SKYRIM SPECIAL EDITION
skyBirds SSE Edition by steve40
Skyrim Special Edition » Immersion
Added: 04/11/2016 - 01:50AM
Updated: 26/07/2017 - 11:34AM

5,886 Endorsements

1.01 Latest version

96,567 Unique D/Ls

221,512 Total D/Ls

286,420 Total Views

Uploaded by steve40

Description

Last updated at 11:34, 26 Jul 2017 Uploaded at 1:50, 4 Nov 2016

THIS MOD IS EXCLUSIVE TO NEXUS MODS
(http://www.nexusmods.com/skyrimspecialedition/mods/2315)
DO NOT COPY THE MOD PAGE, IMAGES, OR UPLOAD THIS MOD ANYWHERE WITHOUT WRITTEN PERMISSION FROM STEVE40
THIS MOD MUST NOT BE MONETIZED IN ANY WAY





Description

Real flying interactive perching bird NPCs for Skyrim.

Imagine real actor birds that don't just stand around mutely doing nothing much, but ones that can hop about, chirp, sing and actually fly away as you approach them. Birds that can land or perch dynamically wherever they choose: on logs, rocks, shrubs, signposts, fences, walls, farmhouses. Birds that will build nests in trees, where they will retire to safety at night and in bad weather. And of course, they can be hunted for their useful alchemy ingredients. This is skyBirds!

Also available on XBONE!


Mod Features
  • New fully animated bird actor models: Blue Jay, Cardinal, Tree Sparrow, Wren, Crested Lark, Brown-Chested Martin, Green Woodpecker, Red Headed Woodpecker and Domestic Goose. Also white and barred chickens.
  • Most of the birds can hop about, perch on many objects, and FLY DYNAMICALLY (no canned animations).
  • Each bird has custom actor sounds. They sing, chatter and call out to their flock just like real birds.
  • Fully interactive: the birds can be killed, they will fly away from predators and they can build nests in trees.
  • Adds sounds to the vanilla hawks. v1.01 also adds sounds to flying crows and seagulls from Birds of Skyrim.
  • The birds will retire to their nests at night or in foul weather.
  • The birds will become silent during player combat.
  • The birds can perch dynamically on many objects such as trees, logs, plants, rocks and signposts.
  • 20 new alchemy ingredients to be collected from dead birds.
  • Fixes various bugs related to vanilla hawks/chickens/blackbirds, e.g. unkillable hawks, clipping chicken feet.



Translations

German version here.
Polish version here.
Spanish version here.
Another Spanish version here.
Brazilian Portuguese version here.
Russian version here.
Italian version is available in the Downloads section of this mod page.
Russian version by Kopasov is available in the Downloads section of this mod page.

Compatibility Patches

Patches for USSEP, skyTEST and Better Harvesting. ONLY USE THIS PATCH WITH v0.94. THE NEW v1.01 DOES NOT NEED ANY PATCH FOR USSEP OR SKYTEST COMPATIBILITY, AND THE OLD PATCH MIGHT CAUSE CTD. LOAD SKYBIRDS v1.01 BEFORE BETTER HARVESTING.

Patches for Harvest Overhaul Redone. I haven't tested this patch with v1.01 but I think it should still work.



Please note that the following videos show an older version of the mod. The current version has many improvements.



Featured in Skyrim Mod Sanctuary #46. Thanks to Gopher for the awesome video review! (skyBirds v0.91B shown)
Featured in Skyrim Mods Series #78. Thanks to Saiodin for the awesome video! skyBirds is at 2:05 (skyBirds v0.91B shown)
Featured in Skyrim Mods Weekly - Bits'n'Bobs #25. Thanks to Brodual for this excellent video! skyBirds is at 3:53 (skyBirds v0.91B shown)
Featured in TESV - Skyrim Mods (under the Atmosphere category)

Console Commands

If you are running the game on a potato, you can reduce the number of bird spawns using the console command:
set _APB_MaxBirds to n
where n is the max number of active flying birds to spawn in the whole game. Default is 60 birds max, so try setting it to 20 or 30 (e.g. command: set _APB_MaxBirds to 20 ). This setting does not affect woodpeckers. Woodpeckers become latent when the area unloads.

