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Nahlbrii

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Nahlbrii

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  1. Nahlbrii
    Nahlbrii
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    If you have Skyrim VR and have merged the CC Camping with other CC mods to save plugin slots, here is a tutorial on how to convert my Addon to reference your merged plugin.
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    Step 1: Make sure your merged plugin, ccqdrsse-firewood.esm, Alternate Perspective.esp, Alternate Perspective - Start Area Overhaul.esp, and Alternate Perspective - Start Area Overhaul + Camping CC Addon (VR).esp are installed

    Step 2: Launch TES5VREdit.exe

    Step 3: Right click the mod list and choose "Select None"

    Step 4: Select your merged plugin and Alternate Perspective - Start Area Overhaul + Camping CC Addon (VR).esp then press OK

    Step 5: Once loaded, the left pane should look something like this (My merged plugin is named Anniversary.esm. yours may be named differently.)
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    Step 6: Right-click on Alternate Perspective - Start Area Overhaul + Camping CC Addon (VR).esp and select "Add Masters...:
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    Step 7: Select your merged plugin in the new window and click OK
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    Step 8: Expand Alternate Perspective - Start Area Overhaul + Camping CC Addon (VR).esp and Container, then select the AP_SAO_Knapsack record listed
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    Step 9: In the left pane, look under Items and find the record there. Click the item name listed and a dropdown menu should become available. In the dropdown menu, the current record should be highlighted and another with the same name should appear above or below it depending on if your merged mod is above or below ccqdrsse-firewood.esm
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    Step 10: Select the record from your merged mod.

    Step 11: Right click on Alternate Perspective - Start Area Overhaul + Camping CC Addon (VR).esp in the left pane and select "Clean Masters"
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    Step 12: Confirm the removal of ccqdrsse-firewood.esm as a master by clicking off then back on to Alternate Perspective - Start Area Overhaul + Camping CC Addon (VR).esp in the left pane and looking at the list of masters in the right pane
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    Step 13: Exit and save
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    Step 14: Make sure Alternate Perspective - Start Area Overhaul + Camping CC Addon (VR).esp is enabled and enjoy.
  2. ProphetOfDuality
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    Think this mod needs an update. It's crashing on load for me.

    EDIT: u rite my bad best mod <3
    1. Nahlbrii
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      I saw AP has had quite a few updates since I last updated this. I've been away from Skyrim for a while, and am just now getting back to it. I'm in the process of reinstalling my mods sinc a Steam Deck update allows me to run the latest version of MO2 now!

      Anyway, I reinstalled my mod and the latest version of AP, checked them in xEdit for any changes, then loaded into the game. I had no crashes, i was able to create a new character, go into the AP Start Room, choose a random start, and exit the room. My mod does not need an update. The parts of AP I touch haven't changed in the original mod (By the way, I'm loving the new alt start menu.).

      If you are still crashing (after all this time), it's most likely not this mod's fault. You should have Crash Logger installed and supply a crash log to be sure.
  3. ssuamier
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    "Failed to start dialogue quest"
    My guess it is coming from Alternate Perspective incompatibility of this or other AP mods (have not checked individually, but AP 3.0.2 works without this mod).

    This dialogue box comes early after exiting character creation. The interaction to select a destination with the dragon never worked for me.
    Later when saving / starting again (or just loading a save game), I did not see the message.

    I have AP 3.0.2, AP Adddons (Relic Hunter v1), AP Helgen Reborn Patch v3, AP Voice Pack v1 (new), Expanded Novice Spells AP v2, LOTD AP v1.
    Apart from Voice Pack this mod is the only change to AP I did in my mod list (and I checked, this is not the cause of the problem).

    Any idea what is causing this?
    1. Nahlbrii
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      Most likely another mod or you missed some of AP's dependencies. You need UI Extensions for the dialogue to show up as well as PapyrusUtils for some script functions that otherwise do not work. In addition, you should get Fuz Ro Do'h since the Dragon's dialogue, when it works, is unvoiced (though with the voice pack, this is probably unnecessary now).

