The mod maker had a hissy fit over the new nexus changes (Well, not new). So hes taken them down. Theres not actually a valid reason tbh. Just modders being entitled
Seems strange he hasn't taken this version down though... Kinda suss
To anyone reading this page! I obviously haven't been active on this mod for quite a lot of years! Still thanks for all the endorsements and nice comments I have gotten here!
I am not working on this mod, and nor will the mod will not be worked on by me in the future. I just don't have the time. For SE editions, Steve40 has some information about that in his user profile! I hope to return to modding whenever a new Elder Scrolls gets released.
For anyone wanting to use any assets from any of my mods, you have my full permission. I regret not having logged into nexus for years, and missed a few requests for permissions which I would have gladly given.
-Ive been using this mod for ages and now I just found something terrible with it. It actually changes navmeshes in various locations, I was drawn to this because the npcs in Falkreath refused to cross the navmesh borders to other cells, meaning the npcs were all pretty much stuck. I have a mod that changes Falkreath, but BirdsOfSkyrim is below this mod in the load order meaning the navmesh changes that BirdsOfSkyrim did completely screwed over the Falkreath mod, causing this issue with the navmeshes. And before you say "just put the Falkreath mod lower in the list then", no I can't, my mod program placed it here and if I would lower the other mod it would create other incompatibilities with other mods.
The reason why this BirdsOfSkyrim changes navmeshes is because it adds "standing still" birds on things like rocks or wooden beams for example, but I'm betting the author didnt know that if you change one tiny navmesh like that you actually edit an entire exterior cell which is quite large, so now I'm going to have to check every single area that this mod changed with navmeshes, move those birds a bit, and then finally go in TES5EDIT to delete all the navmesh changes BirdsOfSkyrim made around towns which is conflicting with my other mods.
-Also I had to delete all the birds on top of the College of Winterhold because you have that one quest where you need to "subdue" a daedra that you summon there, and the daedra goes bonkers on all the birds there causing your dialogue with him to break and bugging out the quest.
I would still give this mod an 8/10 since it brings much needed life to the game, but editing navmeshes in various location all over the map which causes incompatibility issues with other mods that overhauls those areas is something a "bird" mod really should have never touched.
Hey, quick question - can any of these be recruited as pets\ companions? It'd be cool to have a raven fly around after you as you're trekking through Skyrim, maybe even attack hostile creatures and npc, though I wouldn't go that far. :p
1143 comments
Hello. I maked a mod using resource of your mod.
Never mind. I got confused.May I upload it on nexus with credit?
Seems strange he hasn't taken this version down though... Kinda suss
I am not working on this mod, and nor will the mod will not be worked on by me in the future. I just don't have the time. For SE editions, Steve40 has some information about that in his user profile! I hope to return to modding whenever a new Elder Scrolls gets released.
For anyone wanting to use any assets from any of my mods, you have my full permission. I regret not having logged into nexus for years, and missed a few requests for permissions which I would have gladly given.
Cheers!
I have a mod that changes Falkreath, but BirdsOfSkyrim is below this mod in the load order meaning the navmesh changes that BirdsOfSkyrim did completely screwed over the Falkreath mod, causing this issue with the navmeshes.
And before you say "just put the Falkreath mod lower in the list then", no I can't, my mod program placed it here and if I would lower the other mod
it would create other incompatibilities with other mods.
The reason why this BirdsOfSkyrim changes navmeshes is because it adds "standing still" birds on things like rocks or wooden beams for example, but I'm betting the author didnt know that if you change one tiny navmesh like that you actually edit an entire exterior cell which is quite large, so now I'm going to have to check every single area that this mod changed with navmeshes, move those birds a bit, and then finally go in TES5EDIT to delete all the navmesh changes BirdsOfSkyrim made around towns which is conflicting with my other mods.
-Also I had to delete all the birds on top of the College of Winterhold because you have that one quest where you need to "subdue" a daedra that you summon there, and the daedra goes bonkers on all the birds there causing your dialogue with him to break and bugging out the quest.
I would still give this mod an 8/10 since it brings much needed life to the game, but editing navmeshes in various location all over the map which causes incompatibility issues with other mods that overhauls those areas is something a "bird" mod really should have never touched.
This mod should be used with Birds Of Skyrim-Ruhadre Patch
Not only the patch fixes some issues with this mod but also adds two bird followers.