There is a conflict between this mod and "The Great Forest of Whiterun Hold" as "Camp Steadwatch" and "Forest Cottage" overlap. Is there a patch to fix this?
Furthermore, not only is there this conflict, but there are several conflicts between "More Bandit Camps" and "The Great Forest of Whiterun." I ended up uninstalling this mod.
Friends, I've been looking for a solution to the more bandit camps mod.¨But the solution is not even found on the mod page itself.It happens that the same mod makes all chief bandits completely invulnerable to attacks and commands, kill and disable.I don't know what to do to fix this error.Hopefully someone can give me an idea for a solution.
The .ESP makes reference to a script that is not in the mod, this generates two errors in papyrus. 1. Cannot open store for class "_aaTimedLightSwitch", missing file? 2. Error: Unable to bind script _aaTimedLightSwitch to (00000DB3) because their base types do not match.
The elements that have that script attached I found so far are: 00000DB6, 00000DB5 and 00000DB3. I removed the script from the elements with Test5Edit and the errors disappeared.
"More Bandit Camps" quickly became one of my "must have" mods. It adds more sorely needed locations, which are fun to discover and plunder. There are a few locations where enemy AI behaves weird. It's a feature. I highly recommend this mod for purists who like Skyrim and want more Skyrim.
The camp near runoff caverns appears to be causing some crashes. The nearest "cave" is Runoff Caverns. North of that, next to the river, is Gloomreach. Any time I go just a bit too far to the south from Gloomreach - up the hill to the west of the entrance, or go up the steps to Lost Valley Redoubt - my game crashes.
It hasn't done this for any of the other camps.
I'm still in the midst of troubleshooting this, so I don't have anything definitive yet, but do any of your camps actually make changes to the terrain? Or does the one near Runoff Caverns/Gloomreach do this?
Confirmed it. I installed the Creation Club picker per the very careful instructions in the YT video, disabled Forgotten Seasons, and it still didn't work. Undid the CC Picker installation, reinstalled all of the creation club content, I got zero warnings from Vortex. I then disabled this More Bandit Camps, and it still didn't work.
So far, all of the camps are working fine, except for the one in the south at Runoff Caverns.
Nice. Need something new to explore and some more bandits to wreck havoc upon. ...Looking through the esp with xEdit, some minor conflicts with Skyrim Frontier Fortress and Interesting NPCs. Mainly landscape and navmesh, but I will place your mod earlier in the load order and test it out. Make some edits if there are any issues. ...Also need to tweak and relevel the custom NPCs to my tastes. But I do that with all mods and original game NPCs.
365 comments
And I also use EzEs -Colored Map Markers-Updated-Fixed With Golden Compass-7.4
I ended up uninstalling this mod.
The .ESP makes reference to a script that is not in the mod, this generates two errors in papyrus.
1. Cannot open store for class "_aaTimedLightSwitch", missing file?
2. Error: Unable to bind script _aaTimedLightSwitch to (00000DB3) because their base types do not match.
The elements that have that script attached I found so far are: 00000DB6, 00000DB5 and 00000DB3. I removed the script from the elements with Test5Edit and the errors disappeared.
It hasn't done this for any of the other camps.
I'm still in the midst of troubleshooting this, so I don't have anything definitive yet, but do any of your camps actually make changes to the terrain? Or does the one near Runoff Caverns/Gloomreach do this?
So far, all of the camps are working fine, except for the one in the south at Runoff Caverns.
Is anyone else having this problem?
Can anyone else confirm my numbers in TES5? Just wanna see if I'm doing it right.
...Looking through the esp with xEdit, some minor conflicts with Skyrim Frontier Fortress and Interesting NPCs. Mainly landscape and navmesh, but I will place your mod earlier in the load order and test it out. Make some edits if there are any issues.
...Also need to tweak and relevel the custom NPCs to my tastes. But I do that with all mods and original game NPCs.