dear legoman :) I'm a user SE 1.5.9.7, I don't want in my game CC stuffs like fishing and Survival mode. So Can you make esp a version without requires CC's stuff :) Sadly I can't use this mod :(
In the mod requirement page of creating or editing a mod, it lists many of the Creation Club mods which an mod author can check off, but it does not list "Survival Mode" and "Fishing". NexusMods needs to add these options in the mod requirements page for Skyrim Special Edition nexus.
They work with SSE too as these are just Creation Club mods. As long as this mod is not dependent on newer versions of script extender, you can run this on older versions of Skyrim as well as long as you have those creations.
@Aromov - the dependencies need to get removed. Also LOOT will not take them correctly because missing dependencies. And: If you run a mod that SSEEdit and CK don't accept, then it is a time bomb, such to recommend is extreme dangerous. So ,don't spread here fake information. Edit: just tested: the mod is definitely not working with SSE, both mod organizer and LOOD as well refuse its actication.
I'm not spreading fake information, this mod is dependent on Creation Club content that was both released for free as part of the Anniversary update (and if you allowed Skyrim SSE to update to version 1.6+, you're already on a preliminary version of the Anniversary Edition, you just don't have the $20 pack of Creation Club mods to go with it). It's entirely possible to get those CC mods and downgrade your version of Skyrim back to SSE (1.5.97) and still be able to use this mod
Sorry, you did not understand any. The Annyversary Edition (AE) is NOT SSE and has an own engine. There had benn an automatically update to that AE-engine when downloading the free CC content. Also,, because that there are different SKSE versions at https://skse.silverlock.org/ Current Aniversary Edition (AE) build 2.1.5 (game version 1.6.353):Download 7z File Current Special Edition (SSE) build 2.0.20 (game version 1.5.97):Download 7z File Please, don't spread fake news of things you did not understand well. (the CD-pack is not that what makes SSE to AE, it is the engine)
Dreifels wrote: This is not for SSE, for AE only - Version working with SSE is required
LegoManIAm94 wrote: In the mod requirement list, there is no option to add "Survival Mode" and "Fishing"
Dreifels wrote: SSEEDit says that it can't work with it because Fishing and Survilal are not installed. (and these are AE mods, not SSE)
LegoManIAm94 wrote: In the mod requirement page of creating or editing a mod, it lists many of the Creation Club mods which an mod author can check off, but it does not list "Survival Mode" and "Fishing". NexusMods needs to add these options in the mod requirements page for Skyrim Special Edition nexus.
Aromov wrote: They work with SSE too as these are just Creation Club mods. As long as this mod is not dependent on newer versions of script extender, you can run this on older versions of Skyrim as well as long as you have those creations.
Dreifels wrote: @Aromov - the dependencies need to get removed. Also LOOT will not take them correctly because missing dependencies. And: If you run a mod that SSEEdit and CK don't accept, then it is a time bomb, such to recommend is extreme dangerous. So ,don't spread here fake information. Edit: just tested: the mod is definitely not working with SSE, both mod organizer and LOOD as well refuse its actication.
LegoManIAm94 wrote: This mod now requires Survival Mode and Fishing. I just cannot add these requirements to the mod page here on Nexus since it is not listed.
Dreifels wrote: I do NOT want you to add these requirements, but to REMOVE them. The mod must NOT have these requirements. Otherwise it is worthless for most users.
