I had some conflicting meshes. Once I removed them, all but one campfire works. I can't seem to figure out what is causing this: https://ibb.co/M59DQH4C I also have Usable Campfire with patch.
Turned out I installed your "Unlit" option and shouldn't have. Removing it fixed it.
So this is a strange bug. So lighting an unlit campfire works, I can even turn it into a roaring campfire. I can use the skills trees as well, but when I place my cooking pot on it I can never use it. The dialog that pops up just says there isn't a fire hot enough for it and it never fills up with soup so all I can do is pick it back up.
And just to confirm it works just fine on a campfire I place myself.
This replaces the unlit Khajitt campfires they'd left behind too so will they still use them? Will the campfire de-spawn after you leave in 24 hrs, etc,,, Will the Khajitt camps rebuild their own fires as they move in? I hope so.
Great job on getting unlit to work. I am curious - is there a way to get lit campfires to also be registered? I'm looking at the campfire in fort greymoor and I can't use it. Wasn't sure if there was a way to make it usable.
tahnks :) About your question, unfortunately no, making them unlit is impossible without running into some problems, for example, the lights linked to them should also be disabled and it would be ridiculous to see people sitting around an unlit campfire.
Maybe it deactivates for a small amount of time? Or use a script to make it come back when npc approaches who isn't player? Or if they use a particular idle animation?
Hi Wiz. I'm also looking for a mod like what titanbass1 described. I could live with NPC's gathering around an unlit campfire, I'm gonna turn it on anyway. Perhaps an optional "also replaces lit campfires" esp could be made.
it's not the purpose of my mod since I don't consider such a feature immersive and useful, in fact, it only creates problems and in any case there is already this mod that does this thing.
If I can add my 2 cents. I understand the complexity of swapping placed campfires to Campfire's campfire (!). Without going overboard with this idea, maybe a solution would be to trigger some aspect of Campfire on already placed ones. I'm thinking Skills of The Wild. Having access to the skill trees from any campfire, whatever its source, would be very helpful and immersive. Forget destroying the fire or whatever, just the skills for instance.
This is probably very hard to implement, I have no idea. In any case, it's 100% out of scope of this mod and potentially should be asked on Skills of the Wild's page if it could be an option. Which is exactly what I'm going to do!
@vabatta: No they are not compatible. It has nothing to do with this mod, Campfire itself is not compatible with REF because they use completely different objects for the campfires. If you really want to use REF for these campfires then you could create your own BOS file to swap out the unlit campfires for unlit REF objects.
I have a really weird bug happening with this mod installed. When I take the carriage from Whiterun to Falkreath, the moment I show up in Falkreath I then suddenly get transported to a hunters camp nearby and the menu shows up for starting a fire. I tried this a couple more times just to make sure it wasn't a random fluke and it kept happening.
I certainly don't blame this mod since it is just a base object swapper consisting of an INI file, but somehow with my load order it is triggering this weird behavior. I have a feeling it is something to do with base object swapper changing out an unlit fire somewhere nearby and campfire triggering an activation script upon the swap happening. Not sure if one or the other (or maybe both) might require some sort of patch to avoid this behavior.
I definitely love the idea of this mod. Just wanted to post this as an FYI in case anyone else notices this. If anyone can try taking a carriage to Falkreath and see if it happens to them too it would certainly help let me know if it is just something else weird in my load order.
I tried to replicate your issue but everything works fine for me. Actually I don't think that your problem depends on my mod, it simply swaps the unlit vanilla campfires with those usable by Campfire, nothing more
I am pretty sure it isn't your mod directly, something else in my load order is likely triggering it. Good to know you don't see the same problem, means it isn't something that will likely bother a lot of people. If I have some free time I will see if I can narrow down what in my load order might be causing this weird behavior and I'll let people know what mod might be incompatible with this.
Somewhat similar thing happened here when I fast travelled to Hendraheim. Once there, the game stuttered for a second or two, then immediately transported me to the unlit campfire at Lost Valley Redoubt nearby (hadn't even discovered the location before this happened). All the forsworn became hostile, while my player was interacting with the campfire. Reproduced this a couple of times.
Removed this mod, reloaded a previous save, tried the same thing again, worked fine.
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I also have Usable Campfire with patch.
Turned out I installed your "Unlit" option and shouldn't have. Removing it fixed it.
And just to confirm it works just fine on a campfire I place myself.
About your question, unfortunately no, making them unlit is impossible without running into some problems, for example, the lights linked to them should also be disabled and it would be ridiculous to see people sitting around an unlit campfire.
This is probably very hard to implement, I have no idea. In any case, it's 100% out of scope of this mod and potentially should be asked on Skills of the Wild's page if it could be an option. Which is exactly what I'm going to do!
I certainly don't blame this mod since it is just a base object swapper consisting of an INI file, but somehow with my load order it is triggering this weird behavior. I have a feeling it is something to do with base object swapper changing out an unlit fire somewhere nearby and campfire triggering an activation script upon the swap happening. Not sure if one or the other (or maybe both) might require some sort of patch to avoid this behavior.
I definitely love the idea of this mod. Just wanted to post this as an FYI in case anyone else notices this. If anyone can try taking a carriage to Falkreath and see if it happens to them too it would certainly help let me know if it is just something else weird in my load order.
Removed this mod, reloaded a previous save, tried the same thing again, worked fine.