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Project Dragonbreak

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mangaboy111

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About this mod

In preparation for a compatibility patch with Folkstead, I had to go and remove the "delete" reference from Camel.esp. Deleting a nav from a master is a no no, but even bigger no no when that master in Skyrim.esm. That is when I noticed some other things that needed some work. For the Gray Cowl of Nocturnal version of the mod, NOT standalone!

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For the Gray Cowl of Nocturnal version of the mod, NOT standalone! On the Camels mod page it is the 8.0 version.

Overwrite the original ESP with this one. You still need the original mod for this to work. 

I'll message the original author but basicly, if they choose to take this and make this redundant (which would be a good thing) I will hide this mod page. 

This had to be done because I want to make mods for Alikir Desert one day, and potentially even more Hammerfell world space that would be somewhere between whatever Folkstead.esp adds and Gray Fox Cowl.esm. The deleted navs in camel.esp makes it very tedious to build off of the original gray cowl navs, and also breaks part of folkstead.esp. Depending on which way things are loaded in your load order it could also make it so your game just instantly crashes when going near the problem areas. As such, to make a stable compatibility patch between Folkstead.esp and Camel.esp and potentially mods for the Alikir Desert worldspace, the deleted navmeshes had to be undeleted in Camel.esp.

Whilst reviewing the intended changes that the camel.esp made to the Alikir Desert navmesh in the cells where it was done incorrectly causing the deleted navs. I decided that I "agreed" with the changes. However I also felt it shouldn't be a change that requires having the camels and extra animals. So I have started an esp replacer for "improving" the navs of the original mod. And this patch requires that. Read that page description for details. Eventually, over time, I may slowly phase out ALL the navmesh edits from Camel.esp and have the changes (and more) in Gray Fox Cowl.esm.

Eventually I will also be fixing the glow effect on some of the textures. As well as redistribute the animals in a more immersive way and fix the young camel model. There are a few too many animals in the relatively small desert world space. Also the animals have no cycle to their spawns such as time of day. Though time of day spawns are not common in Vanilla, they are used in some mods such as Immersive Creatures, OBIS, Better Vampires etc. Animals like bats should only spawn at night, and snakes only during the day. Hyenas should be in small groups in the day, and in large packs at night. I'm first focusing on (learning) adding voice to generic NPCs in the base mod, and redesigning their race and appearance, so the animal update will come later.

Checkout my other patches and fixes:
Folkstead and the Border of Hammerfell 15.2.X
Arthmoor Skyrim Villages and TES Legendary Cities Amol Compatibility 
Nyhus and Immersive Dungeons Compatibility
Arthmoor's Skyrim Villages and Clockwork Compatibility
Legacy of the Dragonborn and TES Legendary Cities Vernimwood Compatibility
Technicolour Alchemy polypore fix
Faction: Pitfighter Fixes
Ahbiilok and Immersive Dungeons Patch
Gray Cowl of Nocturnal VS Folkstead And the Border of Hammerfell
The Gray Cowl of Nocurnal - Finalization Project
Camels and new animals in Alik'r Desert Vs Folkstead Compatibility