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.

This setup is now current as of testing on the beta 3 build for Tuxborn 1.2.

Current expected list of mods and patches

All setup info called out on the Survival Mode R11 config for Tuxborn 1.2 (SunHelm setup) page is relevant here.

In addition to the SunHelm-related mods, the one thing to add for this specific setup will be Campsite itself. I didn’t see much at all in the way of patches for Campsite on Nexus, much less any patches that would be relevant to the Tuxborn load order.

If you’re interested in running Skills of the Wild, you will need to go run the Survival Mode R11 config for Tuxborn 1.2 (Campfire version) config. Campfire is a hard requirement for Skills of the Wild.

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, and it also shows the plugins put in by the various mods, on the right. The second one scrolls that side of MO2 horizontally so you can see the Priority numbers for each mod on the left side, 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.

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

The load order numbers for both mods and plugins in these screenshots will be different for you if either of the following apply:

  1. You’re using any profile besides Tuxborn Low-Deck as your base for your R11’d profile, including Tuxborn MCO – Low-Deck
  2. You’re going to add anything else to the load order, such as:
    • You’re going to use any of the optional mods in this config I personally am not using (such as SunHelm – Ultrawide Patch or Water-Borne Diseases for SunHelm)
    • You’re going to add anything else to your load order that I’m not covering in this guide

Use my placement numbers as an example, not as a hard requirement! Adjust your placements as necessary for the load order you want to use.

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. You may be able to find both Imperial and Nordic style tents sold by any general goods merchant or Khajiit trader, although this is not guaranteed given that merchant stock is random. In my testing, I’ve had better luck finding tents sold by Sayma at Bits and Pieces than I did with Belethor at his store in Whiterun.

You can also make Nordic fur tents with appropriate materials at a tanning rack. And you may be able to find Imperial style tents from Imperial quartermasters in their camps, if you get far enough into your playthrough that you come across one without having gotten a tent already.

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.

Campsite enforces not playing a tent inside of a town, or within close range of one. This behavior occurs in the base game with the AE Camping Creation, so it’s consistent with that. The mod does not provide an INI file or an MCM, so there’s no way to turn off this behavior as near as I can tell. So if you decide to use the Campsite version of this setup, you will need to plan appropriately for when and where you pitch your tent.

Lastly, a cautionary note about Campsite tents: they are apparently finicky about where you place them on the terrain. And if you place them wrong, they may disappear entirely from the immediate area. You will not be able to locate the tent even if you do tcl in the console and look underneath the ground around you.

Instead, what you will need to do is go to Bleakwind Basin, which is the geographical center of the Skyrim map. Then look high in the sky overhead. Your tent is probably going to be there, and you will need to use the console to retrieve it. I suggest these options:

  1. Again, the tcl command could be useful here
  2. If you can actually click on it from the ground to make it the active object in the console, you may also be able to move it back to you with the moveto player command
  3. You might want to take the time to note your tent’s refID in the console. That way, you can move it back to you with these two commands, without having to go all the way to Bleakwind Basin:
    • prid exampleRefID (replace exampleRefID with whatever your tent’s actual refID is)
    • moveto player

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.