The other even bigger downside is that it doesn't work with the UOP active, and that's the one single mod that's basically mandatory to play the game...
Great mod. Truly useful. There is still problem though. The nirnroot will appear and regrow in place like Battlehorn Castle Trophy Hall even if you haven't bought it yet.
A very handy mod, I have noticed one very tiny issue: the version that disables and reenables the nirnroots when picked can cause nirnroots that are typically enabled by a specific action in-game to actually enable before they are supposed to be, because the mod only looks for nirnroots that are disabled after a period of time and enables them; one example of a place where this can happen is the nirnroot that is normally enabled with the addition of one of the taxidermy animals in Battlehorn Castle . Again, a totally minor issue, and unlikely one that could be fixed without a lot of more complicated and likely unnecessary work.
Your Update to Nirnroot, which seems very popular, ( kudos ), doesn't mix well for people already using the Harvest [Flora] MOD... Would you mind if I updated your MOD to be ( there is no conflict at all ) more compatible.
I could update your code and send it to you... And you could release it on your own once you made any necesasry adjustments. Or perhaps with your permission I could release it as a Harvest [Flora] addon, And give you all the possible credit, I can lump into a readme.
hi there, I was waiting for this actually, I am glad somebody did this. but it seems really difficult to get down to making a mod.
as I try to tick it in my oblivion launcher it says it isnt an oblivion plugin. I dont know for sure why. I have several other mods installed. and Ive just purchased and downloaded the 2 official, wizards tower, and orray I think its called. I hope it didnt mess it up. and like I said I do have a number of other mods.
but regarding nirnroot, im on the 4th stage already now i think. ive collected around 40 or 50 roots already. would this have affected it?
15 comments
Regrowing Nirnroot 1.1.7z
It is truly useful,as I always wanted to keep them around for future potions. Thank you for fixing this!
Your Update to Nirnroot, which seems very popular, ( kudos ), doesn't mix well for people already using the Harvest [Flora] MOD... Would you mind if I updated your MOD to be ( there is no conflict at all ) more compatible.
I could update your code and send it to you...
And you could release it on your own once you made any necesasry adjustments.
Or perhaps with your permission I could release it as a Harvest [Flora] addon,
And give you all the possible credit, I can lump into a readme.
Eitherway...
-Dejunai
It just makes Nirnroot plants reappear, it dosn't do anything else.
as I try to tick it in my oblivion launcher it says it isnt an oblivion plugin. I dont know for sure why. I have several other mods installed. and Ive just purchased and downloaded the 2 official, wizards tower, and orray I think its called. I hope it didnt mess it up. and like I said I do have a number of other mods.
but regarding nirnroot, im on the 4th stage already now i think. ive collected around 40 or 50 roots already. would this have affected it?
thanks in advance.
dino