Reminder: I do NOT make patches for mods that I don’t use, and I’ve currently covered my modlist. If anyone wants to take up patches requests, permissions are open and please send me a link/post a link here
Also, I will not combine any more patches, so please don't ask.
Patching/translations permissions are 100% open, please please please DM with a link to your patches!
I am quite sick at the moment, but I’ll try to fix things as soon as I can, if you come across any problems :) Please read the FAQ before leaving a complaint!
Edit: thank you all for the kind words and well wishes <3
— Please note: I will not be making any patches for mods that greatly change the outskirts of cities.
If you're updating to 1.08: Khajiit Has Wares is now contained in a FOMOD. None of the plugins have been changed from the prior version, so all patches and saves will not be affected. For more details about what has been changed, see the Changelogs.
If you don't want to download the FOMOD, the updated files and patches are located under Miscellaneous files. These will save you some on the download :)
— This mod (and all my Caravan mods) do NOT cause Khajiit to never unpack/never leave town. The script (even the USSEP corrected one) has this issue even on vanilla games. Vanilla Script (mirco) Optimizations and USSEP are the only mods that may fix this (on a new game. Updating midgame can break them.)
If you have grass growing everywhere: move Khajiit Has Wares lower in your load order. You have a mod conflict, and Khajiit Has Wares’ landscape changes are being overwritten by another mod. I recommend using No Grass in Objects for full coverage.
Updates in Progress as of 10/15/23: -lower polygon count for some high poly small items for better performance with minimal quality impact Done! -make Khajiit Caravan Kittens patch -FOMOD Done!
FIX FOR GRASS OVERHAUL MODS : 1. You need to install Landscape Fixes For Grass Mods 2. KhajiitHazWares.esp should be loaded BEFORE Landscape Fixes For Grass Mods.esp
It's armor from ESO ported to Skyrim. I got it off a discord, idk how to share from it. I think Moon Monk Armor is probably the closest you can get to it
i patched the mod for JK's Solitude Outskirts, and Kojaks Enhanced Solitude Docks, and The caravan still shows up clipped into one of the buildings in front of solitude just wanted to get some troubleshooting advice as I am strictly amateur with how i set my stuff up.
Thanks for all the work, love this mod!
Edit: I did end up removing Kojack's mod since it wasnt jiving, and i have elected to use JK's which patched just fine. If anyone knows of any patches for Kojack's though id be interested to see how it jives. I like the trashier, crowded look of his mod, but he uses a LOT of extra terrain it looks like.
Hello! :) I love this mod first place! Does anyone know of any patch between Khajiit Has Wares and Fabled Forests? --> https://www.nexusmods.com/skyrimspecialedition/mods/94462?tab=description They are not building a camp in Windhelm due to some trees in the Fabled Forests mod
Does anyone know of any patch between Khajiit Has Wares and Fortified Whiterun? If I move KHW after Fortified Whiterun, it breaks the navmesh and NPCs (and followers) cannot go in and out of Whiterun anymore. If I move it before Fortified Whiterun, NPCs can move in and out of Whiterun again, the wares on the ground rug are now floating above the ground (not a huge deal but still interested in a fix).
Haven't had the navmesh issue, but the floating rug problem has been happening even after loading it after fortified whiterun. It worked before when I had Northern Roads. I also have cutting room floor, but that shouldn't change the landscape around the khajiit caravan.
Well, I'm pretty much sure what I'm talking about. If you open the bsa of your mod, there is a mesh in "kalratu/tent" folder called "smallimperialtent". I just opened the bsa (I'm always checking what is packed) and there is.
Also, there is another mod animating your mod's tent... and also has "smalimperialtent" mesh too. So, with your mod installed, my imperial small tents are looking now like this: https://prnt.sc/Dgm8itByjE3h
...and not like this: https://prnt.sc/adpI2bpEmoEW
So unless you are using a mod that straight up changes the small imperial tent via plugin/script, it cannot replace the meshes, as the file structures and file names have to match exactly in order to overwrite it.
In my mod, it is a completely unique static called "000_KHW_Structure_TentExtension" that is only the canvas structure in front of the tent (as you can see in my screenshots.)
I don't use the mod that animates the tents, so I can't speak to how it works. You may need to look for the issue there/test it without it to rule it out
Why is the file size between 8.08.1 vs 1.08? I looked at the change logs but there doesn't seem to be much difference described between 8.08.1 and 1.08? Is it ok to use 1.08 due to the smaller file size, or am I missing out on content added in 8.08.1 that is not described in the change log?
