It looks like something odd happened with the recent release. Somehow the high poly addon was added in to the main, and then later removed improperly. I have no Skyrim mod-making knowledge, this is just how it appeared on the surface level in my game. The sweetrolls were invisible until I had downloaded the 2k mod. Additionally, the marker for the standing stone appears on my map but the stone itself is not there (I have no mods that alter standing stones)
MO2 dosen't list it as a requirement, but it worked just fine for me after installing High Poly Sweet Rolls SE
Having that and the 'SRA High Poly Addon' is really the only fix for now, so no big deal. Unless you really, really don't want high poly sweet rolls for some reason
Alright, I did a clean install of skyrim. I have nothing except this mod and SKSE; The base mod without the high poly addon. Everything worked. I could see all the sweetrolls and the standing stone.
I am wondering if there is an issue with the fomod installer for vortex, because I installed manually. Let me know if you installed with vortex. I will try to get this update finished soon, and I will remake the fomod file and make sure it works properly with vortex.
Thanks for the quick response, some additional information to clarify.
At first, in the start of the new playthrough without the 2k mod, I could see the sweetrolls just fine. They may have taken a second or two to load in, but they showed up fine. Later in the save with no change in the load order, the models eventually stopped loading. I dropped a (now invisible) roll and it dissapeared from reality, like it had no model, that's when I went looking for a fix.
MO2 is short for Mod Organizer 2. All my past modding issues were solved after I ported over from Vortex to Mod Organizer 2. I installed everything through Mod Organizer 2 except for your high poly addon, which only has an option to install manually (still managed by mo2).
EDIT: The Sweetroll Stone issues are probably my fault. I picked up the rolls next to it, the actual stone isn't there, but I guarantee you it'll probably be there if I make a new save EDIT 2: Surprisingly, in a completely new save I can see the rolls, the roll on a pedestal, the book of notes on rolls, and the three decoration stones, but no standing stone. Weird, but I don't really need the stone either EDIT 3: Is there supposed to be an MCM menu? I don't have that either, now I'm really thinking it's some kind of odd, undiagnosed mod conflict
Even though I have it working for now, I'm glad to hear that this mod is still in development :) I love Humor, Joke or Just for Fun mods like this that have actual utility, and I'm on the edge of my seat waiting to see what else you come up with
These are very strange issues. Since I have tried the mod on a clean save, with no other mods, and all the sweet rolls and the standing stone are in game, I must assume there is some kind of conflict happening. The standing stone has its own model, so nothing can conflict with it (only the standing stone script, but that shouldn't affect the placement of the model). The only thing I can think of is ESL flagging the ESP. The mod makes changes to worldspace cells, and should not be flagged as an ESL.
If the MCM menu is not visible either, then it is an even more confusing problem. Everything is in the BSA (the archive); all the proper models, textures, and scripts, one of which is for the menu. Somehow, your game is getting archive data for the sweet rolls, but not the stone or the menu? Yet if the game is looking for a .nif (the model) that is missing, it replaces it with a large red and white marker to show something is missing.
If there are no game breaking bugs, you might as well ignore it until the update comes out. But just a note, the scripts and functionality of the mod are getting radical changes, and it will likely require a new save, but I will explain more when the update is out. You can have a sneak peek; The stone is moving to an interior cell and is no longer a birthsign stone, it will instead handle other functionality of the mod (you can have a normal birthsign AND play with the mod as intended!). The MCM menu is also going away, because the functionality is handled elsewhere. The effects that sweet rolls provide are changing (with one new sweet roll!) and the addiction mechanics are getting a complete revamp again.
Agreed on all counts. I can still find and plant every type of sweet roll so far it seems, even if the plant models are a little broken. I was thinking about restarting the save anyways, hopefully in the future I can figure out which mod is causing me problems (if any). Or maybe I'll just keep my high poly rolls now.
More than likely if the changes are that extensive, I won't have anything to worry about when the update comes out. Except maybe an 'interior cell' with a Sweet Troll or two.
I never thought I'd be growing a garden full of several different kinds of Sweet Rolls, so thank you :)
No. The high poly mod should be after SRA in load order, plus the high poly addon, it should be that simple. I probably need to set up the high poly addon as an installer for the mod manager. I still have an update I need to finish, so I will check everything again when that update is ready. Sorry if you can't get it to work before then.
It's all good! Modding can be tough. I'll try redoing the downloads and trying again. If it doesn't work, I'll wait for the update. No biggie. Im excited to see the sweetrolls!
Hey there! This looks like a fun mod but the plugin has some issues that you should consider fixing for compatibility and game stability reasons. You have ITM records and deleted references which should be removed with QAC. ITMs cause unnecessary conflicts between mods, and deleted references will cause a CTD if someone has another mod which attempts to edit the deleted reference. You also have an edit to the actual player actor; this script should be attached to an alias of the player inside of a quest.
I have actually been working on improving the mod; I have removed the edits to the PC in my current build and remade most of the scripts so they work better. I have no idea wtf ITM and QAC means 😂 I am not a professional mod maker
Identical to master records are things which are shown as "changed" but don't actually change anything. You get them sometimes by accident just clicking on stuff in the render window. QAC is a SSEEdit based tool called quick auto clean which runs a script to remove deleted references and ITMs from a plugin. It's very handy!
Instead of turning into sweet troll, what if there's a % chance of replacing a naturally spawned sweet roll with a sweet troll? Maybe it only attacks you? It's a symptom of your withdrawal lol
for some reason the signs are missing. isnt there supposed to be a sign that says "free sweetrolls -sheogorath" in the various spots where theres a like pedastal thing with sweetrolls on it like in bleakfalls barrow? i have this, the unofficial patch patch, the high poly sweetrolls mod and fix for that.
It is a large red transparent diamond with a white exclamation in the center, it appears when the game is looking for a mesh that does not exist in the files.
i'll be honest i completely forgot about this, sorry. but i ended up testing this mod with as minimum a load order as possible and its still broken. i only have the alternate start, skyui, engine fixes and the address library, the unofficial patch, this and the patch for this and the unofficial patch (and all the creation crap) and things added by this mod are invisible (the signