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  1. berticus0001
    berticus0001
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    Version 3.1 Beta Now Available

    I was going to start deleting the stickies below but decided to leave them until this version goes out on full release.

    Edit before posting: Well this is a lot longer than I thought it'd be! Go grab a cuppa and sit back for a bit of a read as I highly recommend going through it all before installing the mod.


    Ok folks, so I know it's been a long time coming, unfortunately work and RL just doesn't leave much time for modding at the moment so I do appologise for the wait but here we are with another Beta.
    I've opened the bug report tab for this one, though please, only for the 3.1 beta as it is now sooooo different (internally) from the previous versions that any bugs from the previous versions have either been fixed (hopefully) or are just not applicable any more. Also please be sure it's a bug in this mod and not a conflict with another, if it IS a conflict put that at the top of your bug report and I'll see what can be done but I'm afraid no promises, there are a LOT of mods out there and there is just no way ANY mod can be completely compatible with all others.
    I'll be leaving this in the Beta stage for a couple of weeks or so in the Misc section to give time for you all to test things out and, barring any major problems, will then re-post as the full release and convert to SSE.

    At the moment there is no Drivers Manual, I'll be getting that written next (unless someone wants to do it for me, man I hate admin! ) and add it to the book pile and get an update ready for the main page here for the full release and probably do a quick video showing how I go through the setup process to set everything to my personal playstyle but in the meantime continue reading below for a (really not-so) brief-ish description of whats going on (yes I guarantee I will miss bits, please post in the comments when (not if) you notice anything and I'll update this as we go).

    This WILL REQUIRE a completely clean install!!!!
    Empty all containers from the version you are using and replace the rings and amulets in any container and turn off the quest in the vans options then make a full save and quit. Now uninstall your current version and reload/continue and make another full save to remove all traces from your save file then quit again and install 3.1 Beta and load/continue again, give yourself back your 4 grand (console command "player.additem f 4000" ) and give things a thorough check to make sure all is as it should be before continuing.

    One more thing before we get on with it, THIS IS NOT THE LAST VERSION! There will be at least one more (though don't ask for a time-frame) which will basically be a complete rebuild pretty much from the ground up to rework all the scripts into a more streamlined process to speed up placement when unpacking/packing both internal and external resources and rebuild all the meshes to reduce the pollygon count to speed up framerates as much as possible for lower end PC's and probably a low-res textures pack for the same reason.

    So, here we go....

    For starters the caravan has been moved over to the clear walled area on the other side of the road. Buying is just the same though no fade anymore, just wait for the "Sold!" notification to pop up in the corner. I recommend being in the general location when first installing (stand in the road and stare through the gap in the wall) to get the best start location rotation (it can change slightly depending on whether the area is loaded or not as the mod now places the van when first run and if not in the area it doesn't always rotate properly. NOTE: the mod no longer has ANY assets in the game world until it's run at which point the For Sale version gets moved into position).
    Once bought I recommend opening the back and activating the map to drop your first camp marker for perfect primary camp placement.

    Auto-Gets on the crafting stations are the same as before, crouch-activate to toggle on & off individually. These are set to Off by default.
    Super-Sorter, Auto-Sorters & Auto-Restock: On first loading the mod all containers that have Auto-Sort are set to use the Base Lists. The first time you remove an item from a containers list the item(s) will be tagged for removel from the list and will then be removed once you exit the container (which takes a while, please wait for the " Done!" message before moving on as no other container will open until it's finished to avoid process spamming) and will now set things to Insta-Remove so you don't have to wait again each time, this will happen for each container individually. Alternatively you can use the new Toolkit on the side of the van to process all lists at once (takes about 3-4 minutes on my PC, I recommend moving the mouse a bit every now and then to stop the vanity cam kicking in as this REALLY slows things down) and from that point adding or removing any items to/from the lists is instant.
    On the flip-side you can also set the lists to be completely empty so no items will Auto-Sort UNTIL you add them (instant add/remove) or hit Reset to clear all lists and revert back to the Base lists to start again.
    Each container that has Auto-Sorts now have three activation "states", Activate: open as a normal container, Double-Activate: open the containers options menu without opening unless you then select that option & Triple-Activate: run the Auto-Sort and Auto-Restock without opening.
    There is a 0.5 second "window" from first activation before processing the container script to allow for repeat activation. I admit it feels a little clunky at first but with repeated use quickly becomes intuitive.
    The Auto-Restock now not only has a set of predefined amounts but will also take note of how many of an object you added and allow you to select "Added" as your restock amount, E.g, I have 500 arrows, the presets only allow for up to 100 but I want to Auto-Restock 300 so when adding my chosen arrows I use the slider to transfer 300 then select "Added", on exiting the quiver I now only have 200 left in my inventory so I triple-activate the quiver to Auto-Sort & Auto-Restock and now have the desired 300.
    Player made potions/poisons now Auto-Sort & Auto-Restock though it's probably not worth it until you reach a high level and produce large batches of identicle potions/poisons as even one tiny difference (for example 2 potions that have the exact same effects but one costs 1 septim more) are considered different/unique and have to be added seperately. (did it do that in Beta 3? can't recall, it's been a while. I have a feeling I'll be thinking that a lot as I type this! )
    Not all containers have Auto-Sort lists and of those not all have Auto-Restock. Double-activate those that do and select "Options" to see if there is an Auto-Restock option.
    Below is a list of containers that DO NOT have Auto-Options (trust me, it's much smaller than the list of those that do! ):
    Misc Cupboard (both inside & outside)
    Both Notes Chests
    Key Rack
    (See, told you it was short!!))

