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Jokerine

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fiskin1

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  1. fiskin1
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    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
  2. fiskin1
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    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.
  3. Booveman
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    Is this compatible with  Security Overhaul SKSE - Lock Add-ons since that adds underwater chest locks?
  4. Renora1976
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    This mod is definitely a must-have for a mermaid playthrough. Thank you for making the Sea of Ghosts interesting to explore!
  5. Enhab
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    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.
    1. NEXUSKKCK
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      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
    2. Enhab
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      I've never removed anything as large as an entire cell, so I'm not of any help.
    3. fiskin1
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      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.
    4. diskdevl
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      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. =)
    5. mattski123
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      Hmm... Following for interest. If anybody wants to add their 2 cents into this, by all means. I'm curious as to the results.
    6. Selfishmonkey
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      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. 
    7. Abbraaxus
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      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.

      Good luck to whoever tries it!
    8. tyg3rtyg3r
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      Found this mod here in 2024, excited to add it AND as an ESP-FE!

      So add to the prior comments by clewecks and Abbraaxus, you *can* use the ESPFE Follower Cell Free version of the MaskedRPGFan xEdit script to deal with ESPs that have new cells. Again, as long as that cell isn't edited by another ESP you'll be fine. The script also renumbers facegen, voice files (FUZ). You have to manually 'Generate SEQ' but that's simple.

      I think merging was more popular until mod lists got HUGE and now ESL-flagging is the way, because merging doesn't necessarily mean you've saved an ESP slot...
  6. Glanzer
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    I'd like to see these all tied to the discovery of a sort of treasure map that has to be found first (e.g. on a bandit, or in a boss chest). The treasure chests would not be enabled until you found the corresponding note. This would actually be very easy to do, and it would only require creating the notes and then distributing them via SPID or FLM or one of the other dynamic placer mods so that it's compatible with everything.
  7. Tyra1776
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    I'm a little confused. Am I able to install both the Rivers and Lakes .esp AND the Sea of Ghosts .esp together?
    1. Glanzer
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      Just download the first download and that will give you everything. Disregard the other downloads.
  8. kade59
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    Has anyone found out if the underwater dwemer ruin cell is functional on the esl version?
  9. deleted80903
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    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.
    1. fiskin1
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      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. 
    2. fiskin1
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      weird double post.  ignore this one
    3. deleted80903
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      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. :)
    4. fiskin1
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      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
    5. kade59
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      Could the navmesh's be for slaughterfish?
  10. BlazeStryker
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    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.
  11. mattski123
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    remove
  12. lenova
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    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 ?