Skyrim Special Edition
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bluedanieru

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bluedanieru

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205 comments

  1. CastleDoctrine
    CastleDoctrine
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    A wonderful mod that fixes Skyrim.  However, it needs to be said that, the CC Fishing ingredients still suffer from this ancient bug.  I watched the Riverwood Juvenile Mudcrab disappear before my eyes upon reloading a save!
  2. smaxy3
    smaxy3
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    Incredible that this well known bug wasn't fixed after all these years, all these  special, legendary, super-special editions and all 10000 'patches' in recent months and weeks... I guess Bethesda have some other priorities instead of actually fixing this ancient game.
  3. ThatJapaneseDude
    ThatJapaneseDude
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    I'm having issues harvesting plants while mounted with Convenient Horses. Plants that has not previously been harvested and doesn't have the fix applied can be harvested while mounted, but the ones with the fix applied can not. I tried looking into it myself but couldn't figure out why. Any help would be appreciated!
  4. KirkisAwesome
    KirkisAwesome
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    Hey can anyone help me, I used SSEEdit to patch FloraRespawnFix, now what do I do with the SSEEdit Cache and FloraRespawnFix that are now in my overwrite folder on MO2?
  5. Zenny9a3K
    Zenny9a3K
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    I need guidance i tried following the section in the description where it says "patcher instructions" but when I move the contents of my Scripts folder into my Edit scripts and run SSEEdit an look for the script to apply it isn't there. Am I doing something wrong?  also i had a bit of confusion over the florarespawnscript.pex and .psc files on which to put in there so i tried several variations of the contents of the scripts folder including the entire thing but still no luck
    1. Vlad254
      Vlad254
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      Did you delete the esp? ( Install the main file and delete the esp file (Not the scripts) and all your patches for Flora Respawn Fix)

      Did you install MXPF as per instructions?
    2. Zenny9a3K
      Zenny9a3K
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      I did install MXPF yes and i deleted the esp. im just not sure what im doing here i did something similar to this not to long ago that worked with a script for a snow patcher mod but the scripts had different "." names rather then pex and psc an im not sure what im doing wrong the ones for this isnt showing up when i right click "add script" its not listed in the list of options. sorry its been a bit since i last done scripts and im autistic with mild-memory loss i useually follow videos to do stuff like this.
    3. KirkisAwesome
      KirkisAwesome
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      I'm also having this same problem right now, currently trying to figure it out ill come back if I do.

      Edit: Yeah i'm an idiot, I forgot to download the optional script from here and move them into the xedit/edit folder. (The actual "FloraRespawnFixScript")
      :)

      Ok the only question I have now is what do I do with the SSEEdit Cache and FloraRespawnFix that are now in my overwrite folder on MO2?
  6. DissidentRage
    DissidentRage
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    Scrambled Bugs contains a fix for this issue.
    1. metrparik
      metrparik
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      No, it doesn´t.
    2. cato516
      cato516
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      Yes it does.
    3. cajetethaog
      cajetethaog
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      • 9 kudos
      Derp.
    4. MPirata
      MPirata
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      Scrumble Bugs:
      Harvested Flags (default: enabled)Flora and trees are saved when they are harvested, but not when they respawn. When you save and reload, any flora and trees in the loaded area that have respawned will once again be harvested. This is an alternative to the Flora Respawn Fix.
    5. EquestrianMidnight
      EquestrianMidnight
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      Dammit. Wish I knew that before installing Scrambled Bugs. (Using both accidentally) Description says I shouldn't uninstall, so I suppose I'm stuck with it as I don't wish to restart. 
  7. KaiyaSky
    KaiyaSky
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    Hi! So - when I try to patch this (following all the instructions, deleting esp and downloading MXPF etc), applying the "FloraRespawnFixScript" gives me the error: 'Cannot open file "D:\Skyrim Modding\xEdit\SSEEdit 4.0.4\Edit Scripts\lib\mxpf.pas'. The system cannot find the path specified." I'm running xEdit throught MO2. Any help? :[ Just trying to make sure things run smoothly with Catherdral landscapes/Unique flowers and plants/Happy little trees. Thank u!
    1. KermitZFrog
      KermitZFrog
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      im having the exact same problem
  8. Febline
    Febline
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    'there has been a bug in the Skyrim engine that it can't 'remember' that plants, ... have respawned'
    Can I infer from this explanation that the save file actually records that the plants have been harvested, but just not that the plants have respawned? So is it possible to have a save-modification utility to simply remove all 'harvested' flags, so that everything is back to the start?
  9. miraculux
    miraculux
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    I'm sure this mod is great, for flora that is supposed to respawn. But it makes coin purses remain after you have looted them and you can loot them an infinite number of times. Nice cheat! Unless this isn't just a bug that appears in my game, it would be smart to leave coin purses alone. Never had a problem with them before.

    I would have posted it in bug reports if I hadn't downloaded it on an old account that I've abandoned.
    1. bluedanieru
      bluedanieru
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      This mod isn't doing that, or it's doing it via some conflict with something else. That's never happened to me and I've never heard of it happening to anyone else.
    2. Kyuukei
      Kyuukei
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      • 19 kudos
      Can confirm, been using this mod for years and no coinpurse conflicts.
    3. SuperDuperRon
      SuperDuperRon
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      Yeah, I've never had an issue with the coin purses either
  10. logincogin
    logincogin
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    It's sad that this mod doesn't respect timer reset rule when players enters a sell before cell respawn timer is elapsed. Coz of that all the flora respawn a lot quicker than it should. It's kind of cheaty.
    1. deleted156211218
      deleted156211218
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      When you have a cell like "Dawnstar Sanctuary" and you buy a "nook" with 5000 gold and then you notice that the flora never respawn there ... is that logic? It's one of the thousand of overlooks that Bethesda made when conceiving the game.
      After all why flora shouldn't respawn in player houses? they respawn in real life because every home owner take of his flora.

      Ultimately, if you are smart enough you can see with this mod that you could respect vanilla timer for respawning cells and even "play with it" using the most convenient tweaks for you.
    2. logincogin
      logincogin
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      Ye, that's sad about flora not respawn in some cells if those cells marked as "never respawn cell".

      I am no mod maker so I don't fully understand how hard or simple it is to make such fixes. But still it looks like this problem should have more or less doable ways to fix. I mean to fix both problems at the same time. 1) Let flora to respawn in player houses and other places marked as "never respawn cell" and 2) Respect 10 or 30 days timer reset rule at the same time.

      It is important because in its current state this mod makes all flora to respawn in 10 days no matter what. It is just too weird. I've ended up with so many ingredients gathered near my home that it felt like a total cheat. And you should understand that I visited my home many times during any 10-days period. So the reset timer should have been reset many times and I should have never seen such amount of respawned flora.
    3. deleted156211218
      deleted156211218
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      I just saw a post in Reddit of a known nexus modder that freely attacked this mod arguing it causes bloat of the game. This modder should know that the scripts of this mod add Delete() at the end and that game forget temporary references when cells respawn.

      Some people have become arrogant in this site.