If you're having a problem with dropped items not appearing in the world, that means the scripts aren't firing and is an install problem that I cannot address. Vortex/NMM and even Mod Organizer can cause this problem if mods are installed on a separate drive than where the game is installed.
Version 1.0.2 is now cleanly packed into BA2 archives and should address this problem.
• You gotta DROP the items from your inventory to use them! Was the only way to do it without F4SE.
• If you're using crafting mods / overhauls that move items out of the Chem Station into their own crafting stations, you will have to figure out where that is on your own, as I have no control or insight into your load order. Crafting recipes use keywords, so these types of overhauls will affect all mods, and I can't track down what each crafting/hardcore/etc. does with recipes.
• As of v1.0.2 the "Adventures in Camping" book is no longer required to craft the Workshop objects. Better late than never.
• As of v1.0.3 Campsite sleeping bags and tents are now fully functional with Survival Mode. You will get no diseases sleeping on a Campsite sleeping bag or tent, and you will receive the Well-Rested perk anywhere in the wild. You can sleep as long as you want in any of the tents/sleeping bags.
• Sometimes telling a companion to sleep in a tent, they'll say "I can't do that" because they think it's obstructed. Just try a few times and they'll get it. I'm working on refining the entry points so they don't get confused.
• If you add items to your inventory via the console, do them one at a time!!! For example, if you were going to cheat and add 20 of fire kits to your inventory, DON'T do player.additem [xxxxxxx] 20 instead add ONE at a time (press UP to repeat the command if you like.) Why? There's a long-standing issue with Beth games where items added in groups via the console share the same reference ID. What this means in non-tech talk is that if you drop a fire kit, it will just hover in the air and not light, because it doesn't have an ID the script can work with. Add one thing at a time (or craft 'em, ya cheater!)
• The way that these items work, they 'transform' when dropped from your inventory. There's a funny side effect that if you again, use the console, to remove them, they will act like you dropped them. The best way to get rid of items is to put them into a container. I'm working on letting you scrap them in the wild if you're TRULY done and need some components.
• You can store stuff in the cooking pot while it's placed (vanilla functionality, I can't change that so far) but if you pick it up, all of your items stored in it will vanish. That's expected. Don't use it as a container!! Future versions will address this.
• If you want to remove Well-Rested from the sleeping bags and tents, you can remove the CampingKit_WellRested keyword from the items in xEdit.
Working perfectly and is a fantastic addition, thank you so much for creating this and sharing, fadingsignal.
I just wanted to add, for anyone using Flashy(JoeR) - Advanced Needs 76(which I HIGHLY recommend), you will need to edit these Keywords in the Campsite mod, otherwise, Advanced Needs 76 will see Campsite's sleeping bags as dirty and you will get bedbugs. This quick change fixes it and makes them seen as clean beds now :)
Campsite.esp > Furniture > sleeping bags (all 10 variants) add "HardCorePlayerSleepKeyword" to the keywords
Hi! This mod is largely unchanged from its inception in 2016, is very clean, and is a staple in a large number of player's load orders, so it's likely something happening on your side. This mod was built using the older version of the game and is compatible with all versions. Any mods that create incompatibilities would not cause crashes that I'm aware of.
Many many things can cause a crash to desktop that have nothing to do with mods. How did you narrow it down to this one?
this is very vague and unhelpful also since this mod has zero bug reports from i what seen this sounds like an user error issue unrelated to this mod. can you add details?
That's just built into the game. You can turn on/off when the game saves in your settings. Not sure if it can be fully disabled in survival mode or not, been too long since I've played.
sry i might of not been clear i mean for you mod when i put the bed down and use it it creates an auto save and i was saying i wish you mod came with a version that didnt do that
Been using this for years without any issues, definitely a must for my load order!
By the way - I recently started playing with an old mod See You Sleep and, unfortunately, it doesn't work with Campsite. You drop a tent or a sleeping bag and there's no Pick Up option on it, just See You Sleep's Lie Down. Would it be possible to create a patch? If so, how would I do it?
Sweet! I sincerely hope to see it patched in the near future!
By the way, I did some testing - it seems to work, but randomly. I don't know why, but sometimes when I activate this mod's furniture (tents/sleeping bags), I'd get its menu (Sleep, Move, Pick Up), and sometimes I'd get the default sleep menu.
As much as I'd like to say, 'It's not a big deal' - it, unfortunately, is. Without being able to pack up the furniture, the mod is pretty much useless.
Really looking forward to the patch! In the meantime, keep up the great work!
Love this mod a lot, but I have one little gripe that really isn't that big of a deal, in the future wouldn't it make more sense to have the sleeping bag behave like survival sleeping bags and tents behave like survival beds? As it stands rn there's no reason to make a tent in survival mod as you can just use the lighter weight sleeping bag
if there's a way to change this is FO4edit or something else that'd be good too, but i think a separate version where bags only let you sleep for a bit and risk disease would insensitive making a tent more, with the cost of it being heavier
Hi! There was overwhelming request for the sleeping bag to behave like a survival bed (clean) since it was the player's own and not some dirty thing they found on the ground. But your desire is reasonable. The new version I'm working on has a lot more options and I'll make sure that's in there for more integration.
Survival Mode keys off of the animations defined on the furniture for whether or not to give disease, so all one needs to do in xEdit is remove the keyword AnimFurnBedAnims [KYWD:000BC262] from the Sleeping Bag furniture records, and you'll get that behavior; Sleeping bags will then give disease, and the tents won't.
