Hey, the "nrDLC2Barrel02Static_LightAsh02" reference in the .esp is missing the ".nif" and the end of its mesh reference causing some barrels in solstheim to be invisible. Figured I'd let you know!
Good afternoon, Some barrels do not have perfect collision, because of which the objects lying on them fall through, for example the grid barrel_full_3.nif
Yes, this is correct. I wasn't sure whether I wanted to include mead barrels (especially since variations exist between different type of mead barrels). Mostly because this style of barrel isn't very consistent with what a mead barrel looks like. I might include them, I'm not sure.
Just curious... does this affect the textures/meshes of the riekling barrels at all? I'm not even currently using the mod, Riekling Barrels SMIM, but I'm assuming at the very least reikling barrels would still be differently textured. But I know nothing of how BOS works, so I'm in the dark how this affects them. I currently use ALT - Barrels. Probably no chance of a patch for that, correct?
As of now, this does not affect riekling barrels at all. Those barrels use a different texture and mesh then the majority of barrels found in skyrim. As such, I left them out purposefully because I would need to specifically test my barrels in place of the default ones. I don't even know what those barrels look like right now so can't say whether I will do this or not. So I will ask, would you like me to add them?
Great question about ALT - Barrels. The BOS version of ALT - Barrels is not compatible with my mod, and the texture / replacer version is not compatible since it only offers texture replacers for barrels I already target. What you could do is follow my (admittedly) vague instructions at the bottom of the mod page to use ALT - Barrels textures & meshes instead of the ones I provided. However, due to the permissions on ALT - Barrels, I cannot incorporate it into my mod.
So the choice between ALT - Barrels and my mod is a matter of texture preference, and some of the minor changes I introduce.
Added support for the trap riekling barrels, and will post update with video sometime today. I assume you were talking about the trap barrels at least. This was a fantastic idea, because without this addition, it was *super* obvious which barrels were traps. Now they're indistinguishable from regular barrels.
I didn't answer your previous question about base object swapper. So Base Object Swapper allows modders to easily swap out object A with object B as long as both objects exist in the game. For example, you could swap out all Forges in the game with Barrels in one line of code in an ini. No references needed, no editing masters. Where I see the most out of Base Object Swapper is where a mod creates a variation / new object (like I do), and creates it in the game. Then swaps Object A (original barrel) with Object B (new barrel). The biggest advantage to this is it allows you to swap out objects that other mods may use without requiring those mods. So if you have a mod that doubles the amount of barrels in the world. Previously you would have to create a patch to change those barrels to new objects. Now, you just use Base Object Swapper and its done intuitively.
Thanks for the reply. Especially the explanation of BOS in a way I could understand what was going on. I like the barrel designs, especially the ruined ones. I was just hoping that the ALT - Barrel Textures would fit these existing meshes since I think I like the mood those set the best. But you take what you can get. Now to revise my barrel list. Thank you again.
I kind of agree. I like how unique these barrels are for sure, but after studying barrel mods for hours this past week, I'm starting to consider alternative options.
I'm setting up blender now, and going to try and mess around with textures to maybe introduce as much texture diversity in this mod as barrel diversity. That way I can finally implement mead barrels with a fitting texture while also making them distinguishable from other barrels.
I whole heartedly plan to conquer the barrels of skyrim.
I'm curious, does this mod affect the location of barrels in any way?
Asking because I'm at the Nightgate Inn (Heljarchen), and there's a quest where I need to look into a barrel behind the Inn. Yet the location of the barrel, according to the map, is located somewhere completely different. (South of Silent Moons Camp)
Whoa, no it absolutely should not relocate barrels. It simply swaps the reference to barrels. Seeing as my barrel objects are complete copies of original references, it should not impact it at all. What's interesting is when I was copying barrels, I didn't see anything to do with a quest specific barrel.
What quest is this specifically? Can you give me a quest title or task title so I can try and replicate this when I have a minute?
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Here's the patch if anyone wants it: Dropbox
is a new game required?
EDIT: i had to update BaseObjectSwapper from v1.6 to v2.5.
Now it woorks!
great mod
I currently use ALT - Barrels. Probably no chance of a patch for that, correct?
Great question about ALT - Barrels. The BOS version of ALT - Barrels is not compatible with my mod, and the texture / replacer version is not compatible since it only offers texture replacers for barrels I already target. What you could do is follow my (admittedly) vague instructions at the bottom of the mod page to use ALT - Barrels textures & meshes instead of the ones I provided. However, due to the permissions on ALT - Barrels, I cannot incorporate it into my mod.
So the choice between ALT - Barrels and my mod is a matter of texture preference, and some of the minor changes I introduce.
I didn't answer your previous question about base object swapper. So Base Object Swapper allows modders to easily swap out object A with object B as long as both objects exist in the game. For example, you could swap out all Forges in the game with Barrels in one line of code in an ini. No references needed, no editing masters. Where I see the most out of Base Object Swapper is where a mod creates a variation / new object (like I do), and creates it in the game. Then swaps Object A (original barrel) with Object B (new barrel). The biggest advantage to this is it allows you to swap out objects that other mods may use without requiring those mods. So if you have a mod that doubles the amount of barrels in the world. Previously you would have to create a patch to change those barrels to new objects. Now, you just use Base Object Swapper and its done intuitively.
I'm setting up blender now, and going to try and mess around with textures to maybe introduce as much texture diversity in this mod as barrel diversity. That way I can finally implement mead barrels with a fitting texture while also making them distinguishable from other barrels.
I whole heartedly plan to conquer the barrels of skyrim.
Asking because I'm at the Nightgate Inn (Heljarchen), and there's a quest where I need to look into a barrel behind the Inn.
Yet the location of the barrel, according to the map, is located somewhere completely different. (South of Silent Moons Camp)
What quest is this specifically? Can you give me a quest title or task title so I can try and replicate this when I have a minute?