To set the max number of birds each spawner can create, use console command:
set _APB_MaxBirdSpawns to n
where n is between 0 and 20
what _APB_MaxBirdSpawns does is alter the distribution of birds. For example, if there is only one spawner near you and you have _APB_MaxBirds set to 20, with _APB_MaxBirdSpawns set to 20, then that single spawner will create 20 birds at that location. On the other hand, if there were 5 spawners and you had _APM_MaxSpawns set to 4, then each spawner would create 4 birds, for a total of 20 birds (rather than one spawner create all 20 requested birds), so they would be more spread out in the current area. The default _APB_MaxBirdSpawns is 5.

You can prevent birds from spawning in cities by using console command:
set _APB_SpawnInCities to 0
Set it back to 1 to enable bird spawning in cities.

To see how many flying birds (woodpeckers, chickens and geese are not included in this count) have been spawned in the entire game, use console command:
GetGlobalValue _APB_Population
Note that this value can sometimes slightly exceed the number of max spawns set by _APB_MaxBirdSpawns temporarily, due to multithreading timing issues.

To adjust the sound volume of flying bird actors (cardinals, blue jays, sparrows, larks, wrens and martins ) use console command:
set _APB_Volume to x
where x = 0.0 to 1.0

The sound volume of woodpeckers is linked to the game's Effects volume slider.

NEW CONSOLE COMMANDS IN v1.01:

To adjust the sound volume of flying hawks use console command:
set _APB_HawkVolume to x
where x = 0.0 to 1.0

To adjust the sound volume of flying seagulls use console command:
set _APB_SeagullVolume to x
where x = 0.0 to 1.0

To adjust the sound volume of flying crows use console command:
set _APB_CrowVolume to x
where x = 0.0 to 1.0


Changelog

Click here to see the changelog (or click the Changes icon in the menu near the top of the page).

V1.01
  • Awesome loose feather particle effect shaders when birds take-off or when chickens and geese are killed - huge thanks to weijiesen for sharing this!
  • A work-around fix for the woodpecker glitch at Bleakwind Basin (YAY!). Misplaced woodpeckers will be automatically detected and deleted. The woodpeckers system will reset automatically on game load if the problem becomes endemic.
  • I think I may have fixed the static bird glitches (YAY!). The spawner will detect and delete birds that fail to initialize/animate.
  • The nests placed atop Riverwood houses are now disabled to avoid issues with mods that change the village layout.
  • USSEP patch fixes have been carried forward to skyBirds - a separate patch is no longer required.
  • Increased the latency timers in the spawner script for better performance and less load on the script engine. Birds may take slightly longer to spawn.
  • Faction compatibility with SkyTEST. Changes made by SkyTEST have been carried forward. PLEASE LOAD skyBirds AFTER SkyTEST.
  • Faction compatibility with Immersive Citizens II.
  • Faction compatibility with Rigmor of Bruma.
  • Faction compatibility with Immersive Patrols.
  • Re-activated the sound effects for flying hawks. If you use Birds of Skyrim, the flying crows and seagulls will have dynamic sound that follows the birds, instead of a static sound marker.
  • Re-activated the additional geese, rooster, white and barred chicken spawns that were available in the original 'oldrim' mod.
  • Performance improvements to the faction compatibility script.
  • Further script performance tweaks.
  • Removed obsolete mod assets.
  • Removed obsolete or unused script code.
  • Included the latest FXBirdFleeSCRIPT fix for the fleeing red-winged blackbirds (same version as Birds of Skyrim and Birds and Flocks).
  • Included the chicken skeleton feet clipping fix that was accidentally omitted.
  • Improved nest placement compatibility with Simply Bigger Trees.
  • Improved nest placement compatibility with Skyrim Flora Overhaul.
  • Implemented some utility functions to assist with future mod updates.
  • Regenerated the SEQ file.



Universal Mod Support

Are you a modder and want birds to spawn in your custom Worldspace? Add any of the following unmodified vanilla objects to your outdoor areas, at ground level, where you would like birds to spawn. Make sure to load your mod after skyBirds in your Skyrim load order.

ACTIVATORS:

  • critterSpawnFirefly24x7
  • critterSpawnInsects_Few
  • critterSpawnInsects_Many

FLORA:
  • BirdsNest
  • BirdsNest02
  • ChickenNest
  • FloraCreepCluster
  • FloraCreepClusterRock
  • FloraSwampFungalPod01
  • TreeReachTreeStump01MoraTapinella
  • TreePineForestStump01MoraTapinella
  • TreePineForestLog01MoraTapinella
  • TreeAspenStump01ScalyPholiota
  • TreeAspenLog01ScalyPholiota
  • TreePineForestStump02BMoraTapinella
  • TreePineForestStump02AMoraTapinella
  • TreePineForestHollow01BMoraTapinella

Additionally, if you want birds to be able to perch on specific objects, such as on part of a building, then you can place a vanilla critter landing marker at the exact location where you want the bird to perch, and the skyBirds AI will automatically try to perch there (subject to random selection, etc).