Any chance of tent textures without holes in them? Seems to me someone should at least know how to sew if they are out in the wastes. If not no worries, this mod is excellent and has always been in use since I found it back in September last year.
under which record is the recipe for fires im using Nuclear Winter with extreme loot scarcity and resources to start fire like 12 wood or 12 cloth kinda a bit too much i find myself using console to spawn some just so i do not die i want to reduce it tried to find it in xEdit tabs couldnt where can find it?
Problem: I have the Armorsmith Bench but the camp mod is not showing up in the menus. It's not showing up in the Chemistry bench either. I'm using SS2 so I use mods that augment the work benches but this is the first time this has happened as I haven't had any problems before. What has changed was the addition of Def-UI and it's associated mods that enable the Lost AWKCR VIS-G patches. Did I screw something up?
Hi! Your best bet is to ask the authors of those mods which change recipes around to find out where these recipes end up. This was designed around vanilla, and I don't use any of the mods you mentioned, so I can't offer any support.
It's possible someone might read this comment but it'd be better to ask on the other mod pages.
1822 comments
Version 1.0.2 is now cleanly packed into BA2 archives and should address this problem.
• You gotta DROP the items from your inventory to use them! Was the only way to do it without F4SE.
• If you're using crafting mods / overhauls that move items out of the Chem Station into their own crafting stations, you will have to figure out where that is on your own, as I have no control or insight into your load order. Crafting recipes use keywords, so these types of overhauls will affect all mods, and I can't track down what each crafting/hardcore/etc. does with recipes.
• As of v1.0.2 the "Adventures in Camping" book is no longer required to craft the Workshop objects. Better late than never.
• As of v1.0.3 Campsite sleeping bags and tents are now fully functional with Survival Mode. You will get no diseases sleeping on a Campsite sleeping bag or tent, and you will receive the Well-Rested perk anywhere in the wild. You can sleep as long as you want in any of the tents/sleeping bags.
• Sometimes telling a companion to sleep in a tent, they'll say "I can't do that" because they think it's obstructed. Just try a few times and they'll get it. I'm working on refining the entry points so they don't get confused.
• If you add items to your inventory via the console, do them one at a time!!! For example, if you were going to cheat and add 20 of fire kits to your inventory, DON'T do player.additem [xxxxxxx] 20 instead add ONE at a time (press UP to repeat the command if you like.) Why? There's a long-standing issue with Beth games where items added in groups via the console share the same reference ID. What this means in non-tech talk is that if you drop a fire kit, it will just hover in the air and not light, because it doesn't have an ID the script can work with. Add one thing at a time (or craft 'em, ya cheater!)
• The way that these items work, they 'transform' when dropped from your inventory. There's a funny side effect that if you again, use the console, to remove them, they will act like you dropped them. The best way to get rid of items is to put them into a container. I'm working on letting you scrap them in the wild if you're TRULY done and need some components.
• You can store stuff in the cooking pot while it's placed (vanilla functionality, I can't change that so far) but if you pick it up, all of your items stored in it will vanish. That's expected. Don't use it as a container!! Future versions will address this.
• If you want to remove Well-Rested from the sleeping bags and tents, you can remove the CampingKit_WellRested keyword from the items in xEdit.
I just wanted to add, for anyone using Flashy(JoeR) - Advanced Needs 76 (which I HIGHLY recommend), you will need to edit these Keywords in the Campsite mod, otherwise, Advanced Needs 76 will see Campsite's sleeping bags as dirty and you will get bedbugs.
This quick change fixes it and makes them seen as clean beds now :)
Campsite.esp > Furniture > sleeping bags (all 10 variants) add "HardCorePlayerSleepKeyword" to the keywords
Many many things can cause a crash to desktop that have nothing to do with mods. How did you narrow it down to this one?
By the way - I recently started playing with an old mod See You Sleep and, unfortunately, it doesn't work with Campsite. You drop a tent or a sleeping bag and there's no Pick Up option on it, just See You Sleep's Lie Down. Would it be possible to create a patch? If so, how would I do it?
Thanks in advance, love your work!
Yeah that's been a long standing issue, I looked into it but it's more complex that I had time to resolve with a patch. I'll definitely look into it.
By the way, I did some testing - it seems to work, but randomly. I don't know why, but sometimes when I activate this mod's furniture (tents/sleeping bags), I'd get its menu (Sleep, Move, Pick Up), and sometimes I'd get the default sleep menu.
As much as I'd like to say, 'It's not a big deal' - it, unfortunately, is. Without being able to pack up the furniture, the mod is pretty much useless.
Really looking forward to the patch! In the meantime, keep up the great work!
if there's a way to change this is FO4edit or something else that'd be good too, but i think a separate version where bags only let you sleep for a bit and risk disease would insensitive making a tent more, with the cost of it being heavier
Survival Mode keys off of the animations defined on the furniture for whether or not to give disease, so all one needs to do in xEdit is remove the keyword AnimFurnBedAnims [KYWD:000BC262] from the Sleeping Bag furniture records, and you'll get that behavior; Sleeping bags will then give disease, and the tents won't.
The recipe is co_CampingKit_FireKit [COBJ:010008FA] under Constructible Object and it only requires 1 oil, 4 wood, 2 cloth.
It's possible someone might read this comment but it'd be better to ask on the other mod pages.