    The Toolkit also contains all options I consider "long term" E.g, when mounting the van to drive do you want followers to always mount as well, never, or always ask. This way you can set them then forget them, and yes, there are a few! (NOTE: Should I add an option to toggle the extra rumble audio when the van is moving on & off? Personally I quite like the natural clatter so probably will but what do you guys think?)
    All these options are (hopefully) clear in their meanings...... except one! I'll leave that for you guys to figure out!!! (giggles childishly) But I will say it only applies when unhitched. (I also wanna see those screen-shots! )

    The hitch trigger is now on the rope hanging off the peg at the front, select this and you will be equipped with the harness rope and your hand will raise (yes it's a spell but it looks good!), walk to your chosen horse and slap it on the rump to select it. The horse MUST be within 1000 units of the van or will be considered out of reach (ditto for when mounting followers), for reference the van is a little under 500 units long and it's "zero" point is where the driver sits. HINT: Don't be standing where the horse will go!
    Once hitched just activate the van to mount (check it out!!!!! ) or double-activate for options, when driving activate to dismount and again double-activate for menu.
    While hitched all exterior containers/activators can be accessed through the double-activate option but ONLY the exerior stuff, if it's inside you can't get at it except the option to place a camping marker on your map (these still don't show up on the normal map but probably will for final release.
    Normal fast-travel is still unavailable while driving though you can now use normal fast-travel with the van in follow mode except to the inside of cities or onto the Winterhold bridge, these are locked out until you tell the van to stop following.

    Added a system so if a follower wearing a caravan ring is killed the van will, when mounted by you, automatically retrieve the ring and replace it in the rings container and take all other inventory goods and place them in the misc cupboard for you to sort through. Unfortunately I cannot grab any weapons or shields that were in the followers hands but at least you wont be losing any rings down a mountain because the body of the fallen follower has despawned by the time you make your way down.

    Changed the initial follower mount-to-drive system to be almost instant instead of having to wait 3 seconds for the AI to switch which is what used to cause the van to bounce around like crazy when the follower tried to mount too quickly. Almost all AI changes take that long, you will notice this when retaking control from self-drive, still takes 3 seconds for the horse to "let go".

    Tips, Hints & Notes:

    Installing (HIGHLY RECOMMENDED): At the end of the day these mods are basically a big game of join the dots. If any dot gets missed stuff doesn't work and you have what is known as a bad install. Make a FULL save before installing the mod then load into the game, now make another FULL save before buying the van (if you don't have the Septims hit tilde to open the console (usually ¬ or ~ below the Escape button) and type (without quotes) "player.additem f 4000" and hit Enter then tilde again to return to the game) and then test every aspect of the mod to ensure everything is working as it should before either continuing or going back to the last save before you added the gold.
    If anything ISN'T working as it should go back to the first full save and repeat untill it does.
    For a quick check, just to see if you want to keep the mod open the console from the main menu and type (again without the quotes) "coc markarthexterior01", hit Enter and this will load the game and drop you next to the fast-travel cart outside the city then follow the method above to get the gold and take a look-see.
    NOTE: The door on the For Sale version has no collision so you can actually jump through it and have a look (should I change this so the doors are open and the steps out so you can look though, obviously, the only option available will be to buy it?)