Aromov wrote: I'm not spreading fake information, this mod is dependent on Creation Club content that was both released for free as part of the Anniversary update (and if you allowed Skyrim SSE to update to version 1.6+, you're already on a preliminary version of the Anniversary Edition, you just don't have the $20 pack of Creation Club mods to go with it). It's entirely possible to get those CC mods and downgrade your version of Skyrim back to SSE (1.5.97) and still be able to use this mod
Dreifels wrote: Sorry, you did not understand any. The Annyversary Edition (AE) is NOT SSE and has an own engine. There had benn an automatically update to that AE-engine when downloading the free CC content. Also,, because that there are different SKSE versions at https://skse.silverlock.org/ Current Aniversary Edition (AE) build 2.1.5 (game version 1.6.353): Download 7z File Current Special Edition (SSE) build 2.0.20 (game version 1.5.97): Download 7z File Please, don't spread fake news of things you did not understand well. (the CD-pack is not that what makes SSE to AE, it is the engine)
Okay, let me try to explain this in another way. The Anniversary Edition update is not a major engine overhaul like the Special Edition release was, it was instead a typical update meant to supply bug fixes and optimizations to SSE along with some data that was needed by the Fishing CC to display certain elements properly. Whenever Skyrim is updated by Bethesda, Script Extender is intended to cease function if a version mismatch is detected in order to prevent serious errors that could occur by the updates to the engine.
That being said, LegoMan's mod doesn't require script extender for this mod to function, it just needs the Fishing Creation as well as Survival Mode Creation in order to load in your game, neither of which requires you to be on the Anniversary Edition update to use in the previous version of your game, however you WILL need some of the data supplied by the anniversary update to avoid some issues, such as missing image data. Afterwards, you can use the downgrade patcher to jump back down to 1.5.97 (or in my case, replace the updated executable and binkw64.dll with the old one) to continue using mods that haven't been updated for 1.6+ yet, however this comes at the cost of not being able to benefit from the bug fixes and engine optimizations supplied by Bethesda as the new executable and dll files are designed to load some of the new files supplied by the update.
Edit: I should also note that both the Fishing and Survival CCs can be download from the Creation Club through Skyrim's main menu without needing the Anniversary Update.
you still ignore the essential point: " it just needs the Fishing Creation as well as Survival Mode Creation in order to load in your game" Survival mode requires AE-Engine, and if you have installed that, you NEVER can load a save made before, ist a "nevercome back" way. The AE engine and the SSE engine are not compatible, even if lot of mods doe work with both. It is not important, if SKSE ist required, the problem ist that fisching and survival can*t get installed w/o the AE engine, and mod organizer and LOOT do reject it. Because this, also rowboat cannot get installed with SSE engine, but with AE engine only. It's a chain of dependencies. BEcause lot af impirtant mods do not (not yet?) wirk with the SKSE required by the AE engine, still most of users do prefer to run the SSE, not the AE. If you don''t understand this difference well, don't sprice commercial based propaganda for AE. (AE is a commercial thing of Bethesda to get an engine working for PC and GB, but in fact the difference is technically much more stronger, than the difference between LE and SSE, and the requirement of survival is the top of the never being acceptable requirement, as this forces the user to switch for all future)
What makes you say that? I was able to install the Anniversary Edition update and content, downgrade it back to SSE, and load my old saves just fine. If you're experiencing something like crashes when you try to load your saves, It's sounds to me like you have a mod that isn't playing nice with the newly added content, and the only mod I know to cause that is Schlongs of Skyrim. That, or you've come across the bug that occurs with long running saves, in which case you should install engine fixes.
you did not read what I wrote. I told, if you have installed survival, you never can use a save that was made before. Uninstall resp. portdowngrade to SSE is a complete other thing. But this mod here as it is you cannot play with SSE.
Okay, let me try to clarify what you're saying here, because to be frank, your English is a bit difficult to understand. You're saying that you can never go back to an old save once you've installed Survival Mode,
1. Is it because you don't want to have Survival Mode active in your game? If so, then it should be noted that it's optional and doesn't activate in your game automatically, you need to go into your game settings to enable it. And I don't think this mod actually requires you to activate that mode to be able to use it, it's probably just loading some assets from it.
2. Is the CC preventing you from loading your old saves? The only reason I can think of as to why it would do that is because of a mod conflict, Survival Mode should not be preventing you from loading your saves on it's own.
Survival Mode is also not a new CC unlike the Fishing one as it's been around for years.
Okay, I think I'm going to have to admit that I'm in the wrong here. There definitely seems to be an issue with this mod that might be related to what you were talking about here as I am unable to load my saves with this mod active.
