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Simple camping


Note that a copy of this document exists in the Skyrim\\Data\\Docs folder.



Version: 0.705
Date: 25 April 2015
Author: kuertee
Source: http://skyrim.nexusmods.com/mods/65038

Requirements:
* Skyrim 1.9
* Skyrim Script Extender http://skse.silverlock.org/
Compatibilities
* Frostfall (http://www.nexusmods.com/skyrim/mods/11163) recognises
Simple Camping's campfire and tent. Simple Camping uses Frostfall's
Camp Cooking Pot Miscellaneous Item as a Small Cast Iron Pot.
* Hypothermia (http://www.nexusmods.com/skyrim/mods/6745) recognises
Simple Camping's campfire as a heat source.








Short description



Allows the creation of (1) a campfire from a torch, (2) a bedroll from
any large animal pelt, (3) a tanning rack from leather strips and (4) a
tent from 5 large animal pelts and 6 leather strips. A small or medium
cast iron cooking pot can be placed in the campfire to cook food. And an
alembic, purchasable from an apothecary, can be placed in the campfire to
mix potions.



Quick start



* Step 1: Quickly read only 3 sections for now: the "Requirements"
(above), the "Install" (or "Updating") and the "Uninstall" sections,
all below.
* Step 2: Read the "Cheat sheet" section, below. And do a very quick
read of available configuration settings in the "Configuring the mod"
section.
* Step 3: Play.
* Step 4 (when something is wrong): Only when you think something is
wrong, or when you don't understand how a feature works, should you
open this document again. Also search for keywords to quickly "jump" to
a possibly relevant section. It's better than reading this from top to
bottom.
* Step 5 (when something is REALLY wrong): If you feel that something
is really wrong in your game, read the "Troubleshooting", "Creating a
clean save", and "Script logging" sections below. A log of your game
session really helps in determining a problem and in finding solutions
for it.



Cheat sheet


"O" (for "open") key to open the Construction Panel.

Required for a campfire: a torch and, optionally, a small or medium cast
iron pot, and/or an alembic.

For a bedroll: a pelt from any large animal.

For a tanning rack: leather strips.

For a tent: 5 large animal pelts and 6 leather strips.

You need to look at the Measuring Sticks so that they can be affected by
the game's physics engine. Read the "Measuring Sticks" section below.

Gameplay changes



Construction Panel


Construct a campfire, bedroll, tanning rack or tent by opening the
Construction Panel by pressing the "O" (for open) key then selecting a
structure from the menu.

Each structure requires miscellaneous items to be present in your
inventory. These items will be taken from you upon construction and will
be returned when the structure is packed up.

The collection and production from the wilderness of any required pieces
of wood (e.g. sticks, poles, etc.) is taken into account in the time
required for the construction.


Note that all structures have no collision so that they do not obstruct
any actors' pathing AI.


Campfire


Requirement: a torch.

Optional attachments: a small or medium cast iron pot for cooking or an
alembic for mixing potions. Alembics can be purchased from apothecaries.

Cooking pots and alembics can be activated and packed-up individually by
Activating them. Activating the campfire itself opens its menu.

Once the campfire is placed, 10 "invisible" seats markers will be placed
around it for your followers to use. You can sit anywhere around the
campfire by selecting the "Sit" menu item in the Campfire menu.

Up to 7 bedrolls can be placed around the campfire by selecting the
"Place a bedroll" in the Campfire menu.


Bedroll


Requirement: any large animal pelt.

You can either sit or sleep on the bedroll.


Tanning rack


Requirement: leather strips.

Any required poles to construct the tanning rack can be produced from the
wilderness and their production is taken into account in the construction
time.


Tent


Requirement: 5 animal pelts and 6 leather strips.

This is a very basic tent. And any required poles to complete the tent
can be produced from the wilderness. Their production is taken into
account in the construction time.

You can sit or sleep in the tent.


More information



Measuring Sticks


When construction starts, the mod will drop 4 Measuring Sticks in front
of you. These Measuring Sticks will be used to detect whether the ground
is level. When they have settled into place, the mod will replace them
with the selected structure.

These Measuring Sticks start in mid-air about 4 feet from the ground. For
the physics engine to have an affect on them, so that they drop to the
ground, you need to have a direct line-of-sight to them. If even one of
the Measuring Sticks does not drop to the ground, the mod may not place
the structure due the Measuring Sticks not finding the ground level.

To ensure that you have full-view of these Measuring Stick, the camera is
forced into third-person-view which has a wider field-of-view than
first-person-view, when construction begins.


Configuring the mod


Method 1: SkyUI's MCM
You can configure this mod with SkyUI's MCM or manually as described
below. Ignore the rest of this section.

Method 2: FISS
The SKSE plug-in, FISS (http://www.nexusmods.com/skyrim/mods/48265/), is
required for this. With FISS installed, you can (1) export your settings
from the MCM to the XML file,
SKSE\\plugins\\FISS\\kuertee\\kuerteeSightlessSenses.xml, (2) edit this
file outside the game with a text editor, (3) then import it again for
any save game.

Method 3: INI file
Another way to configure this mod is to use its INI file. Note, however,
that every time you change a value in the INI file, you'll need to
execute it from the in-game console by typing {bat
"ini\\kuerteeSightlessSenses.ini"} (without the brackets).

Method 4: Console
A less efficient way to configure this mod is by using the console
command {SetPQV kuSCQ option value}. Option is the name of setting. And
value is your new value for it.

Below are the various settings that you can change, their default values
and a short description.

SetPQV kuSCQ userKeyMake 24
;Default 24. Open the Construction Panel.

SetPQV kuSCQ userTimeHourMakeCampfire 0.500000
;Default 0.500000. Time in hours to make a campfire.

