Soft requirement, but strongly recommended to improve mod speed and reliability, and for some usability enhancements
Permissions and credits
Author's instructions
All scripts, sources, plugins and sound files are entirely original work, and are released under the WTFPLv2: https://en.wikipedia.org/wiki/WTFPL#Version_2
All meshes (.nif) and textures (.dds) are rehashed Bethesda assets, and may be freely used pursuant to Bethesda/Zenimax's license for asset usage.
File credits
Big thanks to doticu/r-neal-kelly, who volunteered a bunch of effort to make his SkyPal library that significantly enhanced IHarvest's functionality: https://github.com/r-neal-kelly https://www.nexusmods.com/users/70744773
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Changelogs
Version 1.2.5a
Corrected all levels of the spell erroneously displaying as "Apprentice" (level 25) rather than the intended Novice/Apprentice/Adept/Expert/Master progression
This change is visual only, and using a Harvest spell above your Mentalism level will still negatively affect spell performance
Version 1.2.5
Addressed an issue where an unforeseen quirk of the SkyPal lib would increase (uncompressed) save file size by ~2-10MB on running the Reset Mod MCM option for the first time--should also be a lot faster now
(Story Manager/Start mode) Made the mod force resync some internal data on every save load to hopefully fix these modes occasionally randomly breaking
(SkyPal mode) Fixed an issue where some internal thread controller code could end up in a weird state, which would cause the spell to send multiple critters after the same target, among other oddities--may have affected SM/Start modes too, but unsure
(Story Manager/Start mode) Improved the accuracy of anti-critter-theft-protection code (fewer false positives, so critters will be able to take more stuff)
(SkyPal mode) Anti-theft-detection code is now very accurate, leveraging improvements made in 1.0.2
As with the original version, installation of the SkyPal Papyrus library is recommended, which works with EnderalSE unmodified.
This port works the same as the main SkyrimSE edition, except I:
Removed everything depending on SkyrimSE
Made and balanced a set of Harvest spells for ranks I-V
Placed a set of books around Enderal
Tweaked default settings and the MCM a bit
Harvest spell tomes may be found as placed loot, near alchemy labs in dungeons and other hostile locations.
For all spell levels, recast rate scales with Mentalism, and range scales with Mentalism plus a small bonus for Alchemy.
Generally speaking, casting the spell level most closely aligned with your Mentalism skill level will work best:
Higher spell levels have lower "base" stats, but scale better with increasing skill levels.
For example, at 15 Mentalism, the Novice/Rank I spell is optimal, and higher level spells will perform worse or not work at all; by level 50 Mentalism, the Novice (and Apprentice) spell will continue to improve slightly, but the Adept/Rank III spell will cast fastest and furthest.
Most food and alchemy ingredients will be harvested by default.
Ice Claws are not harvested as, despite being a mushroom, these do not strictly fall under the category of food or alchemy ingredient, do not respawn, and are obviously carefully placed collectibles meant to encourage exploration; IHarvest is intended to be a QoL/time saver mod, not a "cheat" mod, so I do not feel that auto-collecting these would be appropriate.
I have not yet integrated the staff, but it may be spawned with the console (FormID FExxx8C5) if desired.
This version of the mod is released as an esl-flagged esp (ESPFE), but I doubt that'll end up mattering much.