I have recently finished and uploaded 3 new optional add-ons. These add NPC's and Hunters to random Campsites. These are the add-ons available:
1. Camp Users: Optional add on mod included in the optional files that adds 6 NPC's with 3 pets to some of the campsites. They are basic NPC's and travel in pairs with a pet between 2 campsites per group. They are set as protected and will stay several days per week at 1 of 2 campsites. Groups consist of 2 Nords and a small bear pet, 2 Bretons and a pet fox and 2 Khajiit and a pet sabre cat. The NPC's are vendors, 1 food vendor and 1 general goods vendor per group. This option has a CRF and non-CRF version.
2. Camp Users Hunters Only: Optional add on mod that adds 6 hunters with 3 pets that use some of the campsites. they rotate around to different ones and spend 2 days per week in The Drunken Huntsman.
3. Camp Users and Hunters: Optional add on mod that combines 1 and 2 so you have both the vendors and hunters. This option has a CRF and non-CRF version.
Yes the NPCs are vanilla. Botox should work. You can try it and come back and update that here. This way I can add it to the compatibility list on the main page. I don't use Botox, so you can be my tester if you want.
I checked the NPCs at the hunter camp east of Darkwater crossing. Botox is not working on them. They are vanilla. Any plan to enhance the appearance of the NPCs? Thanks for sharing :)
I'm really impressed with this mod, but it has two borked camps and I don't know why. The camp south of Winterhold Imperial Camp is buried in the landscape with only the tops of the tents peeking out, and is unusable. The camp west of Windhelm along the river by the waterfalls has HUGE seams in the landscape, big enough to walk through! I know Real Water 2 tweaks those waterfalls, so that might be the problem, but otherwise I don't have any mods that drastically change the landscape in those two areas. MO2 doesn't list any conflicts, so I don't have a clue what's wrong. Any help would be appreciated!
I have the same problem but with another camp. The one near the entrance to Dayspring Canyon in Riften almost completely buried underground, rendering it useless. No problems with the rest of the camps though.
The idea is very neat but the 400+ ITM errors and especially the 7 deleted navmeshes are a concern, TBH. I cleaned it now and install in a test profile to see how it goes.
Ok understood. Thanks for the info. Its a straight port so I made it form 44 and so and added the other optional files later once they were converted. Let me know how it goes please. If you like I can post your 'cleaned' version here and make it an optional file to alleviate any issues. Everyone's load order is different. Thank you for the help.
I've cleaned the two "for CRF" files and tested them quite extensively. I found they worked normally and have uploaded the cleaned files for you. Not sure if you had a chance to verify for yourself.
I'm dumb, I should have mentioned that I sent you the link via PM to your Nexus inbox, but no worries, I send it again over the weekend! I only cleaned the versions for CRF.
In Files, the preview of the archive allows you to see what the contents are. It is only the base mod that needed cleaning. You can use either optional, or none with it.
Thanks for updating. One of my favorites. Suggest a FOMOD though. Use CRF? Don't use CRF? Want Map Markers? Don't Want Map Markers? Users? Hunters? A FOMOD would make it awesome and tidy. Regardless, thank you for updating this mod. Much appreciated.
Good suggestion. I just need to learn how to make a FOMOD from a tutorial and then I can make one for this mod. I kind of thought about that after adding all of these different files for it.
To be honest, I am not sure that I would attempt to make an esl for this as I would have to find out what it would do to the formID's of the campsites. I would have to ask jet about that or someone that has experience with making esl's.
hidden map marker, the first archive, but considering the size of the esps, almost identical for all , i believe all of them have this problem i downloaded another one to be sure, the no crf variant map with map marker, and i confirm, 462 itms, 7 deleted navmeshes the clean esp is 2mb, the non clean 3mb so half of the content of the esp is DIRTY
Ok. All I did was convert those to form 44 and port them over. Are you having any issues with the mod tho? Only reason I am asking is because those errors don't come up for me on LOOT or on xEdit so I am not sure why they are popping up on yours. Odd
Thoses "errors" arent errors, they are "identical to master" objects, so items that have been "modified" without being modified. if you play vanilla with only this mod, it's not a problem. Because thoses infos are the same than vanilla skyrim.esm.