      I use 3.0.2 of AP and it works for me.

      I don't touch the Dragon's dialogue at all.

      I only touch two of AP's scripts: APStartCellTrigger (to remove quest markers from the starting cell furniture, literally the only thing this script does) and APStartLoc (to change where your character spawns, again, the only thing this script does).

      The only other changes to the original mod are adding furniture to the starting cell, repositioning a couple cell markers (coc marker, and the original player spawn marker), removing loose food items from the table, and changing the PlayerStartMarker property of the AP_EnterGame activator to my new player spawn marker.

      Make sure you are using version 1.2 of my mod with 3.0.2 of AP.
    2. ssuamier
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      Ok, I checked requirements for my game - everything was installed:
      1. UIExtensions: v1.2 (current)
      2. (opt) Campfire v1.12.1 (current)
      3. Fuz Roh Doh 1.7 (current)
      4. PapyrusUtil 3.9 (current)
      5. SKSE64 2.0.20 (current)

      Anything else I'm missing?

      Thank you.
    3. yndrelbosch
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      any update on this? I'm also experiencing the issue, all dependencies installed.
    4. Gardion
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      I have experienced the same problem and found the solution!
      I have looked via SSEEdit and under Quest > MQ101 I found that 'Alternate Perspective - Start Area Overhaul.esp' was missing the 'AP_DialogueHelgen' property. So just drag and drop that value from 'AlternatePerspective.esp' and fixed.

      EDIT: Btw, thank you very much Nahlbrii for this mod.
    5. Nahlbrii
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      Thank you Gardion. I could have sworn I already copied over all the properties. I will upload a fixed version Tuesday when I have time to get on my PC.
    6. Nahlbrii
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      This issue should be fixed in 1.3.

      I looked further and found my mod was missing a few more changes to the quest that AP had made, and realized I no longer needed to reference the quest at all, and so I removed it from my mod.
    7. Alfeus
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      I got the "Failed to start dialogue quest" when I used a character name like "c01" with numbers. Just going to main main menu and restarting the game did not fix the issue. Had to exit the game completely and use a 'normal' name.
    8. Nahlbrii
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      Sorry for the late reply, I don't think that is caused by this mod. To verify, try it without my mod and see whether or not it works.
    9. earth5595
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      for me it from alternate conversation camera mod 
  4. Dragonsthorn
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    Hello, any chances of patching in the items used to access Mentha's dimensional homes, like for example Chateau du Fromage?

    Chateau du Fromage at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)

    It should be a simple matter of removing the placed object in the world in the OG mod (in the above's case, a bottle in the Blue Palace) and instead adding it to the table in the new starting cell...
    1. Nahlbrii
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      You're right. This would be a simple matter. In fact, if you open the CK and load my mod and the dimensional home mod (making sure neither are set as active), you can then find the object in the dimensional home mod, copy it, paste it into the Garden of New Behinnings, then go back to the original item and disable it (don't delete it). Then save your new mod and enjoy.

      Unfortunately, this is not something I, myself, will do and release. I would rather keep single pickupable items out of the garden, preferring everything to be in containers. In addition, the goal of the containers is to provide you with starting gear. A portable player home does not count as starting gear, in my opinion.
    2. Dragonsthorn
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      Well, the intent was to have at least some kind of safe storage for a Chanterelle based playthrough, and Chanterelle is huge and doesn't have a native playerhome, far as I know. That was the main reason I asked for a patch. That said, I understand your point. Thanks regardless for taking the time to answer.

      Also, as a suggestion, it may be worth to add a shiv, a pickaxe and a woodcutter's axe - the former, for a beggar/thug/prisoner roleplay, and the latter two because they're utility.
    3. Nahlbrii
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      Also, as a suggestion, it may be worth to add a shiv, a pickaxe and a woodcutter's axe - the former, for a beggar/thug/prisoner roleplay, and the latter two because they're utility.

