I've uploaded a final version. This one has no scripts (I was disatisfied with how my script functioned, it was fine but wasn't how I wanted them to work) This version uses packages based on http://haishao.blogspot.com.au/2013/05/lamp-follower.html - haishao's lamp follower. All credits to them for the packages. This version does mean you can't dismiss them, but it should play nicely with follower mods, dogs and other pets. Before you had to use a mod that allowed multiple pets and didn't work how I wanted it to. If you don't like this change, the other versions are still available.
Regarding effects: the final version has a subtle glow 'mushroomy' effect, toned down from the last version. I'm flexible on this so if you liked another effect I can make another effect version.
I also cleaned up the folder structure, no unnecessary files, smaller download.
Have fun.
edit: small update made dragonborn a 'hard' requirement, without it and dawnguard you will crash at startup. it just added the mushrooms to factions so they wont be attacked.
Thank you, they look great, although I used disable and only left one active since they have a collision with the character and I am no longer used to followers or them blocking the door by standing there. thanks for your work and sharing it
I downloaded the ''Author's Custom Version'' version, and the purple mushroom appears which is supposed to be white (I have all the DLC and USLEEP).
Another question: What you wanted to say about that version, does it mean that when installed they are already spread throughout skyrim? Because I didn't see them there either. Or do you mean that one can repart them with the spell?
Finally, Later, I instaled the version where they carry for you, but you can dismiss them, without orc voices. So know if its posible maintain the ''Author's Custom version'' at the same time.
pd: Same issue with purple mushroom in this version too.
Right near the beach boy-eee!!! It would be perfect if the mushrooms could be harvested for alchemical ingredients in the form spores. But the player character gets high each time you activate them. Applying color filters on the screen and making the vision blurry, while playing a short psychedelic tune.
Also, the mushrooms could have a small chance to create spore novas in combat, with a random chance of poison, paralysis, frenzy or healing.
And enemies killed by the mushrooms, could have a chance to spawn the rare mushroom armor for the player.
I know, I know. But it was fun to entertain the idea.
I love the idea of this mod, I haven't tried it out yet though. I wish they could give off puffs of poison while in battle. Hmm... what about a summoned kamikaze mushroom spell that would charge enemies and then explode with poison damage, or... trippy damage to make your opponents dizzy or wander off in a daze?? anyways... thanks for this if you're still around :D I'm looking forward to trying them out, they look so cute!
I installed this mod and I have been enjoying it. A mushroom companion is the exact thing my alchemist needed to feel complete in her theme and color scheme. I have several issues with this mod however, issues that are not apparent in the mod description. I assumed I would be able to recruit and dismiss the mushrooms whenever I wanted, but this is not the case. Upon leaving Helgen, the mushrooms all rush to your position as fast as they can run, and follow you forever. If you want fewer mushrooms you have to delete them since they cannot be killed or dismissed. I just wanted one follower, so I used mark for delete to remove the rest, and kept the blisterwart. I am not posting to bash the author's work, I just want people to know how exactly this mod is going to function when it is installed.
It was a thoughtful decision to make these mushrooms not activate traps, and I appreciate it very much. They also Do not interfere with stealth at all, the AI simply ignores them, and that is nice.
If the author hadn't said that the meshes belong to someone else I would dropbox my SE (plain) version for you. It's not hard to convert at all. You just need to use NifOptimizer which is super easy to update the meshes and then save the mod (plugin) within Creation Kit. Google a tutorial or on youtube for how to convert Oldrim mods to SE. It's quite easy if it takes a bit to pick through the video tutorial. Actually here is my notes for you:
Spoiler:
Show
Porting/Converting Oldrim mods to Skyrim Special Edition (which happen to work for SkyrimVR): Note 1: If the mod you're converting contains face/hair meshes, please take them out of the folders first. They will not convert properly and may look weird in game! Note 2: This guide does not apply to texture mods. Most texture mods will work out-of-the-box. This guide applies if: 1) You want to convert meshes into the new format, saving disk space and squeezing some performance out of the mods. 2) The mod you want has an ESP file or a BSA archive. https://www.nexusmods.com/skyrimspecialedition/mods/17990?tab=description https://www.youtube.com/watch?v=X1ko8pNhCJo&t=744 min 22 for ESP convertion and creation kit part https://wiki.nexusmods.com/index.php/Porting_Skyrim_mods_to_Skyrim_Special_Edition https://bethesda.net/community/topic/164350/converting-mods-from-oldrim-to-sse Creation Kit: