I've put a couple thousand hours into HB, and I feel like it's pretty much done.
It has a few lingering bugs, but for the most part these are mod compatibility issues. It has a few unfinished and unpolished features, like Soups and Stews. Most mods do.
I'd like to get 1.6.3 released at some point to address Hunting in Skyrim compatibility. No promises.
I'm working on adding SKSE and MCM support but as a solo modder taking care of two followers and working full time at the Dead Man's Drink to pay off my bounties I can't provide any kind of release date.
My best advice for troubleshooting is: Read the manual. Learn to use xEdit. Uninstall and reinstall using NMM.
I will try to drop by from time to time to answer posts. No promises.
The version available here doesn't even require SKSE, so it's 100% compatible out-of-the-box. If you''re using the Hunterborn SE MCM version, that should be compatible as well, as long as you first grab the SKSE Preliminary AE build. We'll be looking at adding support for Creation Club content in a future update.
I just started playing the skyrim SE AE version of skyrim and added everything needed to use hunterborn, but I have one issue, when butchering an animal no meat shows up in my inventory, any idea as to why? I also use the Hunterborn SE MCM with the this one could it be a conflict somewhere? any help would be appreciated thanks.
I'm not sure which mod manager you're using, but if it's MO2, make sure Hunterborn MCM is loading after this file in the left pane, otherwise the scripts won't match the changes in the plugin (this shouldn't be an issue with Vortex). If that's not the issue, my only other suggestion would be to double-check the MCM settings.
I use Nexus mod manager I know how it works and honestly I do not know how MO2 or Vortex works, and I just rearranged the MSN one putting it under Hunterborn SE to see if that works, cause honestly I have tried fixing the issue with the MCM menus in game with no luck.
having a new issue now, where sheets of fur isn't a option to craft, I think I had it before but now can't do it? I had to disable the mod for now, until I can figure out what's up.
Is this mod open permissions now in terms of patches? Couldn't message the author and looking at the comments it seems like it might be "under new management" so to speak, so I figured I'd just ask here lol.
yeah specifically someone in my comments asked for animal fat to be usable as a recipe for the arrow wraps and that's a super simple patch to make. I wish Nexus had just ONE more permission bubble specifically for allowing compatibility patches, but I guess the scope of a patch is so arbitrary that it's not something you could easily have a blanket yes or no on unless you just don't care what they do to your mod lol
Just want to put this here for anyone who converts as many plugins to ESL as possible, you cannot convert the soups and stews plugin to ESL. All it does is crash the creation kit. Thats one ESP you have to have if you use it.
P.S. If this could get pinned for people who do this that would be much appreciated
first let me start by saying i LOVE this mod i wont play a skyrim game without it now.
i also understand that the creator has stated they will probably not be updating but i found a very minor bug that i felt players should know about
in blean falls barrow beginner quest
if you accidentally pick up and have to drop any of the skeevers that are laying around in the dungeon they will float and it creates an opertunity for unlimited skinning and component grabbing
Hi! Glad to hear you're enjoying the mod; I can't play without it either!
I haven't run into this issue in Bleak Falls Barrow before, so it's possible that it's being caused by a mod conflict, but I'll double-check that when I have the opportunity.
I need some help please, I have this mod & Trades Routes installed & I would like to disable pelt values in Hunterborn, so that Trade Routes prices take over for the cost of animal pelts, I can't see an option in the setup/config menu of this mod, does anyone know how to disable pelt values in Hunterborn at all.
From Hunterborn's Docs section
Presets ------- Here you can change options for the goods that animals yield, as well as one for hunting knives: * Pelt values: If you have a mod that boosts or reduces merchant trading prices, it may help to configure pelt values accordingly.
Hunterborn SE (1.2 - 1.6.2) - Supported Do not use use Hunterborn's Pelt Values option together with Trade Routes' Regional Prices option; one or the other should be disabled.
Hunterborn is coded to set pelt values by script; these values use the vanilla Skyrim values by default, and are contained in the DefaultPeltValues array in the main Hunterborn quest "_DS_Hunterborn". To the best of my knowledge, there's no way of disabling this functionality, so I would assume that compatibility note refers to not changing those values by using one of Hunterborn's other presets ("valuable", for example). It's possible that in order to adjust the pelt values in this way, the MCM version of Hunterborn may be required (I don't recall for sure). So my understanding of that is that as a long as you don't change the default Hunterborn pelt value preset, you should be fine.
If it were necessary to adjust the pelt values in Hunterborn for whatever reason, you'd likely need this to figure which array element corresponds to which pelt.