Edit: I got it working after resaving this mod with the Creation Kit. If this mod was originally intended for Oldrim, it may not have been ported properly
survival is not optional, it is a must in AE, because Arthmor's Patch. And beside this, installed AE and its engine, lot of other mods and important tools no longr working, because they need the SSE version of SKSE. So install of AE is NOT an option for anyone who want these mods and tools. @egoManIAm94 needs to rpvide a version running w/o AE, means w/o Fishing and w/o survival. Otherwise all these users never will use this mod (like me).
Arthmoor, huh? Well that pretty much explains everything. lol. I've been sticking with an older version of USSEP because I heard that he apparently changed a number of things in the patch that's been causing problems for people who wanted to downgrade back to 1.5.97. That being said, are you sure that you actually have to have Survival Mode turned on? I can understand having the mod active in your load order if newer versions of USSEP has it set as a dependency, but you shouldn't have to actually turn it on in game.
I am not releasing a version of this mod that does not include the survival mode and fishing requirements. If you want to use this mod, you need to get the update for the game.
Bro... No offense, but this was very unproffessional for a modder and you honestly have no excuse for it. If there isn't an option to list it in the mod requirement list then PUT IT ON SOMEWHERE ON YOUR DESCRIPTION SECTION! PROBLEM SOLVED!
And you obviously understand that downloading a mod that needs AE masters is going to break an SE game save. It's happened to me before because I didn't read carefully enough. Had I not seen Dreifels' post I would have probably broken my game with your mod.
You need to adopt a more professional attitude when it comes to this sort of communication -- CRUCIAL information at that. Documentation is extremely important when it comes to programming so it always surprises when I see sloppy communication like this (and for something VERY obviously important). Anyways, I still really like what you're creating with your mods, you just need to clarify things better in the future.
@VurrehNa5 Unprofessional? The author is not getting paid, he put work on this mod and release it for free. What do you mean unprofessional? The author has rights to do or not do what they want, so you can either buy the original copy of Skyrim in steam or shut up.
Everything is optional when known how to mod. Awww tubbies, create empty masters (fish-surv). Open CK, select rowboat.esp, (ctrl+del) fish and survival, activate > load > save. Clean errors in xEdit Professional Master Removal photo tuto, empty plugin templates, link in description Who got time to fish when you can rowboat air fight a dragon !
BOAT NOTES: This mod is great as is. If you have 1st person body enabled you will have boat visual issues. You need to add 13745, 13740, 88845, 8883A to armor addon for Khajiit and Argonians to use boat properly with those races. xx0120CA has a text mistake you can fix if you like. This mod does not include the changes from Update.esm (not a big deal). You can drag and drop the changes into it with SSEEdit. I think you should load this after Northern Encounters, these two mods should make the sea awesome. You can still use other boat mods like Dragonborn - Solstheim Boat Travel, Windstad Manor - Solitude Row Boat, and Carriage and Ferry Travel Overhaul. I love this mod. I let The Great City of Winterhold overwrite this mods navmesh with no issues.
NEVER GET STUCK & NEVER FALL IN WATER: Don't ram the boat onto land. Park the boat AT the land then press jump. Use reverse!!! Back away when you leave or back in when you park. Don't boat close to ice chunks. Your in icy ocean waters in a flimsy little boat. Slow down and keep distance from dangerous ice! If you come to a tight spot stop, press jump to stand up, and look to see if you can pass (or just blindly go and fall out of the boat then complain here). If you want you can always get IDs of some small ice chunks you don't like and remove with SSEEdit to make better paths. Do not remove big pieces that may have navmesh.
So, for future reference, would it be possible to make a version of this mod where you could pick up the boat and move it to a different body of water? Once the beyond skyrim series starts coming out in full, that might be a really good way to immersively travel.
The boat is dependent on the water. I console spawned the boat in a lake and it would not work. I also spawned the Solsthiem boat in Tamriel world space and it did not work. Additional boats and special navmesh needs to be made for each body of water I think.
really missed this ancient Oldrim mod with the same old fugly animations. lol. And really glad it got ported over. Yet this mod continues to superceded every newer boat travel mod in practicality. All the new boat travel mods I've seen on SE to date are amazingly immersive by lFT mechanic or lore/animations.