      This may be worth looking into in my future update. I plan to change how Items are added to the 2 optional containers I added, allowing for a single plugin to support all the optional bathing/camping mods, using FormList Manipulator. I (as well as users) will then be able to add items to all the other containers by editing the flm.ini that will be included or by creating their own.

      I think the reason i ommitted them at this time (the axe and pickaxe, that is), was because of how widely available they are at sites where they are needed. Almost every mine contains a free pickaxe to pick up, and almost every wood chopping block has a free woodcutter's axe nearby.
  5. MonstreCharmant24
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    Hello, can you add support for Hunterborn knives please?
    1. Nahlbrii
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      Soon I will be redoing how the optional containers work and appear in the Garden. When I do that, I may add Hunting Knives in an addon.

      In the meantime, it is easy enough to do yourself in xEdit:


      • Just load Hunterborn, Alternate Perspective, and this mod (if you want to add them to one of my added furniture containers). Also load one of the addons for the camping supplies (cc-camping or campfire) if you want to add it to that container and still have the camping supplies available as well.
      • After it's loaded, expand either Alternate Perspective, this mod, or the addon (depending on which container you want to put the knives in).
      • Expand Container.
      • Right click on the container you want to add them to.
      • Select Copy as override into....
      • Double click <new file>.esp (with the ESL flag).
      • Give it a name.
      • Right click your esp in the left panel and click Add Masters...
      • Double click Hunterborn.esp.
      • Expand Hunterborn.esp in the left panel.
      • Expand Weapons.
      • Select the Hunting Knife you want to add to the container
      • In the right panel select the Form ID and press Ctrl+C to copy it
      • Now expand your esp in the left panel and then Container and click on the container listed
      • Now, in the right panel, right click, in the column for your new esp, the row marked Items (sorted).
      • Click Add.
      • A new item should pop up.
      • Double click where it says NULL - Null Reference [00000000] and press Ctrl+V to paste the copied form id.
      • Press Enter
      • Underneath it, change the 0 to 1
      • Repeat Steps 10 - 20 for any other knives you want to add
      • Once finished, close xEdit making sure to save your esp.
      • Make sure your esp is enabled in your mod manager and start a new game. The Hunting Knives you added to the container should be in there.
  6. thomaspan977
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    some meshes are missing in my case:
    Spoiler:  
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    1. steelfiredragon
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      do you have nature of the wildlands installed?
    2. thomaspan977
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      no, i didn't install it. I'm now using Septentrional LandscapesSkyrim 2020 Parallax - Downscaled Textures, SMIM and Skyrim Landscape and Water Fixes.
    3. Nahlbrii
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      Interesting. To be fair, I forgot to open this in SE to test before releasing. I just now did, with only the bare minimum requirements, and... I have good news and bad news.

      The good news: All meshes are present and accounted for.

      The Bad news: The landscape is missing. I can see it clearly in the CK, I can even raise and lower it in the CK, but any changes I make there don't transfer to the game. The landscape simply remains as a flat plain well below where it should be.

      I will try to look into this further. There must be a fixable reason why CK landscape edits are not showing in game in SE. The area works perfectly in VR.

      Edit: Due to my work schedule,  I will be working on this Tuesday night. Hopefully it will be ready Wednesday or Thursday morning. I plan to rebuild it from scratch while testing it each step of the way in SE to find out when it goes wrong. I think I have an idea what happened. If I'm right, then version 1.1 will be fully compatible with both SE and VR. Hopefully I won't need to maintain separate versions for SE and VR.
    4. Nahlbrii
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      Issue fixed in version 1.1.

      The reason it worked in VR but not in SE is due to limitations with the ESL flag and terrain. VR ignores the flag. As soon as I activated the flag as I was rebuilding it, the terrain disappeared in SE. So I stopped rebuilding, and removed the flag in the original and now it is fixed.

      Thank you thomaspan977
    5. thomaspan977
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      yeah it works perfect now :)  also thank you for your mod and quick fix~