Normal Installation

Download and install the mod using NMM, or manually copy the files to Skyrim's DATA folder (overwriting any existing files) and activate the mod using the Skyrim launcher. The files that you need to put in your DATA folder are: "skyBirds_SSE.esp", "skyBirds_SSE.bsa" and "skyBirds_SSE - Textures.bsa".

After first time installation, you might not see any birds immediately. You need to move around and explore outdoors for the birds to begin spawning.

Upgrading to v1.01

Download and install the mod using NMM, or manually copy the files to Skyrim's DATA folder overwriting the older mod files. You don't need to deactivate the old mod first (in fact it's preferable not to). The files that you need to put in your DATA folder are: "skyBirds_SSE.esp", "skyBirds_SSE.bsa" and "skyBirds_SSE - Textures.bsa". The first time v1.01 is run after updating, it will generate about 200 Papyrus log warnings about stack frames differing from the in-game resource files - this is perfectly normal, it is just the scripts updating themselves. You won't get these warnings on subsequent saves.

Clean Save Upgrading Method

If you have any issues with the "normal installation method", then try this method instead. However, this method is not recommended for upgrading to v1.01.

  • Load up your savegame and then enter the console (use the tilde [~] key)
  • Type "coc qasmoke" to teleport to the developer test cell. Nb. don't open, use or pick up any of the stuff in this cell.
  • While in the test cell, create a new savegame.
  • Quit to the Main Menu and deactivate "skyBirds_SSE" using the Skyrim Load Order menu from within the MODS menu.
  • Quit to the desktop (it's important to refresh the game completely here).
  • Relaunch Skyrim and load your last savegame.
  • Create a new savegame.
  • Quit Skyrim again
  • Install the skyBirds update, overwriting the old files.
  • Start the game and make sure that skyBirds is enabled in the MODS "Load Order" menu.
  • Load your clean savegame.
  • Enter the console and type "coc Riverwood" to teleport to Riverwood.
  • Save the game, play, enjoy.

Uninstallation

Normal Uninstallation Method
  • Deactivate "skyBirds_SSE" using the Skyrim Load Order menu from within the MODS menu.
  • Ignore any related log spam that you might see after uninstalling the mod - it will settle down after a couple of save/loads.

Clean Save Uninstallation Method.
  • Load up your savegame and then enter the console (use the tilde [~] key)
  • Type "coc qasmoke" to teleport to the developer test cell. Nb. don't open, use or pick up any of the stuff in this cell.
  • While in the test cell, create a new savegame.
  • Quit to the Main Menu and deactivate "skyBirds_SSE" using the Skyrim Load Order menu from within the MODS menu.
  • Quit to the desktop (it's important to refresh the game completely here).
  • Relaunch Skyrim and load your last savegame.
  • Enter the console and type "coc Riverwood" to teleport to Riverwood.
  • Create a new savegame. The mod is now cleanly uninstalled.
  • Ignore any logs spam that you might see after uninstalling the mod.


Compatibility

  • Compatible with Dawnguard, Hearthfire, Dragonborn and Falskaar.
  • If you use ASIS you may get CTDs or frozen birds in T-pose unless you add "skyBirds_SSE.esp" to the Mod exclusions then re-run the ASIS patcher.
  • Compatible with Birds of Skyrim SSE Edition, also highly recommended. Please load skyBirds BEFORE Birds of Skyrim.
  • Compatible with Birds and Flocks SSE Edition, also highly recommended.
  • Mostly compatible with Better Harvesting. Please load skyBirds BEFORE Better Harvesting. You will have slightly fewer bird spawners in-game, but that's not a big deal. There is a patch available for v0.94 (BUT DO NOT USE IT WITH v1.01 UNLESS IT HAS BEEN UPDATED), see next point below.
  • Shooter__Andy has made compatibility patches for USSEP, skyTEST and Better Harvesting.
  • Mostly compatible with Harvest Overhaul Redone. Please load skyBirds BEFORE Harvest Overhaul Redone. You will have slightly fewer bird spawners in-game, but that's not a big deal. There is a patch available for v0.94 (I haven't tested this patch with v1.01 but I think it should still work), see next point below.
  • Lyukyui has made compatibility patches for Harvest Overhaul Redone.
  • Compatible with Skyrim Flora Overhaul SE.
  • Compatible with Realistic Aspen Trees.