There isn't a 8.08.1 version, did you mean the latest version (1.08.1?) The latest version has a fix for the FOMOD installation of the Peltapalooza patch that the previous version did not have.
If file size is an issue, you can download only the files you need from the Miscellaneous section.
Northern Roads patches or Northern Roads - Patches Compendium ? because i got the northern road patch collection and i have KHW ticked but it doesnt seam to work
I don't know, it depends on how many other mods you need patched. Unfortunately this part is something you will have to figure out (assuming you haven't ruled out the other mods in your LO)
560 comments
This is NOT an outfit mod! It does NOT edit NPCs or their outfits!
Also, I will not combine any more patches, so please don't ask.
I am quite sick at the moment, butI’ll try to fix things as soon as I can, if you come across any problems :)Please read the FAQ before leaving a complaint!
Edit: thank you all for the kind words and well wishes <3
Please note: I will not be making any patches for mods that greatly change the outskirts of cities.
If you're updating to 1.08: Khajiit Has Wares is now contained in a FOMOD. None of the plugins have been changed from the prior version, so all patches and saves will not be affected. For more details about what has been changed, see the Changelogs.
If you don't want to download the FOMOD, the updated files and patches are located under Miscellaneous files. These will save you some on the download :)
This mod (and all my Caravan mods) do NOT cause Khajiit to never unpack/never leave town. The
script (even the USSEP corrected one) has this issue even on vanilla games. Vanilla Script (mirco) Optimizations and USSEP are the only mods that may fix this (on a new game. Updating midgame can break them.)
If you have grass growing everywhere:
move Khajiit Has Wares lower in your load order. You have a mod conflict, and Khajiit Has Wares’ landscape changes are being overwritten by another mod. I recommend using No Grass in Objects for full coverage.
Updates in Progress as of 10/15/23:
-lower polygon count for some high poly small items for better performance with minimal quality impactDone!-make Khajiit Caravan Kittens patch
-FOMODDone!1. You need to install Landscape Fixes For Grass Mods
2. KhajiitHazWares.esp should be loaded BEFORE Landscape Fixes For Grass Mods.esp
Thanks for all the work, love this mod!
Edit: I did end up removing Kojack's mod since it wasnt jiving, and i have elected to use JK's which patched just fine. If anyone knows of any patches for Kojack's though id be interested to see how it jives. I like the trashier, crowded look of his mod, but he uses a LOT of extra terrain it looks like.
Does anyone know of any patch between Khajiit Has Wares and Fabled Forests? --> https://www.nexusmods.com/skyrimspecialedition/mods/94462?tab=description
They are not building a camp in Windhelm due to some trees in the Fabled Forests mod
If I move KHW after Fortified Whiterun, it breaks the navmesh and NPCs (and followers) cannot go in and out of Whiterun anymore.
If I move it before Fortified Whiterun, NPCs can move in and out of Whiterun again, the wares on the ground rug are now floating above the ground (not a huge deal but still interested in a fix).
I have other mods for that and your mod overwriting them..
If you open the bsa of your mod, there is a mesh in "kalratu/tent" folder called "smallimperialtent".
I just opened the bsa (I'm always checking what is packed) and there is.
Also, there is another mod animating your mod's tent... and also has "smalimperialtent" mesh too.
So, with your mod installed, my imperial small tents are looking now like this:
https://prnt.sc/Dgm8itByjE3h
...and not like this:
https://prnt.sc/adpI2bpEmoEW
Meshes/architecture/tents/smallimperialtent.nif
Whereas mine uses:
Meshes/khajiithaswears/kelratu/tents/smallimperialtentlarge.nif
So unless you are using a mod that straight up changes the small imperial tent via plugin/script, it cannot replace the meshes, as the file structures and file names have to match exactly in order to overwrite it.
In my mod, it is a completely unique static called "000_KHW_Structure_TentExtension" that is only the canvas structure in front of the tent (as you can see in my screenshots.)
I don't use the mod that animates the tents, so I can't speak to how it works. You may need to look for the issue there/test it without it to rule it out
The latest version has a fix for the FOMOD installation of the Peltapalooza patch that the previous version did not have.
If file size is an issue, you can download only the files you need from the Miscellaneous section.
please help i got this road seam im using northern road and i have all the patches road seam
thank you