I don't use a pre-made mod list, but I downloaded this mod and the one you said had a conflict to test. I did not get any crashes using these two mods together. I tested this by visiting each type of camp as well.
Seeing as how wabbajack mod list add hundreds of mods to your game with no direct input from you, it could be any number of things conflicting. But I doubt it's the map mod like you said. I'm not even sure how a mod that makes interior cells even would conflict with a map mod.
Map mods can be pretty picky, they're usually the last things you should install, and be placed at the bottom of your load order with all their patches.
I too use Nolvus as a base and this mod runs fine. Things I've learned, disable all the Nolvus presets and patches in the MO2 and patch things yourself based on your new modlist. The Nolvus files may have data for mods you removed or conflicts with things you add. After sorting your list, make sure that nothing is under the paper map files in your plugin list or it will CTD every time. Sorting always puts synthesis, Dyndolod and occlusion ESPs at the bottom, just move them above the map files.
Late response in regards to this but see the other post about dungeon locations, also try again with patches disabled. I tested it by going to different dungeons, one of which by using coc bthardamz01 in the console commands and it functioned fine.
Try disabling the patches, also, some dungeons are not appropriately tagged especially if they have been heavily modified or are completely new dungeons added by mods also try again with patches disabled. I tested it by going to different dungeons, one of which by using coc bthardamz01 in the console commands and it functioned fine.
I have this mod installed but I haven't had much of an opportunity to try out all of its features while I'm still updating my modlist. It looks fantastic though and I'm excited to try it out.
I stumbled across another mod today that implements something very similar. Creates a small new worldspace situated under a bridge which can be accessed via a spell.
Heyo! Love your mod, so I took a look into the scripts and did a general rewrite - I sent you a private message already. If you're interested, it should make the process of adding new campsites much easier and allow for some easier community add-on support :3
Absolutely love your, mod reminds me of BG3! Thank you so much, would love to see the implementation of an exterior-style exterior worldspace so any other enemies/npc's are not present, excluding followers.
Thank you so much for this mod! I hated the camping aspect so much I made a portal player home for myself to avoid it, but it kills my immersion with some playthroughs. This is perfect. I can't wait to see what you add next! Brilliant!
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*It seems to be clashing with another mod named "Skyrim Paper Map by Freelance...".
*I am using Nolvus version 5 as a base. I've added a lot of other mods to it and it has been smooth sailing-ish so far.
Does anyone know a work around?
Seeing as how wabbajack mod list add hundreds of mods to your game with no direct input from you, it could be any number of things conflicting. But I doubt it's the map mod like you said. I'm not even sure how a mod that makes interior cells even would conflict with a map mod.
Map mods can be pretty picky, they're usually the last things you should install, and be placed at the bottom of your load order with all their patches.
Thanks for this great mod, I like it.
However, can someone point me to the Ostim community resource patch?
It looks fantastic though and I'm excited to try it out.
I stumbled across another mod today that implements something very similar. Creates a small new worldspace situated under a bridge which can be accessed via a spell.
Under the bridge (The ruins of the rainy Imperial Fort)
It seemed like it would fit into or pair very well with this mod, or at least provide some ideas for the next update.