And these patches are from the old mod. But they work here too, only there will be 2 markers on the doors.)

Requirements:
Skyrim LE 1.9.32.0.8
Dragonborn
Hearthfire
Dawnguard
1.07.03

Installation:
Place the Data folder from the Main archive in the game folder, confirming the merger of the files. Activate.

A hit parade of 19 fun, useful, or stupid things you can do while playing Skyrim. Vegetable wars, dead chains, saw accidents and bear rides.

1. The path of a true necromagus.

A true necromagus will never get his hands dirty on a living person. No more than once, anyway. You can complete an entire dungeon with just one kill. Kill the first enemy, revive him and let him do all the work for you. Thus, moving from one enemy to another, reviving them one by one, you will clear the whole dungeon. This is quite difficult, it’s a pity that there are no medals for this.

2. Use Scream for skydiving.

Thu'um "Ethereality" not only protects you from enemy attacks, it will also save your legs from turning into mincemeat after falling from a high mountain. Problems, gravity?

3. Create your own video shouting “FUS RO DA”!

The latest Internet meme “FUS RO DA” is gaining popularity. Find a video of someone falling on the Internet and overlay it with this truly epic scream:

4. Wait near the abandoned house in Markarth.

We don't know what will happen to you, but it's worth a try.

5. Improve your stealth skill!

Nords are not very attentive guys. Well, they can’t create a simple logical chain: “A player with a weapon in his hands” + “The absence of that guy who was here five seconds ago” + “corpse” = “it would be a good idea to call the guard.” Strain your enemies, rob them and escape; with special skill, you can do this in sunlight.

6. Start a fight with a couple of cabbages.

Tipsy mercenaries are quite aggressive. Go up to a couple of similar characters in a tavern and throw a few heads of cabbage on the table. The loser's corpse can be robbed.

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7. Build your book collection

Please don’t throw away books you’ve just read—someone shed blood to write them. Better buy yourself a house and fill its bookshelf to capacity! Be sure to read “The Argonian Harlot”, as well as works about the religions of Tamriel; “The Yellow Book of Riddles” is suitable for toilet reading. By the way, are there toilets in Skyrim?

8. Pack mercenaries.

Mercenaries are not your brothers, not sisters, not even your wife. So why respect them? Here's a recipe for a good time: go to a bar, sit in a secluded corner and set a mercenary on the healthiest Nord. You can also commit murders with the help of mercenaries for Dark Brotherhood without fear of the guards. And when you dial dragon scales and bones - give it to the mercenary, let him carry it. You still pay him money! Of course every friendship ends someday, climb a high mountain and tell him FUS RO YES to his face when you get tired of him.

9. Get rid of corpses.

How about putting the corpse on a fire or putting it in a sawmill?

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11. Make dragons attack everything.

Once the dragon sees you, it will chase you until it dies. Or it won’t kill, but it won’t kill, right? This suicidal instinct makes him easily controlled. Set him against strong NPCs. The winged lizard often misses you, hitting even those who were not initially fighting, drawing them into battle. Which fight do you think will be the most dramatic?

12. Throw all that trash out of your backpack already!

If you've been playing Skyrim for more than two hours, we're sure your “Stuff” is full, and since littering outside is bad, litter at home! We are sure that in a couple of days your house will resemble a garbage container.

13. Use your Shout wisely.

If the enemy is standing near a cliff, or in front of spikes, why not push him?

14. Become a self-sufficient magician.

Tired of digging through the menu in search of the right potion? Place health restoration on your left hand, and conversion of health into mana on your right hand. On high levels development of magic, you can restore health and mana at the same time!

15. Become a vampire

This is reversible, go to the “Broken Fang Cave” cave, it is located in the west of Whiterun and the southeast of Rorikstead, climb into it, two vampires will be waiting for you inside, put a healing spell on one of your hands and allow yourself to be attacked.

16. Become a werewolf

In Whiterun, sign up for the Companions. Follow the quest line.

17. Meet M'aike the Liar

He wanders somewhere around Skyrim, all meetings with him bring a little joy to this harsh region.

18. Become King Arthur

Somewhere in the province there is a stone with a sword stuck in it, as well as the Lady of the Lake. Can you find them?

19. Launch a bear rocket

It's amazing what you can do with a frost thu'um, a slope, and a giant mammal!