Spoiler:
Show
int Property INDEX_BEAR= 0 AutoReadOnly int Property INDEX_BEARCAVE= 1 AutoReadOnly int Property INDEX_BEARSNOW= 2 AutoReadOnly int Property INDEX_CHICKEN= 3 AutoReadOnly int Property INDEX_COW= 4 AutoReadOnly int Property INDEX_DEER= 5 AutoReadOnly int Property INDEX_DOG= 6 AutoReadOnly int Property INDEX_ELKFEMALE= 7 AutoReadOnly int Property INDEX_ELKMALE= 8 AutoReadOnly int Property INDEX_FOX= 9 AutoReadOnly int Property INDEX_FOXICE= 10 AutoReadOnly int Property INDEX_GOAT= 11 AutoReadOnly int Property INDEX_HARE= 12 AutoReadOnly int Property INDEX_HORKER= 13 AutoReadOnly int Property INDEX_HORSE= 14 AutoReadOnly int Property INDEX_MAMMOTH= 15 AutoReadOnly int Property INDEX_MUDCRAB01= 16 AutoReadOnly int Property INDEX_MUDCRAB02= 17 AutoReadOnly int Property INDEX_MUDCRAB03= 18 AutoReadOnly int Property INDEX_SABRECAT= 19 AutoReadOnly int Property INDEX_SABRECATSNOW= 20 AutoReadOnly int Property INDEX_SKEEVER= 21 AutoReadOnly int Property INDEX_SLAUGHTERFISH= 22 AutoReadOnly int Property INDEX_WOLF= 23 AutoReadOnly int Property INDEX_WOLFICE= 24 AutoReadOnly int Property INDEX_DEERVALE= 25 AutoReadOnly int Property INDEX_SABRECATVALE= 26 AutoReadOnly int Property INDEX_BRISTLEBACK= 27 AutoReadOnly
I have the MCM menu installed for Hunterborn & I was looking through the option for pelt values to disable them, but there isn't one.
Like you have said, I will leave it on default & travel around with a pelt to see if the value changes according to Trade Routes rules. If it doesn't, then I will post this question on the Trade Routes mod page & see if the author of that mod can help.
Thank you for your reply as well, much appreciated.
After doing a bunch of foraging I noticed a skull named "all things must die" was added to my inventory and I was under the effect of a "curse of entropy." I can't find any info on either of these things in the readme or online. Does anyone know what these might be?
There's a number of items you can find while foraging, including that skull, which, to the best of my knowledge, only exist to add some flavor the foraging experience. The curse is set up as a disease in the plugin, so a potion of Cure Disease or activating a shrine *should* remove it.
The primary method Hunterborn uses to determine a creature's type is it's Death Item list, so my best guess would be that it was a (likely mod-added) Frostbite Spider with an incorrectly assigned DeathItemList (wolf, specifically).
Having two versions of Hunterborn on Xbox would potentially be very confusing. Is there any possibility of convincing the original porter to revert the file name? Barring that, while not ideal, Wrye Bash should be able to change the master for any patches to whatever the file is now called (prior to porting the patches, of course).
Apologies for missing this reply! I'll see if I can contact the previous porter and suggest changing to the correct esp name. We are used to having multiple versions of things on Xbox, as generally we've got better at optimising and packing .bsas in a more efficient way as the years have gone by (space is the big enemy on Xbox with a 5gb cap). I could also port an 'optimised' version for about half the size of the current one if that would help to distinguish it, including an MCMish menu (we have to rewrite these for Xbox as SkyUI doesn't work). Will wait to hear what you think, and will reach out to previous porter in the meantime. Have a great day!
Sure, if the previous porter doesn't respond or won't change the name, go for it. I think an "optimised" version would be a good way to distinguish it from the other versions. If you do go that route, could I ask you to also port the Soups and Stew modules (and any other patches you think are relevant; someone a few comments down was asking after an Xbox version of it.
I didn't have any luck getting in touch (can't join the discord server as requires phone verification) and couldn't find anyone who was a member. I've gone ahead and ported an optimised version, the soups & stews addon, and the campfire patch
And opened up a thread on r/SkyrimModsXbox, linked to in the descriptions, for any issues/patch requests to hopefully stop them coming your way. If there's anything in there that you'd like me to change, or you're not happy with how it's been represented, please let me know and I'll change. Also wanted to ask, as Survival is now part of the main game, if you would be ok with me editing to add survival keywords. Can also make a seperate patch if you'd rather I didn't. Thanks again for being so helpful, really appreciated.
1586 comments
I've put a couple thousand hours into HB, and I feel like it's pretty much done.
It has a few lingering bugs, but for the most part these are mod compatibility issues. It has a few unfinished and unpolished features, like Soups and Stews. Most mods do.
I'd like to get 1.6.3 released at some point to address Hunting in Skyrim compatibility. No promises.