BUT, because the mod contains uwanted ITMs, thoses identical to masters infos ( WILL) overwrite other mods informations if "camp.esp" is loaded after thoses mods. so vanilla infos erase mods infos.
when the mod is cleaned, the compatibility is MUCH better. (462 itms is GIGANTIC it will conflict with almost everything)
simply use the autocleaner function of xEdit ( the up to date x edit, it's one year old or something) and it will clear everything for you.
For the deleted navmeshes, it's much more complicated, they will CTD if a mod loaded below CAMP try to change/move/remove thoses navmeshes. It's rare, but to be safe it's better to put camp at the bottom of the load order.... But when the mod is not cleaned, if you put at the bottom you overwrite some of yours mods with thoses ITMS. There is ways to remove deleted navmeshes but it's too complex ^^
i hope you understand the problem.
Also it's not the conversion that created the problem, it is the original mod that is dirty, then you converted it
462 itms is not gigantic in comparison to official DLCs (if I remember correctly) or any of the Beyond Reach (11k), Midwood Isle (6.9k) and Wyrmstooth (5k) trinity... but still is quite a bit :)
identical to master on official dlc do nothing, they are loaded first.
on mod, the plugin can be loaded after a lot of others plugins and 450 itms will erase changes from thoss previouslt loaded plugs for no benefits and its not intentional
If you want to clean the mod, go right ahead because its your game. I did not originally make the mod, therefore I am not going to clean anything at this time. I don't feel comfortable cleaning someone else's mod. Gopher has stated time and again that you have to be very careful cleaning other people's mods. I don't have the technical know how to fix the mod if I were to clean it and it breaks the mod. I just port mods over and offer them as-is and if something is really wrong then I have a couple of other modders that can help me fix certain things. So far your the only one that has brought this up in the posts
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I have recently finished and uploaded 3 new optional add-ons. These add NPC's and Hunters to random Campsites. These are the add-ons available:
1. Camp Users: Optional add on mod included in the optional files that adds 6 NPC's with 3 pets to some of the campsites. They are basic NPC's and travel in pairs with a pet between 2 campsites per group. They are set as protected and will stay several days per week at 1 of 2 campsites. Groups consist of 2 Nords and a small bear pet, 2 Bretons and a pet fox and 2 Khajiit and a pet sabre cat. The NPC's are vendors, 1 food vendor and 1 general goods vendor per group. This option has a CRF and non-CRF version.
2. Camp Users Hunters Only: Optional add on mod that adds 6 hunters with 3 pets that use some of the campsites. they rotate around to different ones and spend 2 days per week in The Drunken Huntsman.
3. Camp Users and Hunters: Optional add on mod that combines 1 and 2 so you have both the vendors and hunters. This option has a CRF and non-CRF version.
i downloaded another one to be sure, the no crf variant map with map marker, and i confirm, 462 itms, 7 deleted navmeshes
the clean esp is 2mb, the non clean 3mb so half of the content of the esp is DIRTY
Only reason I am asking is because those errors don't come up for me on LOOT or on xEdit so I am not sure why they are popping up on yours. Odd
BUT, because the mod contains uwanted ITMs, thoses identical to masters infos ( WILL) overwrite other mods informations if "camp.esp" is loaded after thoses mods. so vanilla infos erase mods infos.
when the mod is cleaned, the compatibility is MUCH better. (462 itms is GIGANTIC it will conflict with almost everything)
simply use the autocleaner function of xEdit ( the up to date x edit, it's one year old or something) and it will clear everything for you.
For the deleted navmeshes, it's much more complicated, they will CTD if a mod loaded below CAMP try to change/move/remove thoses navmeshes. It's rare, but to be safe it's better to put camp at the bottom of the load order.... But when the mod is not cleaned, if you put at the bottom you overwrite some of yours mods with thoses ITMS.
There is ways to remove deleted navmeshes but it's too complex ^^
i hope you understand the problem.
Also it's not the conversion that created the problem, it is the original mod that is dirty, then you converted it
identical to master on official dlc do nothing, they are loaded first.
on mod, the plugin can be loaded after a lot of others plugins and 450 itms will erase changes from thoss previouslt loaded plugs for no benefits and its not intentional