Yay, thanks for updating to Campfire. Was saddened when I updated to the new Camfire/Frostfall and the accessories appearing stopped working. Glad to see it'll work natively with iNeed.
Seriosly, this is the mod that got me to install Frostfall, (didn't know about the ones that come with Frostfall) because it was so cool. Still think it's cooler than the Frostfall ones anyways.
Very nice mod. I love the feature that you can pickup every knapsack in game! In my game I made the discovery that sometimes the messagebox for picking up the knapsack does not appear. A change in the script seems to fix the issue, but I am no pro in scripting. Script _b2bk_knapsackpickup:
Old: Event OnActivate(ObjectReference akActionRef) if (!Utility.IsInMenuMode()) Utility.Wait(0.5)
My suggestion: Event OnActivate(ObjectReference akActionRef) if (!Utility.IsInMenuMode()) RegisterForSingleUpdate(0.5)
Would it be possible to get a version that uses the water bottle by default even if you don't have iNeed? Also, did anyone ever confirm whether or not this works on SE? Seems like a couple people have asked and never got an answer.
I tried porting (I'm not that knowledgeable, but I was able to port Aesir armour) and everything related to the mod is invisible. I get the effects and everything, but nothing can be seen.
Edit: I got it, my .bsa wasn't working properly so I transferred all the files inside the .bsa (meshes, texture and scripts) to my Data file and here: https://imgur.com/a/aTuSVfe Waterskin (RnD), Small Tent (Campfire), travel axe (bag), travel pickax (holding), 2 torches, 1 wooden ladle, 1 cooking pan, also the amulet. Working on Special Edition!
I don't kw if it makes a difference but I also used NIF optimiser, if you want to port as well.
Outstanding! Unpacked the .bsa, optimized the .nifs, and repacked everything into an archive. Works great! This was by far my favorite backpack mod from Oldrim and I'm over the moon to have it in SE too. Thanks so much! Wish I could give you more than one kudo haha ^_^
Hello, I am using your mod in my Requiem playthrough and I have noticed a little issue: the cooking pan isn't appearing in my crafting menu by the forge even if I have an iron ingot in my inventory. I get the normal cooking pot and the iron cooking pot though. The travel pickaxe and axe are displayed just fine, as the knapsack. Edit: I can craft a cooking pan at the campfire by using 2 cast iron pots. Eidt: I can craft the cooking pan by the campfire using two cast iron pots. All is fine
also this mod is acting finicky for me with Dynamic Things (and DT Enhanced). Travelers pickaxe couldnt be used to break rocks/harvest mammoth tusks, and travel axe levels 2-handed instead of 1-handed. I solved the pickaxe issue by adding the travelers pickaxe to the formid list via creation kit - super easy. Im not sure what to do about the travelers wood axe, though.
I play a character with super nerfed caryweight, so the knapsack is critical to normal play, and the traveler variants of those tools are becoming just as critical. otherwise I would have to choose between the two tools.
From an immersion standpoint, I guess leveling 2-handed makes sense, sense you would actually use both hands to chop wood, but its inconsistent since the regular woodcutters axe levels one handed. Is any of this intentional? Any Idea what value(s) should be tweaked?
Fundamentally, it shouldn't level either one handed or two handed, because chopping wood does not teach you how to use a sword (or a battle-axe, for that matter; attacking a person or creature is completely different than attacking a piece of wood). I've discussed that with the author of DTE, and he flat-out disagreed with me, but he said he planned to make that feature togglable at some point down the road.
I only use DT for an immersive way to chop down trees (The release build of Woodcutter will hopefully make DT superfluous for my needs), but you need DTE in order to get materials to even start a fire with Campfire, so skilling up weapons is a necessary evil in a survival/immersion playthrough.
My gripe in the first place was that I was needlessly skilling up one handed while playing a 2handed build....but this bug would actually be tolerable for that particular circumstance.
This might seem like a dumb question, but where do you craft this? I can't find it at the forge, the tanning rack, or campfire's 'create item' function.
241 comments
Version 1.9 now uploaded for testing.
I haven't had enough time to test every combination of everything, so if you find a bug, tell me!
Seriosly, this is the mod that got me to install Frostfall, (didn't know about the ones that come with Frostfall) because it was so cool. Still think it's cooler than the Frostfall ones anyways.
As for the horn, it was going to be for carrying lantern oil, but it never got finished.
it doesn't exist in game i'm afraid, sorry!
In my game I made the discovery that sometimes the messagebox for picking up the knapsack does not appear.
A change in the script seems to fix the issue, but I am no pro in scripting.
Script _b2bk_knapsackpickup:
Old:
Event OnActivate(ObjectReference akActionRef)
if (!Utility.IsInMenuMode())
Utility.Wait(0.5)
My suggestion:
Event OnActivate(ObjectReference akActionRef)
if (!Utility.IsInMenuMode())
RegisterForSingleUpdate(0.5)
Edit: I got it, my .bsa wasn't working properly so I transferred all the files inside the .bsa (meshes, texture and scripts) to my Data file and here: https://imgur.com/a/aTuSVfe Waterskin (RnD), Small Tent (Campfire), travel axe (bag), travel pickax (holding), 2 torches, 1 wooden ladle, 1 cooking pan, also the amulet. Working on Special Edition!
I don't kw if it makes a difference but I also used NIF optimiser, if you want to port as well.
judging by the comments, it should be fairly easy to do.
I just want to know.
The travel pickaxe and axe are displayed just fine, as the knapsack.
Edit: I can craft a cooking pan at the campfire by using 2 cast iron pots.
Eidt: I can craft the cooking pan by the campfire using two cast iron pots. All is fine
I play a character with super nerfed caryweight, so the knapsack is critical to normal play, and the traveler variants of those tools are becoming just as critical. otherwise I would have to choose between the two tools.
From an immersion standpoint, I guess leveling 2-handed makes sense, sense you would actually use both hands to chop wood, but its inconsistent since the regular woodcutters axe levels one handed. Is any of this intentional? Any Idea what value(s) should be tweaked?
thanks
I only use DT for an immersive way to chop down trees (The release build of Woodcutter will hopefully make DT superfluous for my needs), but you need DTE in order to get materials to even start a fire with Campfire, so skilling up weapons is a necessary evil in a survival/immersion playthrough.
My gripe in the first place was that I was needlessly skilling up one handed while playing a 2handed build....but this bug would actually be tolerable for that particular circumstance.