Skyrim

1136 comments

  1. UrekMal
    UrekMal
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    Is there a port of this for SE?
    1. Zethras
      Zethras
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      • 13 kudos
      I did one myself, as I doubt it author will ever make one
  2. LegendLegacy
    LegendLegacy
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    These look beautiful, well done!
  3. HurricainReaperProductions
    HurricainReaperProductions
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    hello is it possible to get permission to port and upload this mod i made a few changes and updates for SE for personal use but this and improved fishes together make alchemy and life in the underused areas better. if not that s ok too i was just wondering if it is ok
    1. GeneralDraxeo
      GeneralDraxeo
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      I'd love to see this mod in SE!
    2. KainThePheonix
      KainThePheonix
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      ONLY if it is COMPLETELY bug proofed.
  4. OutlawShark
    OutlawShark
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    Endorsed. Big kudos!....and then nothing. Even my fish are gone. Still got salmon though.  I will try "Critter" mod ixianda mentioned. I hope it works....Yes!!!   It worked!I have critters everywhere now. Godspeed people. Stay safe! 
  5. JayTheRadical
    JayTheRadical
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    I'm not totally sure how this happened but I've been using this mod without any changes or conversions for a while in SkyrimVR and it seems to work like a dream. Have I been mercilessly destroying my save files, or is the mod really just good to go with no worries?
  6. ixianda
    ixianda
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    If anybody is also having the issue where bugs won't spawn, the mod "Critter - Simply script fixes" by ReDragon2013 fixed this issue for me! Install near the end of your load order after your bug mod!
  7. wop0911
    wop0911
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    Any chance of having this allowed to port to console players. Been looking for a good insect mod, but the only one that adds insects overpopulates the nods and it just doesn't look good.
  8. tevez1988
    tevez1988
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    I can't find these insects in the game ...
  9. backstab89
    backstab89
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    Could anyone send the ported version to me please ?

    My email : [email protected]
  10. Grungehog
    Grungehog
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    so easy to port to sse... and it merges in sseedit like a charm
    1. ironside31
      ironside31
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      don't the meshes or textures need to be fixed for this to port correctly
    2. sanosukex
      sanosukex
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      @ironside31 running the meshes through nifoptimizer takes less than 5 seconds
    3. ShibePatrol
      ShibePatrol
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      You can port this in 5 minutes, and 4/5 of those minutes are waiting for Creation Kit to load so you can click save to convert to form 44.
    4. GoldenJackal
      GoldenJackal
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      Works wonderfully With SSE I'm happy to say, one of oldrim's must have mods
    5. RudyTheNinja
      RudyTheNinja
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      I suppose I could ask the obvious but I'm sure it's already been asked
      So instead I'll ask: How to port to SSE?... plis, me likes bugs :bugpokemontrainer:
    6. Scoubidou57
      Scoubidou57
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      It's a bit late but if you still want to convert it to sse yourself there is a very well made guide here
      https://www.nexusmods.com/skyrimspecialedition/mods/17990?tab=description

      It can look a bit tedious at first but you'll see it's easier than it looks, good luck!
    7. GermRillian
      GermRillian
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      @RudyTheNinja
      You need to unpack the mod, run the meshes through nif optimizer, repack the mod then install it and activate the ESP. Open the CK, load a cell, move one thing, hit undo, then save it. As long as it senses a change made even though it doesn't realize you changed it back, it will prompt the CK to update the form to 44, the proper file format for Newrim. =^_____^= GL, GG.