Last updated at 18:32, 8 Jan 2017 Uploaded at 9:39, 6 Nov 2016
Have you ever picked a bush of mountain flowers only to realize you only got one measly flower?
You might have reasoned that you’ve got a bundle of flowers to keep your immersion intact but still.
“NO MORE!” I say! Let’s put an end to the mountain flower’s tyranny over our harvested ingredients!
From now on your plants (and creatures soon) will be more reasonable and grant you an actually useful amount of ingredients that is a lot more coherent with what you actually see ingame.
This is a complete rewrite of the immensely popular Harvest Overhaul by Omletter for the original Skyrim.
No code has been copied over from the original mod or the Complete Alchemy and Cooking Overhaul mod by kryptopyr.
Both mods have served as reference and inspiration for this mod, nothing more.
If you have downloaded the SkyBirds Patches PLEASE RE-DOWNLOAD THEM!
The old version somehow broke between testing and uploading and NEEDS to be replaced! Sorry for the inconvenience.
Version 0.9.1 is released!
Check the changes tab for a full list of changes
Be sure to get the all new Creatures Module!
0.9.1 now requires the USSEP! So be sure that you've got this installed!
- Increased base drops for almost every harvestable plant in the game (except Nirnroot)
- Chance to get additional ingredients per single harvest
- Also includes chaurus eggs, spider eggs and some more!
- Fully integrated Green Thumb perk!
- Optional creatures plugin that changes all ingredient amounts obtained by creatures and animals.
Planned Features: (no ETA on any of those)
- Ingame menu to change values to better fit your playstyle
- Installer for all future plugins and main patches (for example Ordinator and other overhauls)
- Additional plugin that let's you harvest human flesh/hearts from NPCs. For all you cannibals and vampires out there ;)
Thanks to /u/Exaltation_of_Larks for the idea!
As of now Harvest Overhaul Redone is ONLY available on the Nexus! If you find it anywhere else it was stolen. Please report it and make me aware of it! Thank you! (The only exception being modgames.net. They have my permission!)
This part of the mod functions by giving each and every ingredient a base amount of items that will be dropped no matter what.
Secondly every time you harvest for ingredients the game will basically roll a dice to decide how many extra items you get on top of that.
This way you can be sure to get a decent amount of ingredients while also giving it some variety on top of that.
Each plant’s amount has been edited by me and chosen depending on what is actually seen in the game and what is reasonably balanced without making this mod a cheat mod.
For example a single bush of mountain flowers will always give you 2 flowers + anywhere between 0 and 4 extra flowers each harvest.
The chance to get those extra ingredients is split up into three tiers:
High, Medium and Low.
High chance ingredients include mountain flowers and most mushrooms.
Medium chance ingredients are the norm among most ingredients.
Low chance is reserved for ingredients that are very unlikely to give you extra ingredients like glowing mushrooms.
For more information on the exact numbers and chances refer to the documentation linked below.
The Green Thumb Perk:
Since I am an advocate of not making vanilla features redundant I’ve decided to include functionality for the Green Thumb perk in the Alchemy tree.
The new Green Thumb works as follows:
- The base amount of every harvestable ingredient is increased.
- The chance to gather extra ingredients per harvest is also increased.
- This leads to an overall higher amount of ingredients harvested as your character gets better at not destroying valuable ingredients.
There is a very high chance to get the exact amount of items an animal would have of that kind.
But I have taken the liberty to add a twist to it.
For example sabre cats will most of the times drop 2 eyes, because they HAVE two eyes obviously. Rarely they will only drop 1 or, god behold, even 0. Think of this as your character having poked out one of those eyes or being too jittery to properly cut one of them out of the poor cat’s skull …
Another example would be bear claws. You won’t always get the maximum amount of claws (which wiki told me is 20).
The reason is simple.
Have you ever seen a bear get a pedicure? *drops mic*
But on a more serious note. Killing a bear to get a claw or two is ridiculous. Getting 20 claws per bear is equally as ridiculous balance wise.
