Make sure to place all files from this mod BEFORE DyndoLOD and Occlusion.esp aka if dydolod/occlusion.esp is installed, that should be the very last mod in your list. If dydolod is not installed, make sure to place this mod's files BEFORE any land edits/water mods.
This is recommended mod -> Papyrus Tweaks NG with Experimental feature on: bSpeedUpNativeCalls = true
To reiterate from Description-install:
"- Place cs_fishingnet.esp in any location where master plugins go. (This is an esp master in ESL format that I use as my framework) - The patch files installed in this order (note - you must use either mod A, B, or both): A) cs_fn_world.esp (optional if using cs_fn_portable.esp. You can use both as this adds activators around the world) B) cs_fn_portable.esp (optional if using cs_fn_world.esp. You can use both as this adds a portable Fishing Net as a misc item) B.1) cs_fn_portable_patch.esp (cs_fn_portable.esp required if using this patch file. This adds a Fishing Net as a weapon so you can 'cast aka attack' and have some animation with it.)" C.)Any optional patches for this mod would go here D.) Any land edit mods / water mods / dydolod files
Dec. 25. 2024 v. 1.2.2 (fixed) couple of wild edits near the RIften fishery. Removed them via xedit and moved a world activator from the water and boat to the dock.
v. 1.2.1 update (fixed) previous version wasn't compressed correctly resulting in some forms being incompatible with the esl format. Due to recompressing, a new game is required if updating.
v. 1.2 update (changed) Completely rewrote the scripts and removed esl master flag. Due to this change, a new game is required if updating only. Safe to install if having never started this mod. (added) powerofthree's Papyrus Extender is now a requirement. Makes the script a lot more optimized and faster without the need to have 'bSpeedUpNativeCalls = true'. (added) MCM to change some options. The world nets can double the radius area, while the portable nets can decrease to reduce the radius. (added) a chance percentage to catch fish or have some 'escape.' Can be toggled off in the MCM. (fixed) The fish storage that pops up afterwards will no longer do so if there are no fish in the area to catch. (added) Options, hotfixes etc.. are included in the FOMOD.
Okay, I checked my mod again in x-edit.. and I think I know what's happening. It's not that it needs a patch, it's a mistake in that area on my part. At one point I was messing around with having the boat and area be enabled only after having purchased the dock from the steward. I'll have to revert it back to the original and check that area again. Good catch and thanks for letting me know.
Thank you, appreciate it. After doing modding for years, it's like modding 101 for me. Any static object that's on a path, stick a navcut around it. No need to redo navmeshes, unless it's a major area overhaul or if you need follower portals to inside areas.
Yeah I already compressed and got rid of the esl master flag. They're regular espfee files now. And that is true about saves, if people update mid game. This won't hurt it so long as it's on a new game. When I get home, I'll check again to make sure there are no xedit errors and they are within the espfee range.
Any Raven Rock overhaul (I currently have none in my LO)
As far as I remember, these are the only mods, in my Load Order, that revolve around ports, harbors and sea/rivers in general, or that touch those areas (I will be able to come back to work on my LO and experiment with modding not before mid December...), and I hope would be useful for you and other users too in terms of patching and conflict-solving.
okay, so I use jk's outskirts and those are fine. Actually went through most of that list and there weren't any patches needed. The ones like wyrmstooth, beyond bruma, beyond reach etc.. are new land masses and I have no added nets there.
I'm not actually adding anything, just seeing if there are conflicts with existing areas and creating patches if there are. So far, I haven't seen any aside from Riften docks. Also, you can get the same net grabbing fish by using the portable fishing net option and/or the hand held net and it'll work wherever you are; having a net in world isn't really needed. Was just something I added as a little, "oh a look a net I can activate.. cool" type feature.
I may at some point add some, if I end up using those mods.
Though, I have to thank you for the list as I may end up swapping out jk's solitude outskirts for the Enhanced Solitude Docks. Been using Jk's stuff so long, it's become a common natural part of my playthough, that I hadn't considered some alternatives. Looking through your list, has given me a pause for thought in maybe recreating my mod list again.
