Came here to figure out what was meant in the FAQ of Gate to Sovrngarde. this clarified so much.
Only issue I ran into was I had lots of access to firewood which suddenly stopped in game, and I think,, maybe, that it was because I chose an alternate start and it bugged out, becasue once I finally triggered the campfire correctly, I was able to get skills to just find firewood and it worked again.
bit of a weird feeling finding out that it requires Destruction level 20 to increase destruction for campfire starting and that I cant access the skill trees from other camp fires. but otherwise once i figured that out the world once again felt like a breath of fresh air. I like the work Ive seen so far, still havent needed to use any of the horse/wild animal skills
Not gonna lie - I vastly preferred Hunterborn. I know I can downgrade, but if you'll allow me to submit an item for the wishlist: Optional Hunterborn support.
After doing some testing, I have a rather important question.
This mod limits the Create Item and Harvest Wood abilities behind perks. In normal Skyrim this is probably fine, since wood chopping blocks aren't very rare, but in the absence of one or a Woodcutter's Axe, how can the player progress from a fresh start? If, for example, the player starts in a worldspace like Chanterelle, or too far from civilization to find firewood. I might be missing something in Campfire itself, but I'm decently sure that the player can't even create a campfire without a Woodcutter's Axe with this mod installed.
Overall it's not too pressing, it's just something that I might need to address in my own modpack.
Jayserpa, you're a boss! I knew after Skyrim on Skooma you are god tier!
Thanks for leaving up the old files for people with Hunterborn. Hunterborn is still the right mod for me. It says anything before 2.0 should be compatible but when I tried to download the 1.10 version it said it required Simple Hunting still?
Can you confirm which file still uses Hunterborn? Thanks!
Hi, confusion and small question-- the description mentions Hunterborn several times, but the requirements list Simple Hunting Overhaul. Is this a holdover from older versions (since this mod was made before SHO) or is it compatible with either?
I personally use Hunterborn, and would love to use this as well, but I'm not sure if it's advisable.
Hi! If you want to use Hunterborn, you need to grab a version previous to the big 2.0 update. I've updated the mod description to reflect this now, thanks for the heads-up!
But yes, you can still use Hunterborn if you get anything previous to 2.0. You can find the files in the files tab. You'll miss out on anything added after the 2.0 update, but might be worth it in your case, you can check the changelog tab for more info on this.
A friend and I are making a modpack, and for various reasons we're unable to use USSEP-- so we couldn't use the Hunterborn version. Then I noticed that SHO doesn't actually say anything about compatibility with Hunterborn. So we decided to try running Hunterborn, SHO, and this mod, and it had an interesting effect.
Hunterborn completely overrides SHO's functions, regardless of load order. However, because SHO is enabled anyway, SotW works absolutely fine. It's a bit jury-rigged but function-wise, it seems perfect for our particular needs.
Side note, because SHO is completely overridden, the trading/NPC reactions mod for Hunterborn is still needed, but that also seems to work just fine. :)
Hey Jay! Love the mod. Question tho, I play with a custom wood elf race, and I tried to make my own patch for the unusual harvest, but failed a few times. I know its done through script, so I was wondering what would I have to add in the script to add another race to be excluded from the unusual debuff?
So what about a patch that reincludes the Frostfall + Campfire skill tree for (Conner's) Survival Mode? It's an absolute shame not having it anymore. And with Frostfall being entirely unstable (as far as I can tell), Survival Mode seems to be the best move for anyone seeking a "realistic" survival run.
Additionally, the meat/food I get from this addon's required mod, the simple hunting, does not grant me relevant food to cook for culinary campfire tree. I simply cannot cook at a campfire and level up my cooking! Is there a fix?
I don’t have an answer to your first problem, but I might be able to help you with the cooking. From my experience, you need to use a cooking pot to level up cooking skill, you can’t use the open flames to level up your skill. Also, you may or may not need patches between some food mods (like Gourmet, for example) and Simple Hunting Overhaul. I hope this helps you with your issue! :)
Hi Jay, I really enjoy this mod and how it gives you an appreciation of the quality of life features that are normally in the game. However, I am having a small issue. I can't see the shout recharge without enabling the compass. I never know if I am currently able to shout. Is there a way to see shout recharge and not have the compass enabled at the same time? In any case, thank you for the mod! :)
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Only issue I ran into was I had lots of access to firewood which suddenly stopped in game, and I think,, maybe, that it was because I chose an alternate start and it bugged out, becasue once I finally triggered the campfire correctly, I was able to get skills to just find firewood and it worked again.
bit of a weird feeling finding out that it requires Destruction level 20 to increase destruction for campfire starting and that I cant access the skill trees from other camp fires. but otherwise once i figured that out the world once again felt like a breath of fresh air. I like the work Ive seen so far, still havent needed to use any of the horse/wild animal skills
This mod limits the Create Item and Harvest Wood abilities behind perks. In normal Skyrim this is probably fine, since wood chopping blocks aren't very rare, but in the absence of one or a Woodcutter's Axe, how can the player progress from a fresh start? If, for example, the player starts in a worldspace like Chanterelle, or too far from civilization to find firewood. I might be missing something in Campfire itself, but I'm decently sure that the player can't even create a campfire without a Woodcutter's Axe with this mod installed.
Overall it's not too pressing, it's just something that I might need to address in my own modpack.
Thanks for leaving up the old files for people with Hunterborn. Hunterborn is still the right mod for me. It says anything before 2.0 should be compatible but when I tried to download the 1.10 version it said it required Simple Hunting still?
Can you confirm which file still uses Hunterborn? Thanks!
I personally use Hunterborn, and would love to use this as well, but I'm not sure if it's advisable.
But yes, you can still use Hunterborn if you get anything previous to 2.0. You can find the files in the files tab. You'll miss out on anything added after the 2.0 update, but might be worth it in your case, you can check the changelog tab for more info on this.
A friend and I are making a modpack, and for various reasons we're unable to use USSEP-- so we couldn't use the Hunterborn version. Then I noticed that SHO doesn't actually say anything about compatibility with Hunterborn. So we decided to try running Hunterborn, SHO, and this mod, and it had an interesting effect.
Hunterborn completely overrides SHO's functions, regardless of load order. However, because SHO is enabled anyway, SotW works absolutely fine. It's a bit jury-rigged but function-wise, it seems perfect for our particular needs.
Side note, because SHO is completely overridden, the trading/NPC reactions mod for Hunterborn is still needed, but that also seems to work just fine. :)
I know its done through script, so I was wondering what would I have to add in the script to add another race to be excluded from the unusual debuff?
Additionally, the meat/food I get from this addon's required mod, the simple hunting, does not grant me relevant food to cook for culinary campfire tree. I simply cannot cook at a campfire and level up my cooking! Is there a fix?