    I cannot break the quest lock on Convenient Horses, you can still hitch your horse but self-drive and follow mode/the whistle will not work. You may be able to get around this by mounting Thuse so he becomes your player horse then quickly dismounting and hitching your horse, this "should" make all options work. I don't use horse mods myself so you'll have to let me know how well that works.
    I have broken the quest lock on the city horses so they will work properly but only by changing their Essential option to Optional in each horses Stables Quest. Again, as I don't use horse mods I don't know exactly how this will affect those mods, so again, let me know please if you see anything strange.

    Due to changes in the current version of FrostFall the compatability is limited, you will get warmed by entering the van or bedding side (with sides down) when you close the doors but not as warm as in a real building.
    I cannot stop you from freezing to death while driving either but lets be honest, you installed that mod for realism and I'm pretty sure if you sit around in a blizzard you are gonna die! Well done, you got exactly what you were after! lol

    I recommend using a Soul Gem fix mod, the game is known to have a problem with player filled gems when added to a container that are then emptied or just plain bugged when retrieved.

    The bedding and smithing triggers can be double-activated to alter the amount of time it takes to unpack/pack, 30 mins (default), 15 mins or instant. Each are seperate, personally I leave the smithing side at default (there's a fair bit of gear to unpack) and set the bedding side to 15 mins.

    The beds can be crouch-activated to switch between beds (default), chaise longues (Runspect, slightly modified) or coffins (for you vamps out there, though I've never been one so let me know if that works properly, ie, you don't die while asleep throughout the day), though the lids don't open fully so it looks a bit weird when a follower is getting in and out, I'll probably change the animation at some point but thats in-Nif so can be a simple on-the-fly update with no impact to the game or your save file.

    If you are going to use the Auto-Systems and want to fill all lists and set Insta-Remove from the toolkit I recommend A) doing it at night (I get better framerates at night than during the day) and B) turn away from both the van AND Markarth as they both have pretty much the same impact on fps and both together in the scene causes a double hit and the lower the framerate the longer it takes to process (and don't forget to wiggle your mouse every now and again to stop the vanity cam).

    If you are running on a low-end system I DO NOT recommend using the Super-Sorter for insanely large loads, the game has thing where if the scripting engine becomes overloaded it will just stop whatever it's processing and skip it, this WILL break the Auto-Systems completely!!!!! This would mean a completely clean install is required to get things running again. I recommend triple-activating each container one at a time instead and be sure you get the " Done!" notification before moving on to the next.
    Also for low-end PC's, quick-saving while a follower is driving will most likely send the van skyward when quick-loading. If this happens quit to the main menu and load/continue from there, it's much safer.
    The more powerfull your system the less this will happen. If at the low end disconnect from the internet, turn off your virus guard and close any applications and unneeded processes running in the background.

    Always keep the whistle and reset amulet with you, they are no good if they are in the van and it goes missing.

    The shovel timer is now set for ten game-minutes per item with a max of 30 items instead of a flat, er... was it four hours? Honestly can't recall, been a while since I changed that!
    Also now includes more (hopefully all) live and dead tree's and bushes etc, was going to include the long grass as well (though not the more abundent shorter grass, still can't touch that) but one small area could easily use up all slots and barely make a dent leaving plenty of the larger stuff in the way.

    I've added the snow animation to the rolled awnings, both hitched and unhitched, as well as the steps and changed the system for the animations triggering slightly to hopefully be more consistent.

    Still can't get proper first person to work, well I can but it breaks other stuff so, 6 of one, half a dozen of the other!

    Still can't take the van to other lands, "might" be able to change this, we shall see.

    Do not remove the framerate limiter, going beyond 60fps is known to cause problems for the games physics meaning the van will be more likely to head skywards.
    Also, if you've used another cart mod that has added a section labeled [cart] to any .ini files these changes will overwrite the physics on the caravan (which took me a long time to get right) and can only be removed by deleting the offending code snippet and starting a fresh game as it is now in your save file and cannot be removed.

    And the final tip, don't eat yellow snow!

    Well thats it, I'll update this as you guys point out what I've missed but hopefully soon this will be finalized and reposted as the full release and converted for the Special Edition so until then...

    Happy trails!

    bert
  2. berticus0001
    berticus0001
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    NOTE: THERE IS NO KEY!!
    Just activate the lock to the left of the door (Version 2) or the door itself to unlock (Version 3 Beta). You MUST use the lock before hitching however! (Both)
    END NOTE

    [size=32]Gypsy Eyes Caravan Version 3 Beta[/size]

    Hold the phone! What happened to 2.1?
    Well, here's the skinny, 2.1 was going to be just a clean up of version 2 but after testing the new hitching system so you can use any horse (which wasn't going to be added 'till V.3) I got a bit further into it than I intended and just didn't want to go backwards, so, version 3!
    So why another beta?
    Weeeelllllll, it's not quite done yet, there are still a few......annoyances?!? See Notes as you go.
    But I gotta say, damn it's close!

    Before we get into it I'd like to apologise for the lack of responce lately, I'm afraid I'm not on-line at the mo' and while it's no problem to read your comments on my phone I'm not about to start trying to type out responces on it!
    At the moment your best bet is to open the comments section in the forum view (tiny blue text, top right) and use it's search.

    Anyway, to continue....
    I HIGHLY recommend reading through all of this, there have been some very large changes to the way things are activated/work!
    TLR?
    Tough! Don't complain, READ!

    So, whats what?
    To start with, I'm sorry to say it's going to need a clean install! On top of that I guarentee the V.3 full release will require one as well, even on top of this beta, the amount of changes to the scripts and the amount of scripts in question just won't allow for a clean upgrade, not possible!
    Anyway, to the meat of the matter.

    Horses:
    You can now hitch any horse to the caravan, activate the hitch point at the front of the caravan and you'll get the hitching rope in your left hand (unless you carry a single handed weapon in that hand, the game doesn't allow me to force you to re-equip one-handed weapons to the left but two-handed weapons, shields or spells are fine) and your right hand will be raised to select your horse. Just walk up to your chosen horse and select/cast it. Once selected your weapons/spells will be re-eqiupped and the chosen horse hitched.
    Notes: City bought horses are quest-locked meaning you can hitch them and drive the caravan or ride them while hitched but they won't follow or respond to the whistle nor can they use self-drive, I'll be adding notifications and lockouts for the final release to check for them.
    Frost, Shadowmere and of course Thuse should work fine as should mod added horses, let me know if any don't play ball.
    You MUST own the horse! If you do own the horse but it won't hitch open the console, click the horse and type "addfac 68D78" (PlayerHorseFaction) then hit enter and exit the console, the horse should now hitch.
    If your horse uses any of the three vanilla saddles they will switch to the harness upon hitching and switch back when you unhitch or ride the horse though it will not re-switch to the harness when you get off the horse, you'll need to unhitch and rehitch to re-apply the harness. Other saddles should be ignored (let me know which horse/saddle if this isn't the case) and Convenient Horses overrides any changes so will not use the harness at all.

    Fast-travel, Follow, Saving & Loading:
    If driving the caravan you can ONLY use the built-in fast-travel system from the mounted menu but if riding the horse, the caravan is in Follow mode or the horse is your last ridden hose and you are on foot you can use the standard fast-travel map.
    When telling the caravan to Follow the main fast-travel markers for city interiors will be disabled to stop the van from ending up inside a city or perched on the bridge at Winterhold. When told to stop following they will be re-enabled as long as they were enabled to start with.
    Saving and loading is now possible from anywhere except while driving in which case you can only save, not load. The game locks this out, don't ask me why when it was the saving THEN loading that was causing the problems but yeah, you have to dismount to load!?!
    Notes: If you tell the caravan to follow then mount the horse you'll be told it is no longer following, which is true, if you dismount and walk away the van won't follow but the van doesn't know! And as it's the van that disables the city map markers you'll need to tell it to stop following to re-enable them. This should be sorted for the full release.
    For now the custom camp site system is as it was before but I am aiming on adding the locations to the standard map.
    With a follower driving quick-load can be.....iffy?! If the van heads skyward quit to the menu and load from there, it's usually better, still trying to stamp that down.
    With a follower driving it can take up to ~6 seconds for the caravan to be "ready" after fast-traveling or loading to help stop sky-bound caravans. Without a follower driving it's almost instant.