SetPQV kuSCQ userTimeHourPackCampfire 0.250000
;Default 0.250000. Time in hours to clear a campfire.

SetPQV kuSCQ userTimeHourPackTanningRack 0.250000
;Default 0.250000. Time in hours to dismantle a tanning rack.

SetPQV kuSCQ userTimeHourMakeBedroll 0.250000
;Default 0.250000. Time in hours to make a bed.

SetPQV kuSCQ userTimeHourPackBedroll 0.250000
;Default 0.250000. Time in hours to pack a bed.

SetPQV kuSCQ userTimeHourMakeTent 1.000000
;Default 1.000000. Time in hours to pitch a tent.

SetPQV kuSCQ userTimeHourPackTent 0.500000
;Default 0.250000. Time in hours to dismantle a tent.


Install


1. Use Wrye Bash
(http://skyrim.nexusmods.com/downloads/file.php?id=1840) to install
this mod. Just drag the package (which is a normal ZIP file) into Wrye
Bash's Installers tab. Note, however, that the package is only a
normal ZIP file, so if you know the game's mod file structure, install
it manually. Other mod managers (e.g. NMM) that support ZIP files that
mirror the file structure of the game may also be used.
2. Configure the mod as described in the "Configuring the mod" section.
3. Activate the mod.


Starting from a downloaded saved-game


(Thanks to Restutitor Orbis for this suggestion on how to jump-start my
mods when playing from a downloaded saved game.)

"Starting another character from a DLed saved game file in Helgen, I came
upon an easier solution than warping into the LAL prison cell.
If you have LAL but are starting a character in Helgen, just use a bat
file with these 2 console commands or just type them in after the ~:
setstage arthlalstartquest10
setstage arthlalstartquest20
This ends the LAL quest and re-enables the MQ101 update that you are
supposed to get when you complete your escape, but was initially disabled
by LAL.
That way you can do the vanilla MQ without switching to the LAL beginning
if you want to."
-Restutitor Orbis


Uninstall


1. In the console, type {SetPQV kuSCQ uninstallNow True} (without the
brackets). Or with Sky UI's MCM, set the uninstallNow toggle to True
then exit the menus.
2. Wait for a message confirming the uninstallation. Save the game.
3. Deactivate the mod with Wrye Bash. If you installed this manually,
simply delete all the files you installed. (Wrye Bash keeps track of
files used, so installing/uninstalling the mod with it is 100%
simpler.)


Troubleshooting


* You can reset the mod by typing {SetPQV kuSCQ resetNow True} (without
the brackets) in the console. Or with Sky UI's MCM, set the resetNow
toggle to True then exit the menus.
* When it resets it will ask you either reset all of its data or
continue with the current data. Resetting all its data will remove all
your settings and set the mod as if you have first installed it.
* You can check all the mod's data by typing {SQV kuSCQ} in the
console. You can check if your settings were set in the mod properly
with this.
* If you find that your changes (with the command SetPQV or from
executing the INI) do not appear in the mod, check the command again
for spelling errors. Then try again.
* If you find that resetting (with resetNow) and uninstalling (with
uninstallNow) don't seem to work, the mod may have been suspended. It
is best to simply start-over (i.e. reinstall the mod) after a "clean"
save.


Creating a clean save:


1. If you can, uninstall the mod from the console with {SetPQV kuSCQ
uninstallNow True}.
2. Wait for the mod to confirm the uninstallation. It may take a
minute. If no confirmation appears, then simply continue to the next
step.
3. Save the game manually from the console by typing {save
uninstalledMod}.
4. Uninstall all the mod's files (*.ESP, *.PSC, *.PEX) from the game
folders. Make sure that none of the mod's Scripts are left. A mod
manager like Wrye is best used for this.
5. Load the "uninstalledMod" save.
6. Save the game manually again from the console by typing {save
cleanSave}. Because all of the mod's files were removed, all of its
data will be "zeroed" in this game.
7. Play from this game.


Script logging


* As a last resort, you can enable script logging and investigate the
"Documents\\My Games\\Skyrim\\Logs\\Script\\Papyrus.0.log" file and/or
send them to me. Contact me first either on TESNexus or the official
Bethesda forums.
* To enable script logging, set bEnableLogging, bEnableTrace and
bLoadDebugInformation in the Skyrim.INI file. More information about
this is described in this thread in the official Bethesda Creation Kit
Forum:
http://forums.bethsoft.com/topic/1345130-having-papyrus-trouble-here-are-
some-things-to-try/.
* Also, you can set mod specific logging by setting debugMode to 1 in
either the MCM or in the console by typing {SetPQV kuSCQ debugMode 1}
(without the brackets). Mod specific logs are found in "Documents\\My
Games\\Skyrim\\Logs\\Script\\User\\kuSCQs.0.log".
* Play the game for 5 minutes or so - enough time for the game to
capture logging events.
* If the "Papyrus.0.log" contain "Suspended stack count is over our
warning threshold, dumping stacks:", then your game is suffering very
badly. I've written a guide on how to clean your game and recover from
this problem in Bethesda's official forums:
http://forums.bethsoft.com/topic/1481687-suspended-stack-count-is-over-ou
r-warning-threshold/.
* Feel free to send me (kuertee at gmail dot com) the "Documents\\My
Games\\Skyrim\\Logs\\Script\\Papyrus.0.log", "Documents\\My
Games\\Skyrim\\Logs\\Script\\User\\kuSCQs.0.log" to investigate the
problem.


History




0.705, 25 April 2015:

* Initial release.


Credits


kuertee in http://www.bethsoft.com/bgsforums/


Licensing/Legal


You can do whatever you want with this mod but all I ask in return is
that you give me credit. I would also like to be contacted when you
include this mod in part or in full in a public release.