The way this is implemented is very similar to how I implemented the plants features. The major differences are that not every ingredient has a 100% chance to drop a base amount of items (Some only have a 80% base chance) and that the chances for extra ingredients are based on how the ingredients rarity is defined in the game itself:
Common, Uncommon and Rare
Again for exact numbers check out the documentation linked below.
This mod does require all Skyrim DLC (Dawnguard, Hearthfires & Dragonborn). If you're playing Special Edition you already own them all.
From Version 0.9.1 on this mod also requires the Unofficial Skyrim Special Edition Patch. If you are not using this already, you REALLY should anyway!
Load the mod into the mod manager of choice and activate it.
Disable the mod to uninstall.
Download the mod and extract the contained files into your Skyrim SE Data folder.
…\Steam\steamapps\common\Skyrim Special Edition\Data
To unistall the mod delete all the files provided by this mod from the Skyrim SE Data folder.
This mod should be compatible with every mod that does not edit plants/trees entries directly (yes, a lot of flowers are considered trees inside Skyrim) as this will stop the plants from using my new drop lists.
The same is true for the newly added creatures. As long as the mod in question does not edit the drop lists of creatures or containers like Bee Hives it should be compatible.
This mod is out of the box incompatible with any mod that edits the Green Thumb perk or the Alchemy tree in general.
Look for patches for your favorite mods in the download section. If your favorite mod is not supported, leave a post and I’ll see if I can make a patch for it.
Ordinator by Enai Siaion: Patch is now in the optional download section (needed for the plants part of the mod).
Skyrim is Windy by Gorgulla: Patch is available in Gorgulla's mod page over here!
SkyBirds by steve40: Patch is available in the optional download section (one patch for either main file).
Special thanks go to:
Nazenn for helping me with various questions while creating this mod. You’re a boss!
fadingsignal for his tutorials and his general awesomeness.
Arron Dominion for his scripting tutorials. Seriously he does an amazing job.
Omletter and kryptopyr for Harvest Overhaul and Complete Alchemy and Cooking Overhaul respectively
zilav and everyone working on xEdit. This tool has grown to be my go to modding tool as of late. If you want patches or want to create a mod, seriously check this tool out first!
Also thanks to MistValkyrie for the amazing Sovngarde Font! If you like the font in my banners go over there and give them some love!
Want to have a look at the exact numbers used in this mod?
- Look no further: Official Documentation
Something doesn’t work? You’ve found a bug?
- Leave a post on here or PM me.
Is this mod compatible with …?
- Most likely yes. Take a look at the compatibility section.
Is this mod available in (enter language of your choice)?
- Currently available Translations: Italian by MaximilianPs, Russian over on modgames.net, German by Kugane
Is this mod gonna come out on consoles?
- On PS4 definitely not. It uses custom scripts so thanks sony for that. XBone is another thing, I'd love to release it on Xbox, but I do neither own an XBone nor SSE on XBone. If you want to help me test on XBox PM me!
How does this mod compare to other mods that do something similar/the same?
- There are three main differences.
This mod integrates the Green Thumb perk seamlessly into the new harvest mechanics of this mod. Other mods don't even touch it.
Active Development and Scope:
I'm currently working on more and more features that will increase the scope of this mod beyond that of other mods. Take a look at the top of the page for what is planned.
I've meticulously looked at every plant and creature in the game to have the amount of ingredients harvested represent what is actually there.
Also I'm trying to have this mod feel like an improvement over the vanilla game, not a cheat mod that makes a whole perk in the game basically obsolete or throws balance completely out of the window for a quick fix.
And last but not least the way I've implemented this is imho a lot cleaner than just giving the game a few hard coded numbers to choose from. I'm working with variables that force the game to roll a dice on every additional ingredient harvested which leads to more variety and more possibilities for ingame tweaking.
If you want to take a look at how much work I've been putting into this mod, check the Documentation linked above. ;)
SSE Creation Kit