    Driving, Riding and Followers:
    Driving is basically the same as before, activate the caravan and select Mount. Once mounted you can access the mounted menu by double-activating, single activate is dismount.
    You can ride whichever horse is hauling the caravan by activating the horse as normal or by selecting the Ride option from the caravan. If you want your follower to drive you MUST use the caravan option and your followers will not dismount the caravan when you dismount the horse, you will need to activate the caravan and select Dismount Followers, this should be sorted by full release.
    Followers still use the rings but like the city horses if they are quest-locked they may not work properly, sorry, nothing I can do at my end on that!
    Notes: I HIGHLY recommend the Immersive First Person View Mod by meh321, when crossing worldspace boundaries with the van in view (3rd person) the physics are re-applied (I think, happens most around Whiterun) and can cause a stutter in the game, in 1st person this doesn't happen! A profile for that mod is in the files, drop it in the profiles folder created by that mod and then, once in-game activate it then CHANGE THE ACTIVATION KEY, leaving it can cause strange effects. It uses profile 19 (standard game view) and 20 (immersive driving view) and custom slot 5 (needs to be selected when running compatability checks in the tool kit). This will auto-switch on/off when mounting/dismounting the van. Requires manual install, check page for details.



    Super-Sorter, Auto-Sorts & Auto-Gets:
    The Super-Sorter is now JUST that, no more crouch menu options, activate it to sort using all currently defined lists (Base lists are defualt).
    Auto-Gets are now turned Off by default, crouch-activate to toggle On, repeat to toggle Off.
    Auto-Sorts on containers have undergone a fairly large change! Activate to open as normal container, Double-activate to get full menu, Triple-activate to auto-sort without opening.
    The first time you remove an item or items from the list it may take a few minutes, especially for large lists like armour, weapons or potions to remove those item(s) and set the list up for insta-remove, any further changes will be instant unless the list is reset and the setup needs to be repeated.

    Other changes & notes:
    Fixed the sides not unpacking.
    Changed the unhitched caravan model so you don't hit your head trying to exit and raised the stays so you don't have to walk round so far.
    Fixed weather getting wierd when sleeping in the tented side.
    Improved weather check system but it can still break, if you exit the van or an awning and it switches the weather off just re-enter the area, wait a second or two then exit and it should fix itself.
    Added beding options, crouch-activate to choose from cot, chaise lounge (original mesh & texture by runspect - modified) and (yes WhiteBlaze) a coffin. - Note: Not entirely sure how that'll work for vamps, never been one, any probs let me know and I'll take a deeper look.
    Coffin is a little short at the mo', heads stick out the end, will sort for full release.
    Changed glass enchanting hands to wood. - Note:Bit of a flicker so will be looking at that and will be adding options for glass, wood or none.
    Changed timer on shovel to 10 game-minutes per object instead of a flat 4 hours so 2 or 3 objects = 20 mins, half hour, but a max of 30 objects = 5 hours, take note of what work needs doing first!
    Still playing with the fake weather so the rain is well off the mark at the mo'.
    Added compatability and placings for the DLC masks.
    Fixed falling masks.
    EID is not yet implemented and does nothing.
    Erm....
    Changed it so you can now just activate the door to unlock but you still need to use the lock to Lock before hitching.
    I will be looking at options for the hitch to remain and give the option "Lock, Pack & Hitch" if the sides or van are unpacked/unlocked, also probably the option to unpack all from the main lock and/or unhitch option.
    Added rubish bucket and key rack. Rubbish will empty each time you hitch a horse, be sure of what you are throwing away!
    Added tool kit to back right of van, controls long term follower options (including wether or not to mount your dog), compatability checks and options like fade, auto-level, auto-park etc. Also available from the More option while the van is hitched or you are driving.
    Added lockout to containers while one is doing the "long remove", though not anything else so please allow that to finish before activating other stuff!
    All containers have auto-sorts except the key rack, the misc cupboard and the uniques cupboard.
    If you use or have used the .ini [cart] settings from any other wagon mod those settings are now locked into your save-game and will overwrite mine which are built into the model, remove them and test on a fresh game before complaining!!
    In fact if you have any major problems please check on a fresh vanilla game then build up your mod-list and try to find the culprit THEN let me know, a list of mods and a complaint or a complaint without any feedback will get you ignored!
    Added double-activate menu to awnings to adjust the time it takes to unpack.
    I recommend a soul gem mod to fix the annoying vanilla bug that wipes any player filled soul gems back to empty when placed in a container, nothing to really do with this mod, it just annoys me!
    The containers, awnings and when mounted have a half second pause for double activation (or triple for the containers) though the mounted systems check if you are under attack first and, if so, you get the "Under Attack" mounted menu instantly.
    Wether the fade system is on or not you should never fade while dismounting the van while under attack, though they can be a bit wayward at the mo', sometimes fading when they shouldn't or not when they should, working on it.
    If uninstalling be sure to unhitch and turn Off the quest in the tool kit!
    Removed the Drivers Manual for now, needs replacing for full release and will also do some vids probably.
    Horse MUST be within 1000 units of hitching position, to give some guide the caravan is around 400-450 units long from drivers position to door.
    Currently Auto-Level doesn't care about the slope you are parked on, for full release it will have a max angle check.
    Yet to add the rubbish bucket to the containers list in the More section of the hitched menu.
    Sometimes followers will hold the wrong crop or none at all after fast travel, this is the lantern torch light so... working on it.
    May have left some notifications which are for me to know whats processing when, let me know if you find any.
    The whistle now ONLY works on the caravan, if he ain't hitched Thuse ain't coming!
    Did some optimising of textures and meshes on the unhitched model to smooth framerate while inside.
    Split upper and lower walls for more texturing options. Rustic pack will not work (unless you unpack, compare and change as needed) windows pack should work fine.