The Elder Scrolls V: Skyrim - Pirates of Skyrim
(brings new pirate-style adventures, secrets, treasures, battles, etc. to the game)

Game platform: TES V: Skyrim Legendary Edition
Russian name: Pirates of Skyrim - Northern Cardinal under the Black Flag
English name: Pirates of Skyrim-The Northern Cardinal under the Black Flag
Current version: 1.51
Mod language: Russian
Dimensions: 162 MB
BigBizkit
Localizers : And

Description


The modification brings piracy into the world of the game, blooming in full bloom in the Sea of ​​​​Ghosts, fortunately those who could stop it are busy with their own squabble. The ship added by the mod is an excellent vessel not only for its seaworthiness, but also for the fact that it will be a completely comfortable home for your character and his companions.

Peculiarities:

  • The mod is a global extension of the mod, and the original is not required for its normal operation.
  • Now you can go on free sailing, visit the Sea of ​​Ghosts, plow the waters of the Ocean in search of treasures, engage in battles with new enemies, and wage real sea battles.
  • The interior of the vessel has also been changed. Now its interior, especially the Captain's cabin, will be a worthy place to store the treasures you have found and looted.

Start:

  • To start the quest related to obtaining a ship, enter the command into the console: setstage 0shipquest 200
  • To start the Quest, talk to the merchant Markian in the new Port of Solitude.
  • He can be found either in the shopping arcade, in the pier house (entrance without loading), or in the Solitude Wharf tavern.

More details about the mod and its capabilities:

  • Sea of ​​Ghosts
    • The ship "Northern Cardinal" is equipped with everything necessary for long journeys and is quite capable of sailing the Sea of ​​​​Ghosts and exploring the bottom of the Ocean in search of treasures of sunken ships.
    • Feel free to go down for pearls, because you may come across stunningly large specimens. Explore the remains of sunken ships, filled with treasures and other rarities, as if waiting for your arrival.
    • Rescue the blacksmith, alchemist, shipwrecked people and accept them into your team.
    • The author added "Ocean of Opportunities" (by his own definition). These are randomly spawning sunken ships and treasures that randomly appear on your way through the sea.
    • To go out to the open sea you need a team of at least three satellites. You dial it through dialogue with your companions.
    • However, people cannot simply sleep on the deck on the open sea, so first you will have to buy Crew Cabins for them, which will cost you 3,000 gold.
    • The maximum crew size is nine people. Through dialogue, you can distribute responsibilities between them: appoint someone as First Mate, send others to the boarding team, and simply write others ashore.
  • Naval Battles
    • Your ship is equipped with three telescopes - one near the helm, the second near the map on the deck, the third in the crow's nest - which will help you in the search for enemy ships that are just asking for boarding and subsequent plunder.
    • From time to time you will encounter ambushes set up by the treacherous Sea Snake Pirates.
    • You can open treasure cages using the enemy ship's Captain's key; on the Imperial Battleship you will have to collect three keys from three senior officers, including the Captain.
    • The captured Imperial Battleship will bring you the greatest benefit; this is where you will receive the biggest bonuses and unique items. However, we should not forget that you will encounter the most fierce resistance there.
    • During combat, members of the boarding party and the First Mate are automatically moved to the deck of the enemy ship. And, so as not to stand like sheep on the enemy deck, it should not be in standby mode.
  • Crew Morale (or Morale)
    • This feature can be disabled using the console command: set aacrewmorale to 999.
    • Your crew is not eager to risk their lives for beautiful eyes, therefore, no matter how beautiful they are, people will either have to share the spoils with them, or - one hundred even better - constantly feed them rum!
    • The state of the crew's morale is controlled through dialogues with the First Mate (ask about the mood of the team).
    • The amount of gold a ship's crew will have to pay is based on a formula that does not make a smaller crew necessarily cheaper to maintain than a larger one and also takes into account the player's gold.
  • Purchasable Upgrades
    • Expansion of the Captain's Cabin;
    • Trophy Room with Large Display Cases - spend 6500 gold and receive special Display Cases for unique treasures you have obtained.
      You will create these treasures on the drafting table in the Trophy Room from various precious items, the supply of which you will have to replenish.
  • Captain's cabin
    • Located in front of the main deck. Includes bookshelves, displays for weapons and armor, and a Ship Model for changing ship flags and figureheads. There is also a Captain's log to record the hiring of the crew.
    • Price 2000 gold..
  • Captain's quarters
    • The room is located above the main entrance door. The chambers consist of an improvement over the original living space, a double bed, bookshelves, wardrobes, plants, carpets, etc., including the Sanctuary of Mara.
    • Price 1000 gold.
  • Crew Cabins
    • They include fully furnished spaces between the decks, with everything necessary for crew accommodation, improved lighting, three rooms with furniture and nine beds, a dining room with everything necessary for cooking.
    • Price 3000 gold. And you need to buy them before hiring a team.
  • Forge
    • Located on the lower deck. It contains a smelter, an anvil, a workbench, a whetstone and a tanning stand.
    • Price 1500 gold.
  • Laboratory
    • The room opposite the main entrance contains a pentagram of souls and an alchemy laboratory with a set of materials and ingredients, two bookshelves and the Shrine of Julianos.
    • Price 1500 gold.

