Skyrim Special Edition

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jet4571

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jet4571

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25 comments

  1. jmeyer73
    jmeyer73
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    You should seriously put in the description that you messed the water up. Or just remove the mod entirely, it hasn't been converted properly.
    1. aristotle99
      aristotle99
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      I don't think it's this mod.  But there are definitely mods that cause water flow problems, and you should install this mod:

      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.
    2. Nabir
      Nabir
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      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.
  2. Firebeard17
    Firebeard17
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    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?
    1. Agammamon
      Agammamon
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      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.
  3. Morphan
    Morphan
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    I love this mod, however iv had to remove it as it breaks water all over skyrim...
    1. ColossusX13
      ColossusX13
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      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.
    2. jet4571
      jet4571
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      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..
    3. Attercob
      Attercob
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      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.  
  4. Metalunacy
    Metalunacy
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    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?
    1. jet4571
      jet4571
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      It wouldn't hurt anything but not doing it wouldnt hurt anything either.
    2. ColossusX13
      ColossusX13
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      Yeah they do *seem* to be harmless but i forwarded the changes myself. Sent you the file @jet4571
    3. brandonvo
      brandonvo
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      Do you mind sending me the file aswell!
    4. jet4571
      jet4571
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      You can upload that as your version of my mod, make whatever fixes and adjustments you see fit to it. Just credits for the original work is required.
    5. XanderVirtus
      XanderVirtus
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      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
  5. Tooneyman
    Tooneyman
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    Will this work with Skytest?
    1. jet4571
      jet4571
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      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
    2. rscaper1070
      rscaper1070
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      Sorry for the necro but I was wondering if I use this esm in addition to Skytest or should I uninstall Skytest and then add this?
  6. Wyrmspleen
    Wyrmspleen
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    ...
  7. Texelion
    Texelion
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    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.
  8. WickedClover
    WickedClover
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    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.
    1. jet4571
      jet4571
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      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.
  9. statesidebeast
    statesidebeast
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    Awesome! I wanted this for Skyrim SE. I can't wait to give it a try.
    1. jet4571
      jet4571
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      I suppose you used the original, this is pretty much the same mod. I think there was one or two new ones moved though so it isn't a straight port.
  10. Solongchu
    Solongchu
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    This sounds interesting so Ill give it a shot.