Arise!

Basically makes any ship you summon with K button arise out of the water, instead of popping into existance.
One of the first things I thought when playing the game for the first time is that it'd be awesome if the ship came out of the water when needing it.
Configuration
The default ship rise speed is 250 cm/s, or 2.5 m/s.
You can configure the rise speed between 200 and 300 cm/s.
Arise supports R5 Mod Settings, but it is completely optional.
If R5 Mod Settings is installed, Arise will automatically detect it and add its own settings to:
Settings → Mods → Arise - Cool Ship Summoning
R5 Mod Settings can be downloaded here:
https://www.nexusmods.com/windrose/mods/442
Console Commands
If you do not have R5 Mod Settings installed, Arise can instead be configured through the UE4SS console.
arise - Shows the current rise speed and which settings system Arise is currently using.
arise help - Shows the available Arise commands.
arise 250 - Quickly changes the rise speed.
Examples:
arise 200
arise 225
arise 250
arise 275
arise 300
Rise speed changes apply to future ship summons.
If R5 Mod Settings is installed, the normal Windrose Mod Settings menu becomes the primary settings provider and console commands will not override its configured rise speed.
Discord / Support
Found a bug or anything else you want to talk about?
Join the Discord here!
I'll also probably use it for testing and updates for whatever.
Installing UE4SS
To use mods made for Windrose utilizing UE4SS, this needs to be installed first.
Easiest way:
- Download UE4SS for Windrose here.
- In Steam, right click Windrose → Manage → Browse local files.
- Go into:
R5\Binaries\Win64
- Extract the UE4SS files into that folder.
You should end up with something along the lines of:
R5\Binaries\Win64\
├── dwmapi.dll
└── ue4ss\
├── UE4SS.dll
├── UE4SS-settings.ini
└── Mods\
2. Windrose currently uses Unreal Engine 5.6, so make sure your UE4SS-settings.ini has:
[EngineVersionOverride]
MajorVersion = 5
MinorVersion = 6
3. Download the Arise mod and unpack it into the Mods folder. (Should just be one folder named AriseCSS)
Do not install UE4SS OR the mod through the CurseForge launcher. Install UE4SS manually and make sure the Windrose engine override is set to 5 and 6.
mods.txt
Open:
R5\Binaries\Win64\ue4ss\Mods\mods.txt
Arise should be enabled through this by adding add AriseCSS above Keybinds:
AriseCSS : 1
; Built-in keybinds, do not move up!
Keybinds : 1
On my current Windrose / UE4SS setup, the two built-in Blueprint mod loader mods also caused UE4SS to crash during startup. (Keep in mind, that's when I'm using the 0.10.0.0.8 version)
If you're having that problem, set these two to 0:
BPML_GenericFunctions : 0
BPModLoaderMod : 0
The arise mod does not use either, but another one of your mods might be using them.
Requirements
- UE4SS is required.
- Windrose Mod Settings is optional, and can be installed here.
Development
Since it's my first mod, although with experience makings mods in other games, I sat and messed around for a few hours. the goal was just to "find ship, move underwater, maybe by hooking some method somewhere or event, tadda".
alot of messing aroudn with ship id and how the ship summon system works.
some of the first versions worked great, i teleport the ship below the ocean and let the game use its own buoyancy to bring it back up, however some ships (like frigate) needs to go pretty far down to not be in the view immediatly when teleporting. then when i did that, the entire ship started phasing through the seabed and getting nuked.
my solution then was to use the LineTraceMod that comes with UE4SS to make it go down in the water but just out of the zone of the ground. yes it worked but god it looked awful, it didn't solve anything.
then i looked into some of the methods for the ship actor, what i was able to do is simply disable the ship collision completely until it went out of the water with buoyancy and then make it collidable again.
some issues happend and stuff but i was on the right path. then suddenly some of my variables turned into references to some foot step audios without me doing anything, i was loosing my mind a little bit.
anyway, fast forward to now. when you press K and teleport the ship, the ship goes invisible for a little second, until I get the GAS for SendSummonGameplayEventToActor, so when this is success, means ship teleported. and when ship teleported = move ship below the sea, make sure the ship can't collide with the ocean floor, wait til it goes up, and ouila, works great.
Bugs / Feedback
It's the first time I'm making mods for the game, although being very well versed in Lua helps, bugs and game breaking behaviour may occur due to my mod. If anything happens, please let me know and I'll see what I can do to fix it.
Compatibility
Should be compatible with anything, even possibly auto-dock mods, although unsure, haven't tested.
This does NOT work in a multiplayer lobby yet. (Idk how to make it work for MP for the time being.)