But none of them can beat this mod where it comes to getting you where you want to directly go. Like several miles off the inhospitable coast in the Sea of Ghosts. Where floating icebergs and playful penguins constantly remind your PC the water is sub freezing. So your PC gets hypothermia within minutes of diving in. Because they finally located that rare lost treasure chest/loot for a sandbox quest (or dedicated quest like LoTD museum) that so happens to be at the bottom of the ocean floor.
But then you remember Chesko's Frostfall/Hypothermia will likely kill your PC. So you make sure you've overloaded their inventory with wieighty alteration spells & potions for that long hypothermia dive.
So yep. The boat from this mod sure comes in handy because it saves potion/spell consumption time swimming to the spot. Now if only the boat had magical submarine properties that would protect my PC from the giant slaughterfish in that Jaws mod......
55 comments
And: If you run a mod that SSEEdit and CK don't accept, then it is a time bomb, such to recommend is extreme dangerous. So ,don't spread here fake information.
Edit: just tested:
the mod is definitely not working with SSE, both mod organizer and LOOD as well refuse its actication.
The Annyversary Edition (AE) is NOT SSE and has an own engine. There had benn an automatically update to that AE-engine when downloading the free CC content.
Also,, because that there are different SKSE versions at https://skse.silverlock.org/
Current Aniversary Edition (AE) build 2.1.5 (game version 1.6.353):Download 7z File
Current Special Edition (SSE) build 2.0.20 (game version 1.5.97):Download 7z File
Please, don't spread fake news of things you did not understand well.
(the CD-pack is not that what makes SSE to AE, it is the engine)
Okay, let me try to explain this in another way. The Anniversary Edition update is not a major engine overhaul like the Special Edition release was, it was instead a typical update meant to supply bug fixes and optimizations to SSE along with some data that was needed by the Fishing CC to display certain elements properly. Whenever Skyrim is updated by Bethesda, Script Extender is intended to cease function if a version mismatch is detected in order to prevent serious errors that could occur by the updates to the engine.
That being said, LegoMan's mod doesn't require script extender for this mod to function, it just needs the Fishing Creation as well as Survival Mode Creation in order to load in your game, neither of which requires you to be on the Anniversary Edition update to use in the previous version of your game, however you WILL need some of the data supplied by the anniversary update to avoid some issues, such as missing image data. Afterwards, you can use the downgrade patcher to jump back down to 1.5.97 (or in my case, replace the updated executable and binkw64.dll with the old one) to continue using mods that haven't been updated for 1.6+ yet, however this comes at the cost of not being able to benefit from the bug fixes and engine optimizations supplied by Bethesda as the new executable and dll files are designed to load some of the new files supplied by the update.
Edit: I should also note that both the Fishing and Survival CCs can be download from the Creation Club through Skyrim's main menu without needing the Anniversary Update.
" it just needs the Fishing Creation as well as Survival Mode Creation in order to load in your game"
Survival mode requires AE-Engine, and if you have installed that, you NEVER can load a save made before, ist a "nevercome back" way.
The AE engine and the SSE engine are not compatible, even if lot of mods doe work with both. It is not important, if SKSE ist required, the problem ist that fisching and survival can*t get installed w/o the AE engine, and mod organizer and LOOT do reject it. Because this, also rowboat cannot get installed with SSE engine, but with AE engine only. It's a chain of dependencies.
BEcause lot af impirtant mods do not (not yet?) wirk with the SKSE required by the AE engine, still most of users do prefer to run the SSE, not the AE. If you don''t understand this difference well, don't sprice commercial based propaganda for AE. (AE is a commercial thing of Bethesda to get an engine working for PC and GB, but in fact the difference is technically much more stronger, than the difference between LE and SSE, and the requirement of survival is the top of the never being acceptable requirement, as this forces the user to switch for all future)
Uninstall resp. portdowngrade to SSE is a complete other thing.