I use JK's Solitude Outskirts and ESD with no problems at all! The ESD author is working on a patch (maybe some minor clipping that I hadn't seen), and JK's Solitude Outskirts got a patch for Enhanced Solitude here
Oh no, now I'm SO conflicted :D This is really great and as such works well with U Can't Touch Fish (I use the chance version) BUT now fish will become really plentiful again and those that want to restrict access to food for survival mods have a new problem. What to do, what to do.. I installed this for now as the idea is brillliant but some kind of version that limits the catch would be better suited for me :) I'll take a look if I can work out something with my modest modding skills. This is only an idea, if it would make the mod more complex or if simply you don't feel like it, feel free to ignore.
Edit: I actually haven't tried this yet and it occured to me that depending on how U Can't Touch Fish is implemented it might interfere. I'll pop a note when I know.
Yeah, this mod doesn't touch anything to do with how fish spawn in etc.. it's strictly a means to collect what's already in the area faster than diving into the waters to grab them yourself.
in fact, I use another mod too, forgot the name, but it respawns critters/fish etc.. once you leave the area for a few moments. So, I know what you mean. That would have to be another mod that causes those respawns.
Also, my mod does have a check in there if the fish are owned by others to NOT grab those. I'd be interested to see if 'U can't touch fish' makes some of them owned by other npc's.
edit: Thinking about it, it actually should play nice with u can't touch fish. Because that was the reasoning I made this mod, to not go in the water to pick them up with your hands. My thought was, okay, toss net in, have them collected, grab whichever fish you want from the container afterwards and move on.
post edit: Hmm, what I could do at some point is maybe instead of having all picked up in an area, perhaps do something similar with a chance that not all are collected. Thanks for bringing this up, gives me something to think about as a potential future feature.
Thank you for letting me know. That's my fault. I guess I was using a rope texture from Smim when the mesh was done and forgot to add that mod as a dependency. I'll see if I can just redo and use another texture/model/ free resource and when I have time, add it.
41 comments
Make sure to place all files from this mod BEFORE DyndoLOD and Occlusion.esp aka if dydolod/occlusion.esp is installed, that should be the very last mod in your list.
If dydolod is not installed, make sure to place this mod's files BEFORE any land edits/water mods.
This is recommended mod -> Papyrus Tweaks NG with Experimental feature on: bSpeedUpNativeCalls = true
To reiterate from Description-install:
"- Place cs_fishingnet.esp in any location where master plugins go. (This is an esp master in ESL format that I use as my framework)
- The patch files installed in this order (note - you must use either mod A, B, or both):
A) cs_fn_world.esp (optional if using cs_fn_portable.esp. You can use both as this adds activators around the world)
B) cs_fn_portable.esp (optional if using cs_fn_world.esp. You can use both as this adds a portable Fishing Net as a misc item)
B.1) cs_fn_portable_patch.esp (cs_fn_portable.esp required if using this patch file. This adds a Fishing Net as a weapon so you can 'cast aka attack' and have some animation with it.)"
C.)Any optional patches for this mod would go here
D.) Any land edit mods / water mods / dydolod files
v. 1.2.2
(fixed) couple of wild edits near the RIften fishery. Removed them via xedit and moved a world activator from the water and boat to the dock.
v. 1.2.1 update
(fixed) previous version wasn't compressed correctly resulting in some forms being incompatible with the esl format. Due to recompressing, a new game is required if updating.
v. 1.2 update
(changed) Completely rewrote the scripts and removed esl master flag. Due to this change, a new game is required if updating only. Safe to install if having never started this mod.
(added) powerofthree's Papyrus Extender is now a requirement. Makes the script a lot more optimized and faster without the need to have 'bSpeedUpNativeCalls = true'.
(added) MCM to change some options. The world nets can double the radius area, while the portable nets can decrease to reduce the radius.
(added) a chance percentage to catch fish or have some 'escape.' Can be toggled off in the MCM.
(fixed) The fish storage that pops up afterwards will no longer do so if there are no fish in the area to catch.
(added) Options, hotfixes etc.. are included in the FOMOD.
edit: updated hotfix.