I'm working on adding SKSE and MCM support but as a solo modder taking care of two followers and working full time at the Dead Man's Drink to pay off my bounties I can't provide any kind of release date.
My best advice for troubleshooting is: Read the manual. Learn to use xEdit. Uninstall and reinstall using NMM.
I will try to drop by from time to time to answer posts. No promises.
Cheers,
unuroboros
Are you looking at patching for Fire Ignites Arrows? That would be great!
P.S. If this could get pinned for people who do this that would be much appreciated
i also understand that the creator has stated they will probably not be updating but i found a very minor bug that i felt players should know about
in blean falls barrow beginner quest
if you accidentally pick up and have to drop any of the skeevers that are laying around in the dungeon they will float and it creates an opertunity for unlimited skinning and component grabbing
I haven't run into this issue in Bleak Falls Barrow before, so it's possible that it's being caused by a mod conflict, but I'll double-check that when I have the opportunity.
I need some help please, I have this mod & Trades Routes installed & I would like to disable pelt values in Hunterborn, so that Trade Routes prices take over for the cost of animal pelts, I can't see an option in the setup/config menu of this mod, does anyone know how to disable pelt values in Hunterborn at all.
From Hunterborn's Docs section
Presets
-------
Here you can change options for the goods that animals yield, as well as one for hunting knives:
* Pelt values: If you have a mod that boosts or reduces merchant trading
prices, it may help to configure pelt values accordingly.
From Trade Routes compatibility details section
Compatibility Details
Hunterborn SE (1.2 - 1.6.2) - Supported
Do not use use Hunterborn's Pelt Values option together with Trade Routes' Regional Prices option; one or the other should be disabled.
Thank you
If it were necessary to adjust the pelt values in Hunterborn for whatever reason, you'd likely need this to figure which array element corresponds to which pelt.
int Property INDEX_BEAR= 0 AutoReadOnly
int Property INDEX_BEARCAVE= 1 AutoReadOnly
int Property INDEX_BEARSNOW= 2 AutoReadOnly
int Property INDEX_CHICKEN= 3 AutoReadOnly
int Property INDEX_COW= 4 AutoReadOnly
int Property INDEX_DEER= 5 AutoReadOnly
int Property INDEX_DOG= 6 AutoReadOnly
int Property INDEX_ELKFEMALE= 7 AutoReadOnly
int Property INDEX_ELKMALE= 8 AutoReadOnly
int Property INDEX_FOX= 9 AutoReadOnly
int Property INDEX_FOXICE= 10 AutoReadOnly
int Property INDEX_GOAT= 11 AutoReadOnly
int Property INDEX_HARE= 12 AutoReadOnly
int Property INDEX_HORKER= 13 AutoReadOnly
int Property INDEX_HORSE= 14 AutoReadOnly
int Property INDEX_MAMMOTH= 15 AutoReadOnly
int Property INDEX_MUDCRAB01= 16 AutoReadOnly
int Property INDEX_MUDCRAB02= 17 AutoReadOnly
int Property INDEX_MUDCRAB03= 18 AutoReadOnly
int Property INDEX_SABRECAT= 19 AutoReadOnly
int Property INDEX_SABRECATSNOW= 20 AutoReadOnly
int Property INDEX_SKEEVER= 21 AutoReadOnly
int Property INDEX_SLAUGHTERFISH= 22 AutoReadOnly
int Property INDEX_WOLF= 23 AutoReadOnly
int Property INDEX_WOLFICE= 24 AutoReadOnly
int Property INDEX_DEERVALE= 25 AutoReadOnly
int Property INDEX_SABRECATVALE= 26 AutoReadOnly
int Property INDEX_BRISTLEBACK= 27 AutoReadOnly
I have the MCM menu installed for Hunterborn & I was looking through the option for pelt values to disable them, but there isn't one.
Like you have said, I will leave it on default & travel around with a pelt to see if the value changes according to Trade Routes rules. If it doesn't, then I will post this question on the Trade Routes mod page & see if the author of that mod can help.
Thank you for your reply as well, much appreciated.
Many thanks
Hunterborn Optimised
Soups and Stews
Campfire Patch
And opened up a thread on r/SkyrimModsXbox, linked to in the descriptions, for any issues/patch requests to hopefully stop them coming your way. If there's anything in there that you'd like me to change, or you're not happy with how it's been represented, please let me know and I'll change. Also wanted to ask, as Survival is now part of the main game, if you would be ok with me editing to add survival keywords. Can also make a seperate patch if you'd rather I didn't. Thanks again for being so helpful, really appreciated.
Yes, I think incorporating Survival keywords makes a lot of sense. Go for it!