Survival Mode R11 config for Tuxborn 1.2 (Campsite version)

This proposed R11 config for Tuxborn 1.2 is to add support for Survival Mode runs. This version of the config is for using Campsite as the camping mod. For those interested in Campfire instead of Campsite, have a look at Survival mode R11 config for Tuxborn 1.2 (Campfire version) instead.

Also, see Survival Mode R11 config for Tuxborn 1.2 (SunHelm settings) for my intended settings for SunHelm’s portion of this configuration.

Current expected list of mods and patches

Here is the full list of things I intend to add to Tuxborn’s load order, in their expected order:

There are three more mods I’ll call out here even though I will not be using them:

  • Water-Borne Diseases for SunHelm: I like the idea of this one, but I’m not feeling quite hardcore enough in my survival mode expectations to try it out! People who’d like to be harder core than me in your survival run may want to give this a look, though.
  • SunHelm – Ultrawide Patch: I play on Steam Deck so this is absolutely not relevant to me. However, we periodically have Tuxborn players ask about ultrawide support. The Tuxborn team can’t give ultrawide support, none of us have appropriate monitors to doublecheck configurations! But I’m offering this in case anyone who wants to replicate my config is playing on an ultrawide monitor. If that’s you, you’ll want this mod too.
  • Survival Control Panel: Overlaps with stuff that SunHelm sets, but not entirely. If you want to be able to turn off having to sleep to level up, you should add this mod in too.

Things I activated when installing

For SunHelm itself, I did the following two things:

  1. Turned on the optional module to overhaul how diseases work, because okay sure why not
  2. Turned on the patch that allows for SunHelm to track your needs status while on Wyrmstooth

For SunHelm Survival – Compatibility Patches, I explicitly turned off the patch for Interesting NPCs, on the grounds that Gourmet in our load order is also patching against Interesting NPCs. And I wanted to give precedence to Gourmet on that, to uphold as much of Tuxborn’s load order as possible.

Where I’m putting things in the load order

The most critical thing to remember when doing a Rule 11 on the Tuxborn load order is that everything you want to add, and I do mean everything, needs to be somewhere above the map mods we’re using. Our map mods really, really, really want to be last in the load order, full stop. It doesn’t matter what you’re adding. If it stays after the map mods in the load order, the maps will break.

After reviewing this set of mods in SSEEdit, I had to move them all from my original intended location down into the “Finishing Line” section. This is an edit done on the Tuxborn – Deck profile, but I’d be doing the same on any other profile as well. Just to give my additions a little more clarity, I also created a separator they could all live under.

Once I added each mod, I then positioned it in MO2 in that part of the load order, on the left side. Likewise, on the right side, I moved all added plugins up to a similar position in that list. Once I did these things, my MO2 then looked like this:

The first of these screenshots shows where I put the mods into the load order on the left side of MO2. The second one scrolls that side of MO2 horizontally so you can see the Priority numbers for each mod, which is what reflects their position in the load order. On the right side of the second screenshot, I’m also showing the load order numbers for the plugins installed by the various mods.

Anybody who wants to try to replicate my setup, you should use those load order numbers as a guide.

‼️ Caveat: If you’re using a Handheld or Desktop profile, or if you’re using Tuxborn MCO – Deck, the load order numbers WILL BE DIFFERENT FOR YOU. You may also have different numbers involved if you’re going to R11 anything else into your load order. Use my numbers as a guide, not as an exact requirement! ‼️

So far, using these additions to the load order, I haven’t found any obvious conflicts with other content in the modpack. But I will, of course, conduct additional testing.

About tents in Campsite

For a Campsite-based run, note that Campsite makes use of tents that are already in the game. I was able to find Imperial and Nordic style tents sold by Sayma at Bits and Pieces. Tents should be available from any general goods merchant, as well as Khajiit traders. You can also make fur tents with appropriate materials at a tanning rack.

I also know as of my testing so far that Campsite, like trying to use AE Camping Supplies, enforces not pitching a tent inside of a city or dungeon. You get an error about this if you try to do that.

Things I’ll be testing next

  1. Loading up SSEEdit to make sure none of the mods have any conflicts under the hood that I need to know about ✅
  2. Doing a bit more actual playtesting
  3. Confirm if Campsite allows for turning off enforcing where you can pitch a tent, thinking ahead to scenarios like long dungeons where you can keel over from fatigue partway through because you don’t have a safe place to sleep
  4. Adjust above load order info as I had to rejigger load order placement to solve conflicts found by SSEEdit ✅

As Angela Highland, Angela is the writer of the Rebels of Adalonia epic fantasy series with Carina Press. As Angela Korra'ti, she writes the Free Court of Seattle urban fantasy series. She's also an amateur musician and devoted fan of Newfoundland and Quebecois traditional music.