Happy modding,
-Mush-
all the best,
WT
When I get home, I'll check again to make sure there are no xedit errors and they are within the espfee range.
Just tested compressing it into an esl in Xedit and yeah half of it was uncompressed by the looks of it.
I can download and check it out regardless and see.
Happy modding,
-Mush-
edit: patch for it is up if anyone needs it.
If you have time and interest to do some more patches, I'd present you a couple of mods:
- Winterhold Docks
- The Port City of Windhelm
- Enhanced Solitude Docks
- Wyrmstooth
- Beyond Skyrim: Bruma
- Beyond Reach
- Northern Fortifications - Riverwood
- COTN series (I suggest the individual cities overhauls): Dawnstar, Morthal, Winterhold, Falkreath;
- TGC series (I suggest the individual cities overhauls): Winterhold and Dawnstar are the ones I use, but you can check the others out too;
- COTN Dawnstar + TGC Dawnstar Patch (+JK)
- Dawnstar Fish Market (has patches for all the above overhauls)
- Better Tel Mithryn, if you want to add anything around there;
- JK's Markarth Outskirts;
- Markarth Outskirts (different from the previous one, check the compatibility patch between the two here);
- Riften Extension - Southwoods District;
- JK's Riften Outskirts;
- Riften Docks Overhaul;
- JK's Windhelm Outskirts (I'm not sure if edits nearby rivers);
- JK's Whiterun Outskirts + Capital Whiterun Expansion + Ryn's Whiterun CIty Limits + Whiterun Exterior Small Addon for the nearby rivers;
- Solstheim - Skaal Fishing Camp, a cute little mod that I turned ESPFE in my load order, maybe you'll have fun putting something around there as well!
- JK's Solitude Outskirts;
- ESO Online Imports for possible overlappings;
- Northern Roads, same as 22.
- Seasons of Skyrim, for a better blending in the environment:
- Shumer and the Priest Kings;
- I don't know about Vigilant tbh.
- Any Raven Rock overhaul (I currently have none in my LO)
As far as I remember, these are the only mods, in my Load Order, that revolve around ports, harbors and sea/rivers in general, or that touch those areas (I will be able to come back to work on my LO and experiment with modding not before mid December...), and I hope would be useful for you and other users too in terms of patching and conflict-solving.Thank you again!
I can take a look, sure.
I'm not actually adding anything, just seeing if there are conflicts with existing areas and creating patches if there are. So far, I haven't seen any aside from Riften docks. Also, you can get the same net grabbing fish by using the portable fishing net option and/or the hand held net and it'll work wherever you are; having a net in world isn't really needed. Was just something I added as a little, "oh a look a net I can activate.. cool" type feature.
Though, I have to thank you for the list as I may end up swapping out jk's solitude outskirts for the Enhanced Solitude Docks. Been using Jk's stuff so long, it's become a common natural part of my playthough, that I hadn't considered some alternatives. Looking through your list, has given me a pause for thought in maybe recreating my mod list again.
Happy modding,
-Mush-
The ESD author is working on a patch (maybe some minor clipping that I hadn't seen), and JK's Solitude Outskirts got a patch for Enhanced Solitude here
Edit: I actually haven't tried this yet and it occured to me that depending on how U Can't Touch Fish is implemented it might interfere. I'll pop a note when I know.
in fact, I use another mod too, forgot the name, but it respawns critters/fish etc.. once you leave the area for a few moments. So, I know what you mean. That would have to be another mod that causes those respawns.
Also, my mod does have a check in there if the fish are owned by others to NOT grab those. I'd be interested to see if 'U can't touch fish' makes some of them owned by other npc's.
edit: Thinking about it, it actually should play nice with u can't touch fish. Because that was the reasoning I made this mod, to not go in the water to pick them up with your hands. My thought was, okay, toss net in, have them collected, grab whichever fish you want from the container afterwards and move on.
post edit: Hmm, what I could do at some point is maybe instead of having all picked up in an area, perhaps do something similar with a chance that not all are collected. Thanks for bringing this up, gives me something to think about as a potential future feature.
it's pale purple in my inventory.
not serious but defiantly jarring.
Happy Modding,
-Mush-