But this mod here as it is you cannot play with SSE.
1. Is it because you don't want to have Survival Mode active in your game? If so, then it should be noted that it's optional and doesn't activate in your game automatically, you need to go into your game settings to enable it. And I don't think this mod actually requires you to activate that mode to be able to use it, it's probably just loading some assets from it.
2. Is the CC preventing you from loading your old saves? The only reason I can think of as to why it would do that is because of a mod conflict, Survival Mode should not be preventing you from loading your saves on it's own.
Survival Mode is also not a new CC unlike the Fishing one as it's been around for years.
Edit: I got it working after resaving this mod with the Creation Kit. If this mod was originally intended for Oldrim, it may not have been ported properly
So install of AE is NOT an option for anyone who want these mods and tools.
@egoManIAm94 needs to rpvide a version running w/o AE, means w/o Fishing and w/o survival. Otherwise all these users never will use this mod (like me).
And you obviously understand that downloading a mod that needs AE masters is going to break an SE game save. It's happened to me before because I didn't read carefully enough. Had I not seen Dreifels' post I would have probably broken my game with your mod.
You need to adopt a more professional attitude when it comes to this sort of communication -- CRUCIAL information at that. Documentation is extremely important when it comes to programming so it always surprises when I see sloppy communication like this (and for something VERY obviously important). Anyways, I still really like what you're creating with your mods, you just need to clarify things better in the future.
The author has rights to do or not do what they want, so you can either buy the original copy of Skyrim in steam or shut up.
Who got time to fish when you can rowboat air fight a dragon !
also <Warning: Plugin contains 3 deleted NavMeshes which can not be undeleted>
2) ROWBOATSOLSTHEIMQ[030120CA]
A man by the name of Vindamea Androm at the Windhelm docks has a rowboat for sale for 500 gold.
This is a woman and not in Windhelm but in Raven Rock
This is a mod for CTD-lovers :)
This mod is great as is. If you have 1st person body enabled you will have boat visual issues. You need to add 13745, 13740, 88845, 8883A to armor addon for Khajiit and Argonians to use boat properly with those races. xx0120CA has a text mistake you can fix if you like. This mod does not include the changes from Update.esm (not a big deal). You can drag and drop the changes into it with SSEEdit. I think you should load this after Northern Encounters, these two mods should make the sea awesome. You can still use other boat mods like Dragonborn - Solstheim Boat Travel, Windstad Manor - Solitude Row Boat, and Carriage and Ferry Travel Overhaul. I love this mod. I let The Great City of Winterhold overwrite this mods navmesh with no issues.
NEVER GET STUCK & NEVER FALL IN WATER:
Don't ram the boat onto land. Park the boat AT the land then press jump. Use reverse!!! Back away when you leave or back in when you park. Don't boat close to ice chunks. Your in icy ocean waters in a flimsy little boat. Slow down and keep distance from dangerous ice! If you come to a tight spot stop, press jump to stand up, and look to see if you can pass (or just blindly go and fall out of the boat then complain here). If you want you can always get IDs of some small ice chunks you don't like and remove with SSEEdit to make better paths. Do not remove big pieces that may have navmesh.
But none of them can beat this mod where it comes to getting you where you want to directly go. Like several miles off the inhospitable coast in the Sea of Ghosts. Where floating icebergs and playful penguins constantly remind your PC the water is sub freezing. So your PC gets hypothermia within minutes of diving in. Because they finally located that rare lost treasure chest/loot for a sandbox quest (or dedicated quest like LoTD museum) that so happens to be at the bottom of the ocean floor.
But then you remember Chesko's Frostfall/Hypothermia will likely kill your PC. So you make sure you've overloaded their inventory with wieighty alteration spells & potions for that long hypothermia dive.
So yep. The boat from this mod sure comes in handy because it saves potion/spell consumption time swimming to the spot. Now if only the boat had magical submarine properties that would protect my PC from the giant slaughterfish in that Jaws mod......