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.
Hi, is this mod compatible with Adamant - A Perk Overhaulby SimonMagus? Adamant still has the Green Thumbs perk but slighly changed: "Green Thumb (40/80): You gather one/two extra ingredients from plants.".
the config book does not work right with UI Extensions installed...if anyone knows how can please take time to make a patch, that would be awesome thankyou.
Do I need a patch for Ulvenward, Verdant, CFTO, LFFGM, and Water for ENB? all these mods editing the same worldspace (00009B91 (GuardianStones), I let Water for ENB overwrite them all, is it good?
360 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.