Skyrim Special Edition
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deleted119721

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deleted119721

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About this mod

Creates a nice hotspring campsite with tub on the shore of Lake Ilinalta.
Landscape editing for Verdant Grasses but works without it.
No Scripts

Permissions and credits
Changelogs
Version 2.1 removes some wild edits that were close enough to the mod location I messed them.  Cosmetic but ugly so ....


Creates a nice hotspring with tub on the shore of Lake Ilinalta.

Added a Frostfall CampfireHeatsourceOverrrideWarm marker so the hotspring will warm with Frostfall.
Added a detailed description of how to add a working CampfireHeatsourceOverrrideWarm to this document at the bottom.

Properly Navmeshed*
Checked with SSEedit for wild edits and ITM.  No meshes, no scripts, only vanilla assets.

Will conflict with the Marnya Home Mod in terms of Navmesh

I could add scripts to this mod for disrobing but IMO that is better left to mods like EFF.  I have found it is best to have one master follower mod with it own scripts and as little as possible else. I have found EFF is the best behaved of the lot.

* I apologize for the atrocious navmeshing I did in the previous version1.1 .... my skills were quit lacking when I did them then .... there was no errors or deleted meshes but the fit and pathing was horrible.

Please note that the bench is the tub is disabled for sandboxing so your companion won't be joining you.  Even navmeshing probably wouldn't help.  I could attach some scripts for disrobing upon entry but there is no way to remove them for a clean uninstall mid game on SSE. Not worth it.

Here are the tricks in laying down FF warm overrides.....
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

1) Open your mod mod in CK and let it and its dependent mods load up
2) In the Objects window click of Statics and then enter xmarker in the search box
3) Duplicate the xmarker and a new record xmarkerduplicate001 will show up. Do nothing else and save and exit the ck
4) Open your mod and Campfire.esm in SSEdit and let it Load up. Find the Xmarkerduplicate001 in your mod and right click on it. Left click on it and select "Change Formid and enter the Formid to 01CC0E0A. Then in the right area describing the record click on Editor ID and change it to CampfireHeatsourceOverrrideWarm. At this point the record should agree with Campfire.esm and show up as green. If it doesn't there is a typo.
4) Check errors in SSEedit and then exit and save if OK
5) Open your mod and campfire.esm in the CK.
6) Find your CampfireHeatsourceOverrrideWarm marker record under statics in the objects window.
7) Drag it to the place in the render window you want WARM. Only one will work per cell.
8) Save
9) Test ..... Frostfall will say the air is frigid but your avatar will be warm.

Installing
>>>>>>>>

Single esp that CANNOT be made an ESL or ESPL ..... worldspace cell edits are risky with these. No masters.
Load low if you have a lot of mods and you want the navmeshes to work as intended.  Conflicts with "Marnya A hobbit home" mod in terms of navmesh.

Unlikely to cause object clipping issues with other mods and works with Marnya in this aspect.

Updating
>>>>>>>

The esp has changed names.   Unload the old, make a clean save and install new version. 

Uninstalling:
>>>>>>>>>>

Best method it to revert to a save before you installed this mod.  You will be absolutely guaranteed to have nothing from this mod in your subsequent saves.

Otherwise, follow standard procedure of leaving the cell, going indoors in a unimportant location, waiting for a full cell reset (perhaps unnecessary) saving and reloading. There are NO scripts to mess up your game.