    I think that covers ... most(?) of whats going on, though I've probably forgotton a ton, there are that many changes!
    As always, any comments, bugs etc. let me know, I may not respond but I AM reading everything!
    Hopefully the next release will be the full version 3 but I'll say right now it won't be the last! Up 'till now it's been a case of taking what I have so far and sticking on the new bits using gaffer tape and bubble gum, once 3 is finished and all parts are in and working I'll be pretty much restarting from scratch, rewriting all the scripts so they can be used in future caravans and released for you guys to make your own and remaking a lot of the models as I've changed the way I get the mod to "build" itself during run-time. This should make things much more stable and less cluttered, you wouldn't believe the amount of stuff in there thats no longer used!
    All of this will be covered in the tutorials which I'll be getting back to as soon as posible!

    So 'till next time,
    Happy camping!
    bert
  3. berticus0001
    berticus0001
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    Version 2.0 is now available.
    Sticky will be updated soon.

    Previous sticky bits for Ver 1.1:

    The latest version is now available, check the main page or included txt file for full details of changes.
    It's not as large an update as I would have liked but I think you'll like the changes made so far, the snow is a bit on the thin side at the mo' but I'll be doing more work on that for the next version which will hopefully include upgrades to the follower side of things.
    This version should be much more stable, both as a mod and in the driving experience!
    Please keep any and all bug reports coming in!

    Fast travel: The mod is set to disable the fast travel ability when driving as the caravan does not come along though some other mods override this and it does not kick in if riding the horse! I advise not using fast travel while riding the caravan or the horse pulling it, it can cause some very strange results though there is a way worked out by vvk78 along with a string of other good advice which I'll be adding to the bottom of the main paige shortly.

    CTD's: Obviously not every mod will be compatible with every other, MickynVts has posted that by disabling Wet & Cold he solved his CTD problem, though I'm not saying this mod itself is responsible, it may be an accumilation of mods with this one being the linchpin in his particular game. If you do have CTD's and find that any particular mod being uninstalled fixes it please do let me know which, all info is good info in this regard!!

    For those interested in having a go at your own caravan I've just uploaded the first 2 parts of a tutorial series on how to build them!
    Caravans 101 - Part 1 - Stripping Your NIF
  4. MagickaAddict
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    I followed a conversion guide and got this working for Special Edition - SE. I see many people asking for a SE version, sadly this mod is listed as 'closed permissions' and thus we dont see ports? Looks like the mod author has disappeared. But full credit to them for giving us this simple yet immersive mod that is useful 10 years later. Mad respect!
     
    The Cart is seen near the Markarth Carriage Driver. I had to pay 4000 Septims to get the Horse and the Cart.
    We attach the horse to the Cart and we are set. Then the job of riding it to Karthwasten.  The riding is not easy as even a single rock, a boulder, or a wall will let the cart go spinning in all directions.
    Riding is a slow and cumbersome process, so do as little riding as possible. Just use it as a stationary mobile base - with an option to move! 

    Once I got to Karthwasten (The Great Town mod), I had to take it past the town onto the hills overlooking it. With a little bit of trouble, I could maneuver the cart through Karthwasten onto the hill.