For skyBirds SSE to function correctly, it is essential that you do not merge or rename the following mods if you are using them:

  • skyBirds_SSE.esp
  • Birdsofskyrim_SSE.esp
  • SimplyBiggerTreesSE.esp
  • Rigmor.esp
  • SkyTEST-RealisticAnimals&Predators.esp
  • Immersive Patrols II.esp
  • Immersive Citizens - AI Overhaul.esp

FAQ

Q: I just installed the mod but don't see any birds?
A: After first time installation, you might not see any birds immediately. You need to move around and explore outdoors for the birds to begin spawning. It takes about 10 minutes for the scripts to initialize the first time the mod is run, and the bird spawners only become active when the player is within a certain distance of them, so that is why you need to move around and explore.

Q: There were rumors that this mod is dangerous and can cause save bloat, according to some posts on Reddit and the Dangerous Mods Masterlist. Is skyBirds dangerous?
A: Absolutely not true and based on misinformation. Nazenn was wrong to mark my mod as "dangerous" and didn't test it properly. He has now tested the mod properly and extensively, admitted his mistake and apologized to me. He also updated the Dangerous Mods Masterlist
to reflect that skyBirds IS SAFE. The strong userbase reflects this fact.

Q: Does this mod break lip sync?
A: Definitely not. Lip sync issues are a vanilla game engine bug. There is a mod for Classic Skyrim that fixes lip sync but it requires SKSE. Blaming any mods for breaking lip sync is totally bogus.

Q: I'm using Hearthfire and the hawks that fly above Lakeview Manor are still invincible.
A: Unfortunately the hawks added by Hearthfire are permanently invincible. They are added using an "enable parent" when you start building your house. Any object that has an enable parent cannot be disabled using scripts, so those hawks don't disappear when hit. This was an oversight by Bethesda.

Q: I found some static birds on the ground and they are not animating.
A1: If their wings are folded: Between about 6pm and 6am the birds try to nest in the nearby trees and go dormant. If they can't find any trees, or there aren't enough trees nearby, the birds will return to their spawn location or a nearby perch location. Usually their hiding place is discrete, but on the rare occasion they might end up "sleeping" in plain sight. They will come back to life again in the morning and fly away, so basically it is nothing to worry about.
A2: If their wings are open in t-pose but they are not dead: This is due to an engine glitch intermittently preventing the birds from initializing. FIXED in v1.01.

Q: The woodpeckers are spawning like crazy above Bleakwind Basin. How do I disable them?
A: This is a rare bug due to a glitch in the vanilla game. Open the console and type "SetStage _APBQuest 20" without the quotes. Wait for about 1 minute then save your game. Note that this will permanently disable the woodpeckers. FIXED IN v1.01.

Q: I sometimes get "has no 3D" or "has no parent cell or no 3D" errors in the Papyrus log from this mod. Are the errors safe?
A: Sporadic errors similar to the examples below are caused by cells dynamically loading and unloading, or a save game being loaded. They are safe and normal:

[05/09/2013 - 11:38:10PM] Error: (FF000AD0): has no 3d and cannot have an animation played on it.
[05/12/2013 - 10:44:56PM] Error: Failed to setup moving reference because it has no parent cell or no 3D

(the stack dump of "_APBTestBirdScript01" with several lines of data usually follows these errors).

Just for the record, I do the test "If Is3DLoaded() && GetParentCell()" frequently in my scripts and yet still get those errors occasionally (although it does reduce the errors a lot), so it is clearly a quirk in the game itself.

Q: My Papyrus log is getting spammed with massive stack dumps and I keep seeing your scripts in the log.
A: Stack dumps are a dump of ALL scripts that you are running, and is caused by the script engine running out of stack memory. It could be caused by bad Papyrus settings in your ini file; using programs that mess with the game's memory settings; a badly coded script (ie. script recursion) from another mod, etc. There's no way to tell which script (if any) caused the dump. Chances are it was not caused by this mod, or was a "straw that broke the camel's back" situation. I've taken particular care to make sure that my scripts don't recurse too deeply (about 5-6 levels deep while vanilla game can handle 100 levels deep). See the following links for more info about Papyrus ini settings and stack overflows:

http://www.creationkit.com/INI_Settings_(Papyrus)
http://en.wikipedia.org/wiki/Stack_overflow
http://en.wikipedia.org/wiki/Stack_buffer_overflow