A few notes:

  • Even without purchased upgrades, the ship is an autonomous vessel, fully adapted for life. There is all the necessary furniture, containers, display cases, racks for weapons and shields, mannequins, food supplies, all kinds of items and ingredients. The interior decoration of the Ship, as well as its external appearance, is the exclusive merit of the author.
  • The ship is capable of traveling to Solitude, Dawnstar, Windhelm, the Sea of ​​Ghosts, Castle Volkihar and Solstheim.
  • These movements occur through the steering wheel or map.
  • Moving to Castle Volkihar is only through the map in the Captain's Cabin.
  • A new pier has appeared on the coast of Solitude, with a tavern and a forge. There you can buy the necessary supplies and replenish your team (after completing the tasks of potential candidates). You can hire a bard and a blacksmith on the ship; In Windhelm, at the pier, hire a magician at the farm; in Dawnstar, hire an alchemist.
  • Better not hire a vanilla bard with his meager four-song repertoire. The voyages are long... the whole brain will endure. Hire any minstrel from the author Veter75n, for example, Shyla. Or... put on the Skyrim Tape Recorder.
  • The alchemist and blacksmith can be saved after a shipwreck, but, in principle, all the necessary people can be hired anywhere, not only among the NPCs of the mod. Of course, there will be some conditions, such as belonging to a friendly faction and completing their task. Again, you can use the console.
  • The rescued crew members at Fort Frostreef will remain as market traders once they return to Solitude.
  • Some ship control functions are available in the MSM menu ( current location, list of available locations, flag and figurehead settings, number and composition of the crew by name).
  • Many rope ladders on board the ship.
  • The Spell Volume "Move to the Northern Cardinal" can be found in the Captain's Quarters, in the corner of the room.
  • The Spyglass is valid for 3 views per trip to the sea, for the sake of balance. To re-activate, you need to go to any port.
  • The number of views can be changed using console commands by entering the desired number: set aaRerollTimes to X and set aaRerollTimesCustom to X.
  • Alas, you won’t be able to take four-legged companions with you: you understand, horses are not able to go with you to the open sea and climb into the Crow’s Nest.

Compatibility:

  • Compatible with a large number of mods (the author tested it on 300 mods).
  • Compatible with pirate mods NC and Pirates of Pacific.
  • Compatible with SkyRe/Requiem/PerkusMaximus etc.
  • There may be a conflict with the Dynamic Things mod: you need to disable boxes and barrels.
  • If there is a problem with moving to Solstheim, then keep in mind that for such a trip you need:
    • Start the Dragonborn quest and visit Solstheim.
    • Through dialogue with the Captain in Solitude (who is transporting you to Raven Rock), ask him to show you the way to Solstheim.
    If this does not help, use the console: set 0ShipEnableDragonborn 1, after which you can travel to Solstheim through the Helm functions.

Archive:

  • BASE (Main files of the mod);
  • Fix Purchasing a Cabin (Optional script that eliminates a possible error in the dialogue with Markian if the upgrade to the Captain's Cabin is not purchased);
  • Fmx Kitchen Purchases (Optional script that eliminates a possible error if a Kitchen upgrade is not purchased);
  • Patch Northern Cardinal_Dragonborn moving to Solstheim;
  • Patch Northern Cardinal_Falskaar moving to Falkaar;
  • Patch Northern Cardinal_Wyrmstooth moving to the Serpent's Tooth.
  • Note. After installing the patches, be sure to look at the doors, there will be 2 exit markers, you need to move your mouse. One for the location where you are standing and one for Skyrim. You must click on the one where you are standing. Otherwise, you will find yourself in the water without a ship, and you will have to reboot. This is not a modification of the authors. Strictly speaking, these patches are from the old mod, but they work here too. Checked, only the doors will have 2 markers.
  • Note: ​
    • The archive contains more than 150 screenshots from three people.
    • From crafty77 all screenshots are in Russian.

