Though it fixes SE mods, as well. Notably those SE mods that were improperly converted, without a proper accounting of SE water flow rules. Inigo is one surprising example. Look in the posts for SSEEdit Script - Fix Oldrim Mods Waterflow for a list of mods affected. There are others. For example, Adventurer's Shack, which is a little-known but beautiful mod that gives you a starter home near Riverwood. One that you have to do a little work to obtain. I converted this mod to SE myself. I later discovered a water flow seam in the river next to Riverwood. This was a while after I had installed the mod, and I was mystified as to what was causing it. I ran the SSEEdit waterflow script on the Adventurer's Shack mod, and sure enough, there were 2 waterflow errors. When I checked back in the game, the river seam was gone.
Unfortunately, it will require some detective work to find which mod is causing your water flow problem. But when I ran the script on the No Predators on Roads mod, there were 0 waterflow errors.
This mod does cause water seams. I had one at Darkwater Crossing. When I disabled the No Predators plugin and loaded a save game, the seam was gone. Strangely, the SSEedit script to fix waterflow didn't work to solve the problem.
What are the chances that this could have an effect on animals not appearing for radiant quests where we are meant to clear out an animal from a "den" like Greenspring Hollow or something?
Pretty much zero. All this does is remove the (fething ridiculous amount of) spawn point Bethesda placed all over the roads (can't have the player go more than 30 seconds without fighting something) off of the roads. It doesn't touch other spawn points. And the original spawn points are still there - just moved far enough that anything that spawns won't aggro on you as you move down the road. And its only the animal spawns.
Load ur water mods below this. RW2 should be below most mods that have worldspace edits. This mod in general seems like it should be loaded relatively high. Probably above CRF.
There's an SSEEdit script that should fix the water issues for vanilla Skyrim SE with original Skyrim mods that may need to be run on it. I do not have the game installed currently to do it..
Can y'all stop using ambiguous prepositions like 'below', 'high', or 'above' when referring to load order?
I can't tell whether you mean 'before' or 'after' (which are the prepositions you should be using instead), because most load order lists have a descending number order, meaning 'below' could either mean numerically lower, or it might mean positioned lower on the list which would have a higher number. I guess I'll just test both to see which one works. At least you narrowed down the potential fixes for me, so thanks.
There are alot of entries to forward from Bethesda's Update.esm and USSEP. Did you leave those out on purpose? Will it break anything if I forward all the changes, except the position data?
I send you a message for permission to update the mod and reupload it with credit to the original. I updated the mod to incorporate SkyrimSE updates and incorporated fixes from USSEP. Just saw this message and decided to go ahead and upload it, with credit to you and the original mod. I also added ELSified patches for various other mods.
Here it is: https://www.nexusmods.com/skyrimspecialedition/mods/24366
According to someone at the Skyrim version of this mod... "Looking at this in TES5Edit, it seems to be fully compatible with SkyTEST. This mod moves the spawn points, while SkyTEST mostly does not touch vanilla ones and instead adds some of its own. So SkyTEST animals will spawn on the relocated spawn points from this mod. However, animals may still spawn in annoying places via SkyTEST's own spawn points. If you want to remove those, there is a replacement .ESM available in the optional files here: http://www.nexusmods.com/skyrim/mods/77331/? - it removes predator spawn points added by SkyTEST and leaves only the domestic animals." -Solmyr77
Thanks for this mod, when walking it's not too bad but on horseback it's pretty obvious that they've put animals to attack you every 50 meters, probably to keep the player "interested" and make the roads less boring. It's just bad gamedesign imo.
Oblivion had the same problem, especially at higher level you'd find trolls and minotaurs every 20 meters just waiting for you.
I know that there were other similar mods for this for Oldrim but I actually never saw them so I had no idea. But this is just brilliant, it always bugged me some npcs would tell you if you stray too far off a path that you would be attacked by predators.... but they were on the damn path anyways. I mean of course predators will go near roads and humans if they see easy prey (which humans are not) or if they smell dead prey....but it's always annoyed me because these predators would basically be running on the road or just waiting for you to get there which isn't logical. I mean the wolves on the road between Riverwood and Whiterun I understand because they are always eating a rabbit. Thanks for this mod. Will endorse after a little playing.
This is a port of my oldrim version. I moved those wolves further up into the woods. Bethesda really did mess up the creature spawns, they attached the spawns to a patrol route but didn't loop the route back onto itself. The critter would spawn and follow the route then just stop when it gets to the last one. Often once they stop they will idle animation which for most is stand in one spot or lay down. If they did it right you would have a general idea that there will be a bear patrolling around the next bend, it might be in the road or it might be off into the woods. They didn't do it right so you always know there will be a bear around that one bend.
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SSEEdit Script - Fix Oldrim Mods Waterflow
Though it fixes SE mods, as well. Notably those SE mods that were improperly converted, without a proper accounting of SE water flow rules. Inigo is one surprising example. Look in the posts for SSEEdit Script - Fix Oldrim Mods Waterflow for a list of mods affected. There are others. For example, Adventurer's Shack, which is a little-known but beautiful mod that gives you a starter home near Riverwood. One that you have to do a little work to obtain. I converted this mod to SE myself. I later discovered a water flow seam in the river next to Riverwood. This was a while after I had installed the mod, and I was mystified as to what was causing it. I ran the SSEEdit waterflow script on the Adventurer's Shack mod, and sure enough, there were 2 waterflow errors. When I checked back in the game, the river seam was gone.
Unfortunately, it will require some detective work to find which mod is causing your water flow problem. But when I ran the script on the No Predators on Roads mod, there were 0 waterflow errors.
Strangely, the SSEedit script to fix waterflow didn't work to solve the problem.
This mod in general seems like it should be loaded relatively high. Probably above CRF.
I can't tell whether you mean 'before' or 'after' (which are the prepositions you should be using instead), because most load order lists have a descending number order, meaning 'below' could either mean numerically lower, or it might mean positioned lower on the list which would have a higher number. I guess I'll just test both to see which one works. At least you narrowed down the potential fixes for me, so thanks.
Here it is: https://www.nexusmods.com/skyrimspecialedition/mods/24366
Oblivion had the same problem, especially at higher level you'd find trolls and minotaurs every 20 meters just waiting for you.