    Once I got to the perfect spot, I unhinge the Horse and now it is free. I think it is better unhinge and then open the Cart.
    The bedding and cooking gear are the most important, so I opened that and you get two cots and a cookstove. Beautiful! (see pics)
    I slept for the first time, and everything was fine. What a cool place to call home! I love open to the sky homes!

    I went inside the cart and opened every Storage container, where I turned off the 'Auto-Sort' feature. I just dont want any sort of automation, so its better to turn it off and not run unnecessary scripts. 
    Also I pressed some buttons in the inside and few buttons including the external lock button disappeared. I'm not pressing any buttons from now on. 
    Except the lock cart button which is on the outside.
    The Alchemy table flies out - a common bug. But once you lock the cart and unlock it, you can use the Alchemy table with no worries.
    It crashed twice when I tried to stop riding the cart. The crash happened while riding the cart. But once you unpack it, it is stable with no crashes,

    Despite all of these issues, I feel this is worth it. It adds so much to the immersion, and I always love a mobile base.
    As I said above - Do as little riding as possible. Just use it as a stationary mobile base and occasionally use it when you are moving out of a region - say from The Reach to The Rift for example.
    This one seems better than 'Dovah Rider Cart - Traveling Player Micro-Home' and 'Dragonkiller Cart SE'. While the former is buggy the latter is bloated with features which are not needed.

    I will update the comment as I use the mod. Stay tuned!



    1. Falagar517
      Falagar517
      • member
      • 4 kudos
      Ahh there you are!  Greetings my friend!  Yes my friend.  If you could please send me the link here to Gypsy Eyes Caravan for the Skyrim AE version usable on NexusMods (I actually use Vortex), please.  Thank you so much.
    2. MagickaAddict
      MagickaAddict
      • premium
      • 6 kudos
      Sure
    3. bloodyraven56
      bloodyraven56
      • supporter
      • 0 kudos
      It'd be amazing if I could also get the file for the Gypsy Eyes Caravan AE conversion...It's one of my favourite mods that I'm sadly missing out on as I have recently updated :(
    4. morrowindswordsman
      morrowindswordsman
      • supporter
      • 0 kudos
      I hate to ask, but could I get a file as well? I really loved using this mod back in the day
    5. GrimCamel
      GrimCamel
      • member
      • 14 kudos
      My king I have also come to you as a beggar of your ported version.
    6. Jackfrank
      Jackfrank
      • member
      • 0 kudos
      Asking well after the fact but wondering if you are still up for sharing your SE version?
    7. MagickaAddict
      MagickaAddict
      • premium
      • 6 kudos
      Sorry, guys. I was told to not share it. I'm truly sorry. I don't use the mod anymore.
    8. RyanGER
      RyanGER
      • member
      • 0 kudos
      :C

      Kinda converted it myself. It works but had thousands errors during the Ckit converting process. 
      It crash when I tried to ride it after the first time. 
  5. PayloadG
    PayloadG
    • member
    • 11 kudos
    found it out what thing causes alchemy lab flies away:it's a mesh problem.
    i fixed this up,and playing on AE,all things works fine,no CTD.
    Scripts are open-source,that's very helpful.
    1. RussianRanger
      RussianRanger
      • premium
      • 9 kudos
      Could you advise what you did with the mesh to fix? Would like to implement on my install too. Appreciate you sharing, at least we know its solvable!
    2. PayloadG
      PayloadG
      • member
      • 11 kudos
      my english not good.
      i try my best
      1.unpack VANILLA GAME's bsa,find the alchemy lab nif.
      2.open the gypsy's alchemy lab nif(i use nifskope).
      3.open the VANILLA GAME's alchemy lab nif.
      4.copy the gypsy alchemylab's 3d data to vanilla one.
      5.save and exit,rename vanilla one to gypsy alchemylab nif's file name,replace it.
      6.done.
    3. RussianRanger
      RussianRanger
      • premium
      • 9 kudos
      Thank you very kindly, this was straightforward and clear and worked like a charm!
    4. babyjaws
      babyjaws
      • premium
      • 1 kudos
      would you mind telling me the exact name of the gypsy alchemy nif, and also the vanilla alchemy nif, that you used?
  6. yoshi817
    yoshi817
    • member
    • 0 kudos
    can someone help me with getting this to work on AE? i tried the cathedral conversion thing but it still won't appear near markath
    1. babyjaws
      babyjaws
      • premium
      • 1 kudos
      Hi, after a lot of trial and error, I seem to have the 3.1 beta working on a nolvus install,  (third time lucky!) 
      first i followed this
      https://gitlab.com/G_ka/Cathedral_Assets_Optimizer/-/wikis/Porting-a-mod
      then I opened the mod in creation kit and saved it..
      took me 3 installs for it to not have bugs, but it seems to work now.



