These ducks and swans are not creatures, they are animated statics that move on a given path, like other critters such as bees, butterflies, pond fish and hawks. So of course they show no animal behaviour like attack, fly, eat, rest or the like. Their only purpose is to add to the environment.
Edit: New version 1.1 corrects wrong water flow edits where the ducks and swans were added.
This is a very well done mod that wont cause anyone a issue - that said if this mod is placed after RW2 you will lose the water effects present in RW2 without a patch - of course the simple solution is load this mod very early and let everything overwrite it but it would be a good practice to patch for RW2 AND load it early just to cover your bases. I think the ducks are perfect in ENB but the swans a smidge bright so i might alter the mesh setting the emmissive multiple to 0 to prevent them from being to bright at night with ENB ducks as i said are perfect.
the bigger thing ill need to look into is clipping with mods that add lilly pads. The ducks swim through them and it looks very wrong - illhave to review the ducks etc and delete or move them so they dont clip lilly pads and grass.. moving them out a smidge would also resovle this pretty easy. but given the popularity and frequency of these types of mods it would be a good practice to do and would just be a days worth of work. ill do it myself but yea just something to know about.
for anyone coming along now or in the future and is wondering about the author making a patch. There is no need to wait on them as you can create one on your own by simply opening xedit and opening this mod to see if there is a conflict. If there is anything in red (columns to the right) you can simply drag the reference from this mod to the mod on the right (the one that s winning the conflict) and be done with it and now that mod (rw2) will share this record therefore conflict easily resolved. Also, you can right click on whichever mod is winning the conflict and create an esp patch (call it whatever you want) and add the reference to that and should you update the mod (unless values change upon update) you'll always have that esp created and not have to go through the process again. IN reality the longest this should take depends on how large your esp list is and waiting for xedit to get finished loading. Then it depends on how many cells are in the mod and if you have to open each one or just a couple.
Red not always means a bad conflict. Actually take a look at what is being overwritten and decide for yourself on what you want. Sometimes a simple load order swap is enough. As a rule of thumb, always let RW2 win.
This mod has single-handedly made exploring much more rewarding to me, and as it much as that sounds like an exaggeration its not. I always smile when I find a little duck family paddling around a pond or a pair of swans on Lake Honrich framed by those gorgeous colors. I recommend this to anyone looking to add interest to the Skyrim overworld.
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butterflies, pond fish and hawks. So of course they show no animal behaviour like attack, fly, eat, rest or the like. Their only purpose is to add to the environment.
Edit: New version 1.1 corrects wrong water flow edits where the ducks and swans were added.
the bigger thing ill need to look into is clipping with mods that add lilly pads. The ducks swim through them and it looks very wrong - illhave to review the ducks etc and delete or move them so they dont clip lilly pads and grass.. moving them out a smidge would also resovle this pretty easy. but given the popularity and frequency of these types of mods it would be a good practice to do and would just be a days worth of work. ill do it myself but yea just something to know about.