I have set the Sea of Ghosts .esp as an optional file as the one with the Rivers and Lakes seems to be the most popular of the two. A recent post by a user motivated me to do this. Thanks to everyone for downloading this and endorsing
clewecks was kind enough to make 2 different versions of the AIO. Please look for his post below to read what exactly he did with the modified files. These will be under the 'optional' files of the files tab and both of them are ESL so they wont take up a spot in your load order. Thanks to clewecks for making these and all credits go to that modder for the files.
I'm a bit concerned about this because I see a ton of navmesh entries in SSEEdit.
Can I get some input concerning this? I don't see why navmeshes would need to be changed by a mod that simply places treasures underwater where people and animals generally aren't going to be navigating anyways.
Nav mesh edits, if done improperly are one cause of instant CTDs.
Not sure what to tell you about the navmesh edits. I only ported the mod over and is offered as-is. I have found several chests while going underwater and have never ctd on any of them. I wouldn't worry about it unless you starting experiencing a ctd on any chest you come across. Plus it all depends on what mods you have installed that could affect the area that a chest is in.
Thanks for the reply! I was just wondering, because I know this mod is popular (the Oldrim one was too) and people don't seem to be having many issues with it.
It's just odd... you wouldn't think that there would be navmeshing underwater.
I may tinker a bit and try to delete the navmesh changes via SSEEdit to see what happens. If only for my own peace of mind. :)
Ok. Just make sure to make a backup of your save because you have to be careful making changes to a mod on a current save. You always want to have a backup in case anything goes wrong with the deleted navmeshes
This is very immersive. As certain books note, Argonians have always been amused at how many things assumed lost forever could simply be retrieved if you could only... well... not drown.
Hello, I want to remove the Respawn tag with SSEEdit, but I realize there are only 2 containers that are instanciated among every treasure places. If I remove the Respawn tag from the two containers, the second treasure i'll found will be empty ? to ask it differently, the Respawn tag is tied to the container itself or to the instance of the container ?
Might I suggest noting on the File page that the Cell/No Cell files are the espfe versions? Or perhaps a Sticky here? It's a little confusing as is until one reads clewecks' post below - as not everyone will.
And I've told you before, but since I'm here I'll just mention again... LOVE THIS MOD! It always works as advertised, and just keeps on giving!
Ok done. I have added a sticky post here telling others to read the post by clewecks below. Your very welcome. I am glad the port worked out really well and your enjoying it as much as I am.
I ESL-ified the AIO file. Of course, you're not supposed to ESL-ify plugins that have new cells, so here's a version with the new cell removed and a version that still has the cell. Post either or both, whichever one you deem safer. I've never messed with navmeshes before, so I'm not sure if deleting the navmesh was safe if the cell it was in was deleted too. Or if you're attached to that cell.
anybody here having CTDs with the cell removed? just asking i need to try it, i suppose a new game with that version is better right?. Thanks for your edited version man
Thanks for sending over those files. I will post them to this page as 'optional" files so players can choose which one they want to try. Everyone's load order is different so its very situational at this point. Any one can post their experiences with these files here.
For whatever it's worth, I compressed and flagged the esp into an ESPFE back in 2019 and have been running it without issue ever since; with the cell intact. New cells are only an issue if said cell gets modified by another plugin - if it's a unique mod-specific cell the likelihood of that goes waaay down. =)
Did the same, with the same result. A lot of people seem to misunderstand, you can in fact esl an esp with a new cell. If said cell is made correctly. I have experienced a few esps that bug out (but no CTDs). Nordic Lore Integration - The Stone of Snow-Throat is one such, and Pussycats (which does not have an interior cell) actually causes CTDs if flagged esp-fe - I've never figured out why. So mileage may vary, but on the whole, no problem flagging an esp with a new cell.
I'll just mention as an alternative, I've had this plugin in a Merge for nearly 2 years, problem free. Works great - have found quite a few of the treasures and all works as it should.
Note, however, that an esp cannot be safely flagged as espfe if it affects/changes more than 2048 records. Also if there are any SEQ files in the mod, or facegen.
This is what the Script in xEdit checks for - for those who didn't know about it - you should never eslify without running the appropriate script to check if it's safe: "Find plugins which could be turned into ESL", or for follower or NPC mods, "_ESPFEFollower" - to deal with the facegen issue. Then if required, Compact FormID's before flagging. The script will tell you in the first case, or with the follower/NPC mods, will simply do what's required.
Just go by that and it'll work out. Usually.
EDIT: In the case of this mod, I just took a look. The plugin needs FormID's compacted in order to be eslified, but does indeed give the warning: "Warning: Plugin has new CELL(s) which won't work when turned into ESL and overridden by other mods due to the game bug".
If the new espfe works, then it's obviously not a problem. Personally, I wouldn't risk it on that basis. The Merge is just safer in such instances - especially if you have a large and complicated Load Order, as I do.
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These will be under the 'optional' files of the files tab and both of them are ESL so they wont take up a spot in your load order.
Thanks to clewecks for making these and all credits go to that modder for the files.
Can I get some input concerning this? I don't see why navmeshes would need to be changed by a mod that simply places treasures underwater where people and animals generally aren't going to be navigating anyways.
Nav mesh edits, if done improperly are one cause of instant CTDs.
It's just odd... you wouldn't think that there would be navmeshing underwater.
I may tinker a bit and try to delete the navmesh changes via SSEEdit to see what happens. If only for my own peace of mind. :)
I want to remove the Respawn tag with SSEEdit, but I realize there are only 2 containers that are instanciated among every treasure places. If I remove the Respawn tag from the two containers, the second treasure i'll found will be empty ? to ask it differently, the Respawn tag is tied to the container itself or to the instance of the container ?
It's a little confusing as is until one reads clewecks' post below - as not everyone will.
And I've told you before, but since I'm here I'll just mention again...
LOVE THIS MOD!
It always works as advertised, and just keeps on giving!
Your very welcome. I am glad the port worked out really well and your enjoying it as much as I am.
New cells are only an issue if said cell gets modified by another plugin - if it's a unique mod-specific cell the likelihood of that goes waaay down. =)
Works great - have found quite a few of the treasures and all works as it should.
Note, however, that an esp cannot be safely flagged as espfe if it affects/changes more than 2048 records.
Also if there are any SEQ files in the mod, or facegen.
This is what the Script in xEdit checks for - for those who didn't know about it - you should never eslify without running the appropriate script to check if it's safe:
"Find plugins which could be turned into ESL", or for follower or NPC mods, "_ESPFEFollower" - to deal with the facegen issue.
Then if required, Compact FormID's before flagging. The script will tell you in the first case, or with the follower/NPC mods, will simply do what's required.
Just go by that and it'll work out. Usually.
EDIT: In the case of this mod, I just took a look. The plugin needs FormID's compacted in order to be eslified, but does indeed give the warning:
"Warning: Plugin has new CELL(s) which won't work when turned into ESL and overridden by other mods due to the game bug".
If the new espfe works, then it's obviously not a problem. Personally, I wouldn't risk it on that basis. The Merge is just safer in such instances - especially if you have a large and complicated Load Order, as I do.
Good luck to whoever tries it!