    2. kamikad3e123
      kamikad3e123
      • member
      • 8 kudos
      bump
    3. RussianRanger
      RussianRanger
      • premium
      • 9 kudos
      I'm trying to get this setup on a Nolvus install as well - and I'm not seeing it pop up.

      I did test on a completely vanilla (except Gypsy Eyes added) install of Skyrim - and it popped up no problem there, so problem wasn't with porting at least.

      It just... doesn't even show up on the Nolvus side. I kept playing around with load order, put it up further, put it back further, can't figure out for the life of me why the cart won't physically show up.
  7. Falagar517
    Falagar517
    • member
    • 4 kudos
    Greetings berticus0001.  I heard that you might be porting over Gypsy Eyes over to Skyrim SE/AE?  I do hope this will happen as I do love this mod, very fun.  Hopefully a few of the glitches can be worked out as well, if you decide to port this over.  Thank you again for even creating this.
  8. ItsKeithme
    ItsKeithme
    • premium
    • 2 kudos
    Another of your Gems that needs to be ported .. :)
  9. icannotaim
    icannotaim
    • premium
    • 20 kudos
    Hi.  Works great in SSE.  I downloaded your mod, ran it through Cathedral Assets Optimizer (unpack then re-pack BSA, optimized meshes and textures), opened mod in the Creation Kit (64-bit SSE) and saved to change form to 44.  Downloaded the SSE LOTD patch (ESL flagged ESP) and it works fine.  I bought a different horse and completed the Convenient Horses quest, then bought the Gypsy Caravan.  Works fine.  No stuck horse, no flying alchemy table, no infinite smithing bug.

    Thanks for providing all the source for your scripts as well.  I enjoyed reading through all the unique aspects and how you solved various problems to provide some unique experiences.  I hope you make more mods in the future, real creativity here.
    1. Fuzzydreamin
      Fuzzydreamin
      • member
      • 2 kudos
      Would you be able to share the files fixed for SE for those of us who don't have the xp or confidence to do it ourselves?
    2. xopoma
      xopoma
      • member
      • 0 kudos
      Yes! PLIZZ!!!
    3. RosyTheRascal
      RosyTheRascal
      • member
      • 1 kudos
      Hi. I did the same except for the LOTD patch and it doesn't work. What the heck does Legacy of the Dragonborn have to do with this? edit: nevermind, i couldn't figure it out bc the patch has been set to hidden. awesome
    4. Falagar517
      Falagar517
      • member
      • 4 kudos
      Any chance you could please share your results?  I absolutely love this mod and would really like to be able to use it for SE/AE.  Thank you so much.  I would do a showcase of it for my channel and shout you out.
    5. elmatador666
      elmatador666
      • member
      • 0 kudos
      yes please can you upload that file in the nexus??? or send it by email? Thanks
    6. stuard
      stuard
      • member
      • 10 kudos
      icannotaim
      Can you point me when I can find this "SSE LOTD patch" for the Gypsy Caravan? Thanks!
    7. WarJakk
      WarJakk
      • BANNED
      • 0 kudos
      Which patch was this? for this mod specifically or the just the LotD patch in general?
  10. ryuszm
    ryuszm
    • member
    • 0 kudos
    The lock button is gone now i can't travel with it lmaoooo
  11. DariusKinceid
    DariusKinceid
    • member
    • 0 kudos
    Is it possible to increase the weight of the van itself, so that it does not jump on the road like a toy? Thank you.
  12. unclebessie
    unclebessie
    • member
    • 1 kudos
    my issue is about the horse thuse he became hostile to every npc even the command didn't even work, I try disable it and change my horse instead but it came back again. Any way to fix it?
  13. ald2005
    ald2005
    • member
    • 0 kudos
    Is this mod never going to SE? I really love this mod it's the best mobile player home for me. I tried porting this for myself using CAO nut one of the patches needed was hidden. Really hope this mod gets ported someday this is simply just the best mobile player home
    1. you can port the V2.0 for yourself....its working for 1.5.97...not shure about AE I....can....use...google.......ahhhhhhh
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