http://download.cdp.bethesda.net/BethesdaNetLauncher_Setup.exe Multiple Masters Fix: http://www.nexusmods.com/skyrimspecialedition/mods/2786/? Nif Optimiser: http://www.nexusmods.com/skyrimspecialedition/mods/4089/? BSA Unpacker: http://www.nexusmods.com/skyrim/mods/4804/? * Download the mod you wish to convert. * Extract it's contents and search for any .BSA files [[ * Use the BSA extractor to extract all of the BSA files' contents into the same directories in which you found said BSA files. (If any) * Delete the extracted BSA and their BSL files. (If any) ]] * Run Nif Optimizer converting meshes (textures don't seem to have Nif files), https://www.youtube.com/watch?v=IL0_PLOWnho * Zip up the mod's files (Highlight all meshes/textures/scripts/ESP files). * Add the mod to MO2 manually * Install the mod using MO2 * If the plugin is an ESM then convert it to an ESP with Wrye Bash so the CK will allow you set it as active. (((To my understanding the Following part seems to be backwards (ESP, not ESM) -NB) If you are converting a file that has masters that are not flagged as an ESM you will need either WB or SSEEdit to "Esmify" them using Wrye Bash. ALL masters of the mod you are porting must be flagged as ESM files. If the mod you are converting lists an ESP that is not flagged as a ESM as master, you must "ESMify" that file prior to opening the the mod in the CK.)) * Run Creation Kit thu MO2, Open your plugin by (File > Data > Then double-click on the mod's ESP file, setting it as the active mod. (= mark the checkmark And set the esp as active -NB) > For the Errors pop-up box click Yes-to-All. * Open anything in the Object Window under Editor ID by double-clicking any entry. * Change the NAME FIELD in some way. (I just add a "1" to the name). Then click OK > Click No to Creating a new formID > Confirm. * Open the item again and undo that change. (This will trick CK into thinking something is different, and do a full re-save of the file, updating all headers etc.) * Save the ESP file. (= Just click the save Disk icon in the upper-left -NB) (check the overwrite folder in MO2 and move the files to the original mod IF there was more than a lone ESP file originally, if it was a lone ESP file then just delete those extra files -NB) (Now if you want to save the converted mod, go re-zip/compress the mod folder that's in MO2 -NB)
* Repeat the CK steps for all ESP files the mod may have included. >(If you converted an ESM to and ESP then.. -NB) "After deleting the original ESM file, Go back into Wrye Bash and by right-clicking on the ESP choose "Copy to ESM". Exit Wrye Bash and delete the ESP file. Zip up the mod." <<If you open the mod in LOOT first to look for a "DirtyEdits" warning maybe first to see if cleaning it in TES5VREdit (SSEEdit) makes any sense. If not the rest of this can be skipped >> * Open SSEEdit (aka. TES5VREdit) and unselect all except the mod. * Right Click anywhere on the left and click "Apply Filter for Cleaning". * Right click on the mod on the left and click "Remove Identical to Master Records" * Right click on the mod again and click "Undelete and remove references". * Close SSEEdit and save changes. * Open LOOT and re-do your load order. * Open Wrye Bash and rebuild your Bashed Patch. * Open Skyrim
hey ntblood, could u still upload ur port? the modauthor of the original model allowed it, as long as u credit him. U can check it here under permissions and credits: https://www.nexusmods.com/skyrim/mods/65134/ would be great if u could do that. tyy
223 comments
Regarding effects: the final version has a subtle glow 'mushroomy' effect, toned down from the last version. I'm flexible on this so if you liked another effect I can make another effect version.
I also cleaned up the folder structure, no unnecessary files, smaller download.
Have fun.
edit: small update made dragonborn a 'hard' requirement, without it and dawnguard you will crash at startup. it just added the mushrooms to factions so they wont be attacked.
Another question: What you wanted to say about that version, does it mean that when installed they are already spread throughout skyrim? Because I didn't see them there either. Or do you mean that one can repart them with the spell?
Finally, Later, I instaled the version where they carry for you, but you can dismiss them, without orc voices. So know if its posible maintain the ''Author's Custom version'' at the same time.
pd: Same issue with purple mushroom in this version too.
I hope you can kindly solve my doubt.
Thank you for this wonderfull mod!
I dont see any and any links to one is a trick to get to someone's Discord :/
I gave that person permission to port to SE, I didn’t give permission to host privately on discord and use it to advertise their discord.
If I have time I’ll just try and port it myself sometime.
https://ibb.co/QCGVjZk
SE version of this mod:
https://www.nexusmods.com/skyrimspecialedition/mods/46600?tab=description
Also, the mushrooms could have a small chance to create spore novas in combat, with a random chance of poison, paralysis, frenzy or healing.
And enemies killed by the mushrooms, could have a chance to spawn the rare mushroom armor for the player.
I know, I know. But it was fun to entertain the idea.
I have several issues with this mod however, issues that are not apparent in the mod description.