Q: I get one or more of the following type of errors in the Papyrus log:


[09/03/2013 - 06:49:43PM] Error: Cannot call GetValue() on a None object, aborting function call
stack:
[ (FF001144)]._APBTestBirdScript01.OnUpdate() - "_APBTestBirdScript01.psc" Line 196

[09/03/2013 - 06:49:43PM] warning: Assigning None to a non-object variable named "::temp20"
stack:
[ (FF001144)]._APBTestBirdScript01.OnUpdate() - "_APBTestBirdScript01.psc" Line 196

[09/03/2013 - 06:49:43PM] [skyBirds]OnUpdate(): skyBirds mod appears to have been uninstalled. Cleaning up[_APBTestBirdScript01 < (FF001144)>]

[09/01/2013 - 03:27:27PM] Error: Cannot call GetValue() on a None object, aborting function call
stack:
[ (000D31C1)]._APB_Spawner01.OnInit() - "_APB_Spawner01.psc" Line 71

[09/01/2013 - 03:27:27PM] warning: Assigning None to a non-object variable named "::temp0"
stack:
[ (000D31C1)]._APB_Spawner01.OnInit() - "_APB_Spawner01.psc" Line 71


A: That's usually caused by not following the "clean save upgrade" or the "clean save uninstallation" procedures. The "Cannot call GetValue()" code is something that I put in to kill the scripts that get baked into your save after disabling the mod. You get that error but the rest of the script gets shut down. It is safe. The errors won't necessarily go away if you re-enable the mod, especially if it wasn't deactivated "cleanly" in the first place.

Q: I attacked a bird and then guards or other NPCs started attacking me. I suspect your mod caused this.
A: Any mod that adds new factions or modifies vanilla factions may make NPCs that belong to those factions hostile towards the birds. Support for some mods that add factions has been added to v1.01.

Q: The chickens etc aren't clucking. It is night time/raining/snowing.
A: I've programmed the birds to be silent at night time or if it is raining/snowing, and also if you are in combat. They will still make a noise if you collide with them or attack them, and they can still peck and scratch.

Q: It's night time/raining/snowing but there are still skyBirds flying around.
A: The birds will try to hide or build nests at night or in bad weather, but they might not be able to do so, depending on the game's timescale settings and availability of nesting sites etc.

Q: The birds sometimes fly into clutter and scatter it about. Can you fix this?
A: Unfortunately no. I tried changing the birds' collision layer to OL_NONCOLLIDABLE (same bugfix that USKP uses for the bees and critters) but it made no difference for collisions with clutter.

Q: The skyBirds sometimes fly through houses and mountains.
A: That's a game engine/programming limitation. I can't detect large landscape objects like mountains, nor can I program small precise maneuvering around nearby obstacles.

Q: Where can I find some woodpeckers?
A: They will be found on certain pine trees. Listen carefully for their distinct call and drumming sound. There are a couple of woodpeckers near Anise's cabin opposite Riverwood. You might also find one or two near Riverwood village, and one or two more on certain trees between Riverwood and Whiterun (there are 195 scattered around the whole of Skyrim). NB: after first installing the mod it will take about 10 minutes for all the woodpeckers to appear in game.



Credits

Thanks to macadamstreet for giving me permission to use his Skyrim goose model, with credit to Jc1 for the original mesh and dogtown1 who did the rigging. I'd also like to thank Bellyache for his "Animal and Creature" modders' resource pack, from which I used the white and barred chicken textures. Also thanks to zombygeek for his contribution to the new cardinal model and textures. A very huge thank you to weijiesen for sharing his awesome loose feather effect shaders.

THIS MOD IS EXCLUSIVE TO NEXUS MODS
(http://www.nexusmods.com/skyrimspecialedition/mods/2315)
DO NOT COPY THE MOD PAGE, IMAGES, OR UPLOAD THIS MOD ANYWHERE WITHOUT WRITTEN PERMISSION FROM STEVE40
THIS MOD MUST NOT BE MONETIZED IN ANY WAY


Mods by steve40

[PC              ] EZ2C Dialogue Menu - configurable - better navigation and control by steve40 and Deathless Aphrodite.
[PC|XB1       ] skyBirds SSE Edition.
[PC|XB1       ] Birds of Skyrim SSE Edition by Qasiermo and steve40.
[PC|XB1|PS4] Birds and Flocks SSE Edition by Kazoomie/dovahsbane and steve40.
[PC|XB1       ] JAWS SSE Edition - Deadly Slaughterfish.