Even though there are many mods that add multiple spells or change spells ingame, this one just adds one new spell type, but it's still enough to see this mod as an obligatory addition to the game.
I either found it funny that these "NPCs" (critters) draw the attention of enemies to the player. :D
Giving these harvesting lights some factions to befriend creatures might solve this, but somewhat I think it's pretty immersive for creatures to react to these lights. ^^
I'm giving this mod my endorsement! It's mandatory to have.
In addition: Shamelessly advertising the mod with a promo video:
Awesome, Thank you. One think - maybe possible. It's a workaround or a solution for: active critters are always attacked by wolves etc. - May I (or a upgrade to mod) turn off that ... somehov - that enemies will always hit me not a critters. Thank you.
I'm surprised how awesome this mod is. Before looking at this I thought it was just some simple looter mod that just made everything appear in your inventory. This really is immersive to say the least. My alchemist is really satisfied!
Question, are there any special instructions for upgrading from 1.2.4 to the latest so that I don't have old scripts running as I move on to the newer?
Just switching to the new version is recommended, nothing special like uninstalling first or whatever, unless otherwise clearly noted (which would probably be in a sticky post here in the comments, on the file description, and in the changelog if it were necessary).
Fantastic mod — a must-have, imo If it's not too much extra work, could we get an MCM option that would allow the spell to also harvest ore, as well, please? Thanks!
It's often requested for the original SSE version too, but it's just a lot of trouble and I haven't been able to work up the motivation. If I ever get around to it, it'll definitely be a separate spell.
10 comments
I either found it funny that these "NPCs" (critters) draw the attention of enemies to the player. :D
Giving these harvesting lights some factions to befriend creatures might solve this, but somewhat I think it's pretty immersive for creatures to react to these lights. ^^
I'm giving this mod my endorsement! It's mandatory to have.
In addition:
Shamelessly advertising the mod with a promo video:
One think - maybe possible.
It's a workaround or a solution for: active critters are always attacked by wolves etc. - May I (or a upgrade to mod) turn off that ... somehov - that enemies will always hit me not a critters.
Thank you.
Question, are there any special instructions for upgrading from 1.2.4 to the latest so that I don't have old scripts running as I move on to the newer?
If it's not too much extra work, could we get an MCM option that would allow the spell to also harvest ore, as well, please?
Thanks!