I assumed I would be able to recruit and dismiss the mushrooms whenever I wanted, but this is not the case. Upon leaving Helgen, the mushrooms all rush to your position as fast as they can run, and follow you forever. If you want fewer mushrooms you have to delete them since they cannot be killed or dismissed.
I just wanted one follower, so I used mark for delete to remove the rest, and kept the blisterwart.
I am not posting to bash the author's work, I just want people to know how exactly this mod is going to function when it is installed.
Porting/Converting Oldrim mods to Skyrim Special Edition
(which happen to work for SkyrimVR):
Note 1: If the mod you're converting contains face/hair meshes, please take them out of the folders first. They will not convert properly and may look weird in game!
Note 2: This guide does not apply to texture mods. Most texture mods will work out-of-the-box. This guide applies if: 1) You want to convert meshes into the new format, saving disk space and squeezing some performance out of the mods. 2) The mod you want has an ESP file or a BSA archive.
https://www.nexusmods.com/skyrimspecialedition/mods/17990?tab=description
https://www.youtube.com/watch?v=X1ko8pNhCJo&t=744
min 22 for ESP convertion and creation kit part
https://wiki.nexusmods.com/index.php/Porting_Skyrim_mods_to_Skyrim_Special_Edition
https://bethesda.net/community/topic/164350/converting-mods-from-oldrim-to-sse
Creation Kit: http://download.cdp.bethesda.net/BethesdaNetLauncher_Setup.exe
Multiple Masters Fix: http://www.nexusmods.com/skyrimspecialedition/mods/2786/?
Nif Optimiser: http://www.nexusmods.com/skyrimspecialedition/mods/4089/?
BSA Unpacker: http://www.nexusmods.com/skyrim/mods/4804/?
* Download the mod you wish to convert.
* Extract it's contents and search for any .BSA files
[[ * Use the BSA extractor to extract all of the BSA files' contents into the same directories in which you found said BSA files. (If any)
* Delete the extracted BSA and their BSL files. (If any) ]]
* Run Nif Optimizer converting meshes (textures don't seem to have Nif files), https://www.youtube.com/watch?v=IL0_PLOWnho
* Zip up the mod's files (Highlight all meshes/textures/scripts/ESP files).
* Add the mod to MO2 manually
* Install the mod using MO2
* If the plugin is an ESM then convert it to an ESP with Wrye Bash so the CK will allow you set it as active.
(((To my understanding the Following part seems to be backwards (ESP, not ESM) -NB) If you are converting a file that has masters that are not flagged as an ESM you will need either WB or SSEEdit to "Esmify" them using Wrye Bash. ALL masters of the mod you are porting must be flagged as ESM files. If the mod you are converting lists an ESP that is not flagged as a ESM as master, you must "ESMify" that file prior to opening the the mod in the CK.))
* Run Creation Kit thu MO2, Open your plugin by (File > Data >
Then double-click on the mod's ESP file, setting it as the active mod.
(= mark the checkmark And set the esp as active -NB)
> For the Errors pop-up box click Yes-to-All.
* Open anything in the Object Window under Editor ID by double-clicking any entry.
* Change the NAME FIELD in some way. (I just add a "1" to the name). Then click OK > Click No to Creating a new formID > Confirm.
* Open the item again and undo that change. (This will trick CK into thinking something is different,
and do a full re-save of the file, updating all headers etc.)
* Save the ESP file. (= Just click the save Disk icon in the upper-left -NB)
(check the overwrite folder in MO2 and move the files to the original mod IF there was more than a lone ESP file originally, if it was a lone ESP file then just delete those extra files -NB)
(Now if you want to save the converted mod, go re-zip/compress the mod folder that's in MO2 -NB)
* Repeat the CK steps for all ESP files the mod may have included.
>(If you converted an ESM to and ESP then.. -NB) "After deleting the original ESM file, Go back into Wrye Bash and by right-clicking on the ESP choose "Copy to ESM". Exit Wrye Bash and delete the ESP file. Zip up the mod."
<<If you open the mod in LOOT first to look for a "DirtyEdits" warning maybe first to see if cleaning it in TES5VREdit (SSEEdit) makes any sense. If not the rest of this can be skipped >>
* Open SSEEdit (aka. TES5VREdit) and unselect all except the mod.
* Right Click anywhere on the left and click "Apply Filter for Cleaning".
* Right click on the mod on the left and click "Remove Identical to Master Records"
* Right click on the mod again and click "Undelete and remove references".
* Close SSEEdit and save changes.
* Open LOOT and re-do your load order.
* Open Wrye Bash and rebuild your Bashed Patch.
* Open Skyrim
could u still upload ur port? the modauthor of the original model allowed it, as long as u credit him.
U can check it here under permissions and credits: https://www.nexusmods.com/skyrim/mods/65134/
would be great if u could do that. tyy