That'd be the problem then.
But just to ease my curiosity .. why doesn't the rowboat have/need any .dsq's to run?
Because it's a player model.
Anything else, and it will forget up.
Badspot, or who ever made the default boat, choose a player vehicle because you can have them float.
You require a "root" animation.
Just make one, it doesn't have to do anything.
You can set that root animation for everything.
Like so,
datablock TSShapeConstructor(BoatDts)
{
baseShape = "./Boat.dts";
sequence0 = "./Boat_root.dsq root";
sequence1 = "./Boat_root.dsq run";
sequence2 = "./Boat_root.dsq walk";
sequence3 = "./Boat_root.dsq back";
sequence4 = "./Boat_root.dsq side";
sequence5 = "./Boat_root.dsq crouch";
sequence6 = "./Boat_root.dsq crouchRun";
sequence7 = "./Boat_root.dsq crouchBack";
sequence8 = "./Boat_root.dsq crouchSide";
sequence9 = "./Boat_root.dsq look";
sequence10 = "./Boat_root.dsq headside";
sequence11 = "./Boat_root.dsq headUp";
sequence12 = "./Boat_root.dsq jump";
sequence13 = "./Boat_root.dsq standjump";
sequence14 = "./Boat_root.dsq fall";
sequence15 = "./Boat_root.dsq land";
sequence16 = "./Boat_root.dsq armAttack";
sequence17 = "./Boat_root.dsq armReadyLeft";
sequence18 = "./Boat_root.dsq armReadyRight";
sequence19 = "./Boat_root.dsq armReadyBoth";
sequence20 = "./Boat_root.dsq spearready";
sequence21 = "./Boat_root.dsq spearThrow";
sequence22 = "./Boat_root.dsq talk";
sequence23 = "./Boat_root.dsq death1";
sequence24 = "./Boat_root.dsq shiftUp";
sequence25 = "./Boat_root.dsq shiftDown";
sequence26 = "./Boat_root.dsq shiftAway";
sequence27 = "./Boat_root.dsq shiftTo";
sequence28 = "./Boat_root.dsq shiftLeft";
sequence29 = "./Boat_root.dsq shiftRight";
sequence30 = "./Boat_root.dsq rotCW";
sequence31 = "./Boat_root.dsq rotCCW";
sequence32 = "./Boat_root.dsq undo";
sequence33 = "./Boat_root.dsq plant";
sequence34 = "./Boat_root.dsq sit";
sequence35 = "./Boat_root.dsq wrench";
sequence36 = "./Boat_root.dsq activate";
sequence37 = "./Boat_root.dsq activate2";
sequence38 = "./Boat_root.dsq leftrecoil";
};