Description:
A mod that adds piracy to Skyrim, to the Sea of ​​Ghosts, combining gameplay and quests, a unique ship as transport and a full-fledged home for the player and companions.

More details:
Pirates of Skyrim - Northern Cardinal under the Black Flag, this is a large expansion of the "Northern Cardinal" mod from swordboy.
Adds Piracy to Skyrim, from now on you can sail in the Sea of ​​Ghosts, explore the Ocean, fight at sea, get unique treasures and display them in the improved Captain's Cabin, manage the crew, and much more.
For the mod to work, you do not need the original "Northern Kadinal" mod from swordboy, if you have it installed, you just need to overwrite the original esp and bsa. Just pick up all the necessary items placed in various storages. Carefully read all Updates, they contain all the new functions and capabilities of the mod.

Start:
If you want to skip the quest related to getting a ship, enter the command into the console: setstage 0shipquest 200
To start the Quest, talk to the merchant Markian in the new Port of Solitude.
It can be found in the shopping arcade, in the house at the pier (entrance without loading), or in the Solitude Wharf Tavern.

Peculiarities:
Currently available (will be added as the mod becomes popular):

- Sea of ​​Ghosts -
The ship Northern Cardinal with everything you need, floating in the Sea of ​​​​Ghosts, you can explore the bottom of the Ocean.
Dive for pearls the size of your head and find sunken ships filled with treasures waiting for you, whale skeletons have been added in version 1.1.
Rescue the blacksmith, alchemist, shipwrecked people and accept them into your team.
The “Ocean of Opportunities” (as the author calls it) are sunken ships and treasures, etc., which randomly (randomly) spawn whenever you plow the expanses of the Sea of ​​​​Ghosts, creating the illusion of actually being in the Ocean.
To go out to the open sea, you need to recruit a crew of at least three people, this is done through dialogue with your companions, first you need to buy Crew Cabins for 3000 gold.
The maximum number of crew is 9 people. Through dialogues you can appoint them as First Mate, send them to the boarding party, or dismiss them.

- Sea Battles -
Use one of the three Spyglasses (one near the Helm, the second near the Map on the Deck, and another in the Raven's Nest) on board to search for enemy ships, board them and seize their cargo.
You will encounter ambushes set up by the Sea Snake Pirates.
During combat, members of the boarding party and the First Mate are automatically moved to the deck of the enemy ship.
They should not be in standby mode, so as not to stand on the enemy deck, inactive.
Large Imperial Battleships and Small Merchant Boats have a gangplank near the Captain's Quarters.
To unlock the treasure cages, you need to pick up the key from the Captain of the enemy ship, and on the Imperial Battleship, collect three keys from three senior officers, including the Captain.
It is most profitable to attack Imperial Battleships, the largest bonuses and unique items, but the resistance is also the strongest from their side.

- Crew Morale System -
You can disable this feature using the console command: set aacrewmorale to 999
Your crew does not intend to sail the seas for free, and will not rebel for long.
From time to time, you will have to either share the Loot with them, or, better yet, feed them Rum!
The state of the crew's morale is controlled through dialogues with the First Mate (ask about the mood of the team).
The amount of gold you will have to pay the crew is based on a formula that does not make a smaller crew necessarily cheaper to maintain than a larger one and also takes into account the player's gold.

Purchased Upgrades:
- Expansion of the Captain's Cabin - Trophy Room with Large Display Cases - Buy this upgrade for 6500 gold and receive special Display Cases for unique treasures obtained by you.
You will craft these treasures using the drafting table in the Trophy Room from various necessary precious items that you will gradually obtain...

- Captain's cabin -
Located in front of the main deck. Includes bookshelves, display cases for weapons and armor, Ship Model for customizing ship flags and figurehead, Captain's Log for crew recruitment.
Price 2000 gold.

- Captain's Quarters -
The room located above the main entrance door. Includes a fully upgraded Captain's quarters, a double bed, several bookshelves, wardrobes, plants, rugs and other furnishings, as well as a Sanctuary of Mara.
Price 1000 gold.

