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  1. fadingsignal
    fadingsignal
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    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.
  2. fadingsignal
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    F.A.Q. / COMMON ISSUES (PLEASE READ)

    • 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.
  3. DeepEuphoria
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    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

  4. susamuza
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    Sorry, a couple of questions:

    1. In the video you say that you replaced the vanilla sleeping bags with your own colored ones, i.e. in the game world the vanilla sleeping bags will now be colored? If so, is it safe to delete the mod?

    2. You also say that you can leave your camp, but have you done any tests, because the cell is reset? I read about another mod - a portable workbench, that there are problems with it, because the game resets locations? (Also let me remind you that in Survival mode the cell reset is 480 hours (20 days) (and multiply by 5!), i.e. about three months! I play with the installation via MCM - 7 days).Will my camp not stay?

    3. Do I understand correctly that the vanilla setting for "Well-Rested " is still 8 hours? You did not change it?And will this mod affect vanilla sleeping bags? I wish there was no way to sleep 8 hours in vanilla sleeping bags.

    P.S. A small note, when I used "Pet the dog" to leave it on the rug and built another one far away from it, and tried to call it to pet it, I got a message:
    Spoiler:  
    Show

    I think it should be something like "This character is currently busy" or "Impossible. The dog is too far away"

    It seemed to me that the fire was lit right under your feet))) It would be better if it was a little further from the player.
    And if there is an opportunity to move the camera further (a little higher) while relaxing by the fire, it would be great) I installed the mod because of this vibe, so that you can just chill while sitting by the fire, and admire the view)))
  5. liuyu2215334
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    Yes, author Hello, I don't know how this module is used. I installed him. How do I find them in the workshop? I don't know which column he is in the workshop. Also, the chemical workstation does not have camping equipment classification. How do I use it portable after making it? I can't find them. They can't tell whether they can be used anytime, anywhere.
  6. DrakeCold
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    Could it be true that the PillowMod for the Bags, Delete the Furniture Tab in the the Workbench? Because i Build a Bed from the Workbench with Pillow, later im scrapt the Bag and the Furniture Tab disapears.
    1. fadingsignal
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      No, there is zero possibility that a single .NIF mesh file would mess with your Workshop. You have another problem happening.
  7. Chappimon
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    So...is this the final version of the mod or do you plan more? 
    1. fadingsignal
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      I've been reworking it slowly but surely with some new improvements. What else do you want to see?
  8. Cwronaga2167
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    Not sure why but the GPS Beacon isn't working for me. I can craft and place it but it doesn't provide a map marker.
    1. TheLionfather
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      same here did u manage to find a solution for this ?
    2. It's added as a miscellaneous quest map marker. You may have to activate that quest marker manually from your Pip-Boy.
  9. Crashenn
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    crashes me to desktop upon start up. could it be that i downgraded? or do you know of any mods that are incompatible?
    1. fadingsignal
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      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?
    2. Crashenn
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      Turns out the mod buffout and its preloader were the issue i disabled it then reenabled it on a new save and it worked fine. thank you for your time
  10. Chefui
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    Hey! I have an issue. whenever I load into a game or start a new one I crash to desktop
    1. Onecoldtru
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      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?
  11. WasteLandCaravaner
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    i wish there was an option to not have it auto save when you sleep
    1. fadingsignal
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      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.

    2. WasteLandCaravaner
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      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
  12. RubberDuck001
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    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?

    Thanks in advance, love your work!
    1. fadingsignal
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      Glad to hear it!

      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. 
    2. RubberDuck001
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      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!
  13. GooBum
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    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
    1. fadingsignal
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      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.
    2. GooBum
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      Dope, glad to hear the update will have that feature but will deff use Xedit like you said for now