@miraclefreak That's impossible. It just replaces a mesh model and the .esp reverts the wheat as it was in the original vanilla game, nothing else. You probably have other mods conflicting each others...
EDIT: just tested that mod and it works fine infact with my fix.
@Arthmoor This is false: my edited nif keeps the same coords of the original so you won't see any change for mods or the vanilla game. You see only one big advantage: correctly Z axis positioned wheat when harvested too. If other mods, as a workaround, placed the wheat objects buried in the ground just to look better when harvested but uglier when non-harvested (=all of the time unless you pick it up) it is their problem. This is a proper fix for both harvested and non-harvested 3D model in a simple elegant solution, not a gross workaround. I followed vanilla standard and fixed it, not what the others decided to do as a workaround... There are currently no mods that I know of that would look worse with my solution.
Your workaround solution is ugly (both clipping objects buried in the ground, there was already another "fix" for that) and may cause easy conflict with other mods that modify those worldspace cells where you edited almost 50 objects unnecessary. 2 negative effects VS 0 of my solution. I already told you... but you're the main developer of USKP (and thank you for the rest of your hard work of course! I'm not ungrateful for this minor glitch anwyay) with Kivan.
The problem is that original nif has both models into a single file, but only the harvested model floats from the ground. Hence I fixed this aspect instead of a gross workaround buring 50 game objects deeper in the ground with an ugly clipping effect. Self-explanatory pic added in the images section.
At least the solution used by the USKP won't cause countless mod added wheat to be partially buried after the modders used them correctly.
Editing a couple dozen placed wheat in the vanilla game is not an ugly solution. It's the proper solution. With the USKP loaded where it is, there is zero danger of a compatibility issue.
Unfortunately Arthmoor (USKP) has chosen the ugliest solution to fix this minor glitch buring the ~50 wheat objects down in the ground to make them appear correctly also when harvested
USKP 1.2.4 (coming out soon) •The remaining vanilla wheat stalks which had not already been grounded properly have been corrected.
My solution was much better preserving original look and correct positioning without clipping also when harvested. Moreover mine had the advantage to not unnecessary edit world cells (= less potential conflicts with other mods).
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That's impossible. It just replaces a mesh model and the .esp reverts the wheat as it was in the original vanilla game, nothing else.
You probably have other mods conflicting each others...
EDIT:
just tested that mod and it works fine infact with my fix.
Note:
Your esp file breaks functionality of this mod 3D Paper World Map
Yep. It's a tiny fix for no more floating wheat when harvested in all Tamriel farms.
Oh... the shadow under the wheat.
This is false: my edited nif keeps the same coords of the original so you won't see any change for mods or the vanilla game. You see only one big advantage: correctly Z axis positioned wheat when harvested too.
If other mods, as a workaround, placed the wheat objects buried in the ground just to look better when harvested but uglier when non-harvested (=all of the time unless you pick it up) it is their problem. This is a proper fix for both harvested and non-harvested 3D model in a simple elegant solution, not a gross workaround. I followed vanilla standard and fixed it, not what the others decided to do as a workaround...
There are currently no mods that I know of that would look worse with my solution.
Your workaround solution is ugly (both clipping objects buried in the ground, there was already another "fix" for that) and may cause easy conflict with other mods that modify those worldspace cells where you edited almost 50 objects unnecessary. 2 negative effects VS 0 of my solution. I already told you... but you're the main developer of USKP (and thank you for the rest of your hard work of course! I'm not ungrateful for this minor glitch anwyay) with Kivan.
The problem is that original nif has both models into a single file, but only the harvested model floats from the ground. Hence I fixed this aspect instead of a gross workaround buring 50 game objects deeper in the ground with an ugly clipping effect.
Self-explanatory pic added in the images section.
Editing a couple dozen placed wheat in the vanilla game is not an ugly solution. It's the proper solution. With the USKP loaded where it is, there is zero danger of a compatibility issue.
USKP 1.2.4 (coming out soon)
•The remaining vanilla wheat stalks which had not already been grounded properly have been corrected.
My solution was much better preserving original look and correct positioning without clipping also when harvested. Moreover mine had the advantage to not unnecessary edit world cells (= less potential conflicts with other mods).