- Crew Cabins -
Includes fully furnished spaces between decks, with everything necessary for crew accommodation, improved lighting, three rooms with furniture and nine beds, a total of a dining room, where there is a boiler for cooking, supplies, etc.
Price 3000 gold. Must be purchased to hire a crew and go to the open sea.

- Forge -
Located on the lower deck, down from the main entrance, contains a smelter, anvil, workbench, whetstone and tanning stand.
Price 1500 gold.

- Laboratory -
The room opposite the main entrance contains a pentagram of souls and an alchemy laboratory, various materials and ingredients, two bookshelves and the Shrine of Julianos.
Price 1500 gold.

Miscellaneous:
- In addition to the purchased improvements, the Ship is a fully equipped dwelling, the author's design of the exterior and interior, there is all the necessary furniture, containers, display cases, racks for weapons and shields, mannequins, the necessary products, all kinds of objects and ingredients, it is able to move to Solitude, Dawnstar , Windhelm, Sea of ​​Ghosts, Castle Volkihar and Solstheim.
These movements occur through the steering wheel or cards.
Travel to Castle Volkihar via the map in the Captain's Quarters.
- In addition to the new pier, a tavern and a forge have been added on the shore of Solitude, where everything you need is sold, there are potential companions (after completing their tasks), a bard for hiring on the ship, you can hire a blacksmith from the new forge, in Windhelm there is a farm near the pier where you can hire mage, in Dawnstar there is a pier and a farm where you can hire an alchemist. It’s better not to hire a vanilla bard, he’ll blow his mind with 4 songs. Hire better than any minstrel from the author Veter75n like Shayla. Or install the Skyrim Tape Recorder.
- An alchemist and a blacksmith are found during the rescue of shipwrecked people, but everyone (blacksmith, bard, alchemist, mage) can also be hired from any other NPCs of the corresponding professions, not necessarily from the mod.
To do this, they must be in a friendly faction (after completing their tasks, or through the console).
The rescued crew members at Fort Frostreef will remain as merchants at the shore market after returning to Solitude.
- Some ship control functions are available in the MSM menu (current location, list of available locations, flag and figurehead settings, number and composition of the crew by name.
- Many rope ladders on board the ship.
- The Spell Volume “Move to the Northern Cardinal” can be found in the Captain’s Cabin, in the corner of the room.
- The Spyglass for one trip to the sea is valid for 3 views, for the balance system.
To reactivate, return to any port and back to the sea.
You can change the number of views via console commands by entering the desired number: set aaRerollTimes to X and set aaRerollTimesCustom to X
- Your horses cannot, you understand, go with you to the open sea and climb into the Crow's Nest (mars platform).

Compatibility and Conflicts:
- Compatible with a large number of mods (the author tested on 300 mods)
- Compatible with pirate mods NC and Pirates of Pacific.
- Compatible with SkyRe/Requiem/PerkusMaximus, etc.
- There may be a conflict with the Dynamic Things mod, you need to disable boxes and barrels.
- If you have a problem with moving to Solstheim, keep in mind that to travel there you need:
1) Start the Dragonborn quest and visit Solstheim.
2) Through dialogue with the Captain in Solitude (who is transporting you to Raven Rock), ask him to show you the way to Solstheim.
3) If this does not help, use the console: set 0ShipEnableDragonborn 1, now you can travel to Solstheim through the Helm functions.

Archive:
- BASE (Main mod files)
- Fix Purchasing a Cabin (Optional script, eliminates a possible error in the dialogue with Markian if the improvement of the Captain’s Cabin is not purchased)
- Fix Kitchen Purchases (Optional script, eliminates a possible error if the Kitchen upgrade is not purchased)
- Patch Northern Cardinal_Dragonborn moving to Solstheim
- Patch Northern Cardinal_Falskaar moving to Falkaar
- Patch Northern Cardinal_Wyrmstooth moving to Serpent's Tooth
(after installing the patches, look carefully at the doors, there will be 2 exit markers, you need to move the mouse. One for the location where you are standing and one in Skyrim. You must click on the one where you are standing. Otherwise you will find yourself in the water without a ship, you will have to reboot. This is not a modification of the authors. And these patches are from the old mod. But they work here too, only there will be 2 markers on the doors.)

Requirements:
Skyrim LE 1.9.32.0.8
Dragonborn
Hearthfire
Dawnguard
1.07.03

Installation:
Place the Data folder from the Main archive in the game folder, confirming the merger of the files. Activate.

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