Would be cool to see this get an update with BOS as a requirement, so that the new tent asset can be used to individually replace the small nordic tent on Solstheim
The newish xEdit script ESPFE Followers preserves NPC faces and voices. Should be able to use it to convert without greyface issues. Just load the mod in xEdit by itself, then run the script.
Thanks! Rusey was going to add it as an update for Tentapalooza (add-on for Campfire) but I don't know if that ever happened. I should look into what that would require.
Installing mid game should alway be generally fine if its not a quest mod, but uninstalling mid game is not always a good thing to do, if you really need to uninstall a mod, because you just dont want it anymore, always make a clean save after with the mod the use Falrim Tools Mod to clean last game save
Because this is more pratical to have already an esl file and this mod will be a lot more popular with esl tag. I little mod like should not take a full esp slot. I had even convert all my mods in esl. Also, good mod , but it will be cool to see more fishing camp around the island.
As of xEdit 4.0.2, you can't ESL-ify the mod. xEdit reports:
"Record FS_FishMerchantChest "Chest" [CONT:0300371C] has invalid ObjectID 00371C for a light module. You will not be able to save this file with ESL flag active"
Apparently this is the case for any mod with "records outside of the $800–$FFF range".
Would this be ok to merge with your lighthouse mod with Mator's Merge Plugins tool? Anyway, thanks, Solstheim can certainly use some love from modders and that tent model is great!
Yep should be totally fine, they're completely separate and very simple. Just make sure that the BSA contents are extracted and merged so you get the facetints/facegom for the NPCs.
fadingsignal, can you release a mod that just combines both this and your lighthouse mod for people who aren't very good with the merging? IMO, these 2 mods really should be combined as they serve the same purpose. Anyone that appreciates the lighthouse would like this as well.
Hey, I haven't checked the results yet, but might it be more cooler to ESLify? I mean I did it, it passed w/o complaint, but I haven't jumped over to look yet in game. Most stuff that I ESLify like this one works. Where faces are involved, the CK does export and renumber the face assets, so I just include them in my Mod Organizer 2 directory for the mod assets. I find ESLifying easier to do, easier to manage, and perhaps more stable than merging. The lighthouse and camp were both of a size to be able to ESLify individually. I've launched my game with these ESLified in it many times. No crashes. But I just haven't checked them out yet because ... I haven't installed a teleport to Solstheim yet, the travel is annoying, and the place is less appealing than any other real estate in Skyrim, so keep improving it man! I just ESLified the new Whiterun Shack today and tested it, and it would seem very much on the same scale (and file size) as these.
UPDATE: I think the ESLs may have worked fine, but .... First, the ESL'd lighthouse and guard are fine. No problems there. The Skaal fishing camp however is sitting on the brink of some missing mesh -- so it's missing a chunk of land where your picture shows the boat landing. My present guess is that this is not exactly a problem with ESLifying the fishing camp, but rather a collision with another mod (? YsCordelan's Raven Rock or CFTO or the Raven of Ravenrock ?) that isn't helped by the fishing camp ESL being loaded very early. Them's my learnin's for now.
UPDATE: Yes, the functional advantage of the ESP seems to be so I can load it after YsCordelan's Raven Rock, which is too large to be ESL'd itself.
What Dinadan says. ESL'ing mods should be the standard for small stuff, larger mods that can fit within its limits, and most importantly... E V E R Y. S I N G L E. M O D. P A T C H.
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anyone know already mods using this tent aswell? would be kind of a waste of immersion if it would be "just" used for this cute couple
"Record FS_FishMerchantChest "Chest" [CONT:0300371C] has invalid ObjectID 00371C for a light module. You will not be able to save this file with ESL flag active"
Apparently this is the case for any mod with "records outside of the $800–$FFF range".
UPDATE: I think the ESLs may have worked fine, but .... First, the ESL'd lighthouse and guard are fine. No problems there. The Skaal fishing camp however is sitting on the brink of some missing mesh -- so it's missing a chunk of land where your picture shows the boat landing. My present guess is that this is not exactly a problem with ESLifying the fishing camp, but rather a collision with another mod (? YsCordelan's Raven Rock or CFTO or the Raven of Ravenrock ?) that isn't helped by the fishing camp ESL being loaded very early. Them's my learnin's for now.
UPDATE: Yes, the functional advantage of the ESP seems to be so I can load it after YsCordelan's Raven Rock, which is too large to be ESL'd itself.
E V E R Y.
S I N G L E.
M O D.
P A T C H.