The "RBB Row Boats - Ashbound Patch" is for the older version of the mod "Ashbound" which is not available anymore on Nexus. It won't work on current version of said mod.
Hi! Reaching out because of a comment on one of my patches asking to cover a RBB-GKB Waves integration. In the interest of not splintering coverage, would you be willing to include the RBB rowboat by Icewater Jetty into your GKB Waves Reborn patch?
Form ID 0201A525. Located in worldspace block <-2, 0>, sub-block <-5, 3>, DLC1IcewaterJetty <-37, 29>.
Edit: And just now I've realized you're the commenter, lol. Would you prefer I include this on my patch? General GKB waves integration is a bit out of scope, though I suppose I could expand scope.
Kindly asking why I should make sure to have SMIM installed? Does SMIM do something with the boats? (I don't think so) Or is it more of a general recommendation for visual game improvement? (eg. SMIM improves the ropes etc.)
Just saying, I installed RBB without SMIM on a test setup and it works just fine. And I agree that the FYX Row Boat is a wonderful addition. Thank you toostrus!
The FOMOD doesn't detect that I have Ashbound installed. I could unpack the .esp of the Ashbound patch from the file itself, but I don't know if I'm missing meshes connected to that .esp
EDIT: It seems Ashbound no longer relies on an .esp, which might be the issue. Is the patch still necessary? Also, I'm using the BOS update of your mod.
Just wanted to say "Thank you" for this! It's a great alternative to the original, because so many things change the meshes of the big ships and make the full version unusable due to clipping models....now I can use this one + Consistent Lake ships & it's addon! To me, it makes sense that the rowboat's movement would be more perceptible anyway.
Thanks for updating these. I used these on an older play through and they are amazing little mods, I really think sound effects should be used too, like a ringing bell in port or random background voices. I'm wondering though if you could make the patcher manual instead of auto patching please. It isn't always easy modding certain things simply because I might save the towns for modding last. I also tend to ignore auto patching mods too, usually accidentally and then I forget the mods tied to them.
Whereas if we can choose what patches to use we have greater choice in modding our games. I don't use auto patchers for this reason. I might not have everything check marked yet even though I know what I will include in the future but if it is an auto patcher I usually just incidentally ignore the mod and move on, only to realize later I forgot a real fun mod I wanted to use.
I downloaded and endorsed a while ago. Thank you for releasing these toostruus.
Make a text file and call it "YourModName_SWAP.ini" and put it in your mod folder (near the .esp). This is what you write in it for example [Forms] ShipRowBoat01|ShipRowBoatAnim010000
ShipRowBoat01 is the EditorID of the object that will be swapped, the vanilla boat. ShipRowBoatAnim010000 is the object you are swapping to, from your mod. So now all of the placed ShipRowBoat01 in the World or Cell records will be swapped at runtime, this is true for vanilla and any mod records.
This also means that for a BoS version, main esp and its patches don't need those overwrites that you currently have, where in the World records you manually overwrote vanilla ships with modded ones. You can name objects either by EditorID or FormID, either swap all base object or a specific reference, swap objects in a particular location, cell, or a location associated with a keyword, and change the position of the swapped model if you want. It explains how on the mod page.
Just one problem we both thought of with Base Object Swapper. Some rowboats are on land. So bobbing those rowboats would be silly.
Thnx anyway @Confessoru for the suggestion tho and sending me that ini. Quite simple and never thought of that it would be that simple. Thanks for learning something.
I'm not sure but if it works like SPID it should be possible to comment out specific objects with their formids. That's extra work to identify and comment out those on-land boats though, but then bye bye patches ? Thx anyway for the mod :)
32 comments
It won't work on current version of said mod.
Form ID 0201A525. Located in worldspace block <-2, 0>, sub-block <-5, 3>, DLC1IcewaterJetty <-37, 29>.
Edit: And just now I've realized you're the commenter, lol. Would you prefer I include this on my patch? General GKB waves integration is a bit out of scope, though I suppose I could expand scope.
Just saying, I installed RBB without SMIM on a test setup and it works just fine. And I agree that the FYX Row Boat is a wonderful addition. Thank you toostrus!
EDIT: It seems Ashbound no longer relies on an .esp, which might be the issue. Is the patch still necessary? Also, I'm using the BOS update of your mod.
That is why i uploaded this.
What's your recommendation? Mine is ordering like this:
RBB Row Boats.esp
Realistic Boat Bobbing SE - DisabledRefs.esm
Realistic Boat Bobbing.esp
I'm seeing conflicts between Row Boats and RBB, are they placing the same statics?
thank you!
It is in there
Whereas if we can choose what patches to use we have greater choice in modding our games. I don't use auto patchers for this reason. I might not have everything check marked yet even though I know what I will include in the future but if it is an auto patcher I usually just incidentally ignore the mod and move on, only to realize later I forgot a real fun mod I wanted to use.
I downloaded and endorsed a while ago. Thank you for releasing these toostruus.
[Forms]
ShipRowBoat01|ShipRowBoatAnim010000
ShipRowBoat01 is the EditorID of the object that will be swapped, the vanilla boat. ShipRowBoatAnim010000 is the object you are swapping to, from your mod. So now all of the placed ShipRowBoat01 in the World or Cell records will be swapped at runtime, this is true for vanilla and any mod records.
This also means that for a BoS version, main esp and its patches don't need those overwrites that you currently have, where in the World records you manually overwrote vanilla ships with modded ones.
You can name objects either by EditorID or FormID, either swap all base object or a specific reference, swap objects in a particular location, cell, or a location associated with a keyword, and change the position of the swapped model if you want. It explains how on the mod page.
Do you have this ini file allready created? If so, i can upload the file and credit you?
Some rowboats are on land. So bobbing those rowboats would be silly.
Thnx anyway @Confessoru for the suggestion tho and sending me that ini. Quite simple and never thought of that it would be that simple. Thanks for learning something.
But i'm not familiar with SPID on how to make it work. But if someone is willing to. Go ahead.
https://www.nexusmods.com/skyrimspecialedition/mods/22712