I've really dragged this one out, haven't I ... 1.0 is finally there!
As is pretty obvious by the enormous delays and huge gaps in communication, I am simply not able to really develop this mod any further than it's 1.0 release. For personal reasons I just can't do it anymore and I'll have to cut my losses until it starts to weigh too heavy on me.
I really hope the major bugs are all fixed. But it has been a few months since I've last worked on the files themselves. The last months were used to finally get a FOMOD Installer running. Last I checked the files were functioning, the MCM did work and all necessary tweaks and fixes have been implemented.
If anyone wants to fork off of this mod or wants to develop it further, do some porting or whatever, feel free to contact me here and we can work out the details regarding source files and whatever. Might take a while for me to respond, but I'll try to do it as fast as I can. If you don't know how to mod, I will most likely NOT respond because I don't have the time to explain the mod's inner workings and modding both. Please be mindful of that.
I have found some time and motivation to work on this mod and I just uploaded a new version, that in my testing fixes the issue with the "No Treasures" option in the installer. I would be greatful if some people could verify whether this fix has actually worked for them. I have re-installed SSE and tinkered with the installer via Vortex and it does work on my end. But as I am not playing the game or actively developing this mod, I can't say for sure that it will be working for everyone in every situation.
A few answers to common questions I have seen.
The creatures.esp is missing! It is not. As WerewolfOfTheWater has correctly assumed, if creatures and plants are both selected, only a single merged esp will be added to your load order. If other mods depend on the creatures.esp, please contact the relevant mod authors and ask them to change their dependencies accordingly.
Where are the human heart and flesh options? Those options were planned features. I have removed mention of them as I am not currently working on this mod anymore. The issue with that feature was that the ways I tried to implement it lead to lots of incompatibilities. And I mean LOTS of them. I hadn't come up with any clever way of editing humanoid's and NPC's drop tables while also avoiding the many ways those edits can lead to conflicts with other mods.
The mod doesn't work! Have you tried looking at your load order? There might be other patches or entire mods loaded after this mod. See if any of those change plants and/or creatures. Try loading this mod or this mod's patches after those mods. Creating a bashed patch or something similar might also fix this issue. Bashed patches in general are a good idea if you are using multiple mods that change a lot of things.
I second this. To anyone wondering, and from what I've seen it adds mushrooms to trees , but they are left floating because NotWL uses different models
Hello, First off I want to say thank you for creating this mod! It has made my immersive game play 5 times better. Everything was working beautifully, but then my game wouldn't load in (kept crashing). Did some looking into and I got this message on Vortex: Some of the enabled plugins have dependencies or incompatibilities that are not obeyed in your current setup: Complete alchemy & cooking overhaul.esp is incompatible with Harvest Overhaul Redone.esp. I am very new to modding but I am currently trying to get into the setting of both mods and see where its clashing and if I can adjust it. Otherwise I might have to uninstall one of them. Again, thank you for all the time and patience to build this mod and troubleshoot all the issues. Much love!
Working with Vortex LOOT, a message informed me that Flora Respawn Fix should be deleted because it was included/fixed in Scrambled Bugs. So, I did uninstall it. Yet after that I got a message that this mod was missing the master of FloraRespawnFix.esp. So, I re-installed it. But it's still redundant, I guess? Anyhow, I would appreciate some advice on how to address this (although I don't think it's breaking anything).
Very late reply, but if you install it, it'll come up with some options for you to customize the mod. At that point you can choose the creature option, the patches, etc. At least that's how it worked for me, using Vortex :)
I am having troubles when installing this mod. I download the latest version 1.0.2 however when I install it, it comes up as version 1.0.1 and I am unable to select the no treasure or even get it to go to version 1.0.2. Using Mo2
same and for some reason it wont auto harvest in game, plus when i manually harvest, i get more than vanilla, on low setting in mcm. i tried all the auto harvest mods, all seem broken this update :(
350 comments
1.0 is finally there!
As is pretty obvious by the enormous delays and huge gaps in communication, I am simply not able to really develop this mod any further than it's 1.0 release. For personal reasons I just can't do it anymore and I'll have to cut my losses until it starts to weigh too heavy on me.
I really hope the major bugs are all fixed. But it has been a few months since I've last worked on the files themselves. The last months were used to finally get a FOMOD Installer running. Last I checked the files were functioning, the MCM did work and all necessary tweaks and fixes have been implemented.
If anyone wants to fork off of this mod or wants to develop it further, do some porting or whatever, feel free to contact me here and we can work out the details regarding source files and whatever. Might take a while for me to respond, but I'll try to do it as fast as I can.
If you don't know how to mod, I will most likely NOT respond because I don't have the time to explain the mod's inner workings and modding both. Please be mindful of that.
I would be greatful if some people could verify whether this fix has actually worked for them. I have re-installed SSE and tinkered with the installer via Vortex and it does work on my end. But as I am not playing the game or actively developing this mod, I can't say for sure that it will be working for everyone in every situation.
A few answers to common questions I have seen.
The creatures.esp is missing!
It is not. As WerewolfOfTheWater has correctly assumed, if creatures and plants are both selected, only a single merged esp will be added to your load order. If other mods depend on the creatures.esp, please contact the relevant mod authors and ask them to change their dependencies accordingly.
Where are the human heart and flesh options?
Those options were planned features. I have removed mention of them as I am not currently working on this mod anymore. The issue with that feature was that the ways I tried to implement it lead to lots of incompatibilities. And I mean LOTS of them. I hadn't come up with any clever way of editing humanoid's and NPC's drop tables while also avoiding the many ways those edits can lead to conflicts with other mods.
The mod doesn't work!
Have you tried looking at your load order? There might be other patches or entire mods loaded after this mod. See if any of those change plants and/or creatures. Try loading this mod or this mod's patches after those mods. Creating a bashed patch or something similar might also fix this issue. Bashed patches in general are a good idea if you are using multiple mods that change a lot of things.
Since this mod has open permissions, could make a patch for it.
25 September 2021, 4:51PM
First off I want to say thank you for creating this mod! It has made my immersive game play 5 times better. Everything was working beautifully, but then my game wouldn't load in (kept crashing). Did some looking into and I got this message on Vortex: Some of the enabled plugins have dependencies or incompatibilities that are not obeyed in your current setup: Complete alchemy & cooking overhaul.esp is incompatible with Harvest Overhaul Redone.esp.
I am very new to modding but I am currently trying to get into the setting of both mods and see where its clashing and if I can adjust it. Otherwise I might have to uninstall one of them. Again, thank you for all the time and patience to build this mod and troubleshoot all the issues. Much love!
Working with Vortex LOOT, a message informed me that Flora Respawn Fix should be deleted because it was included/fixed in Scrambled Bugs.
So, I did uninstall it. Yet after that I got a message that this mod was missing the master of FloraRespawnFix.esp.
So, I re-installed it.
But it's still redundant, I guess?
Anyhow, I would appreciate some advice on how to address this (although I don't think it's breaking anything).
Any way we could get a compatibility patch for 3D Trees and Plants + Parallaxed version?
Nevermind. This already exists.https://www.nexusmods.com/skyrimspecialedition/mods/36647?tab=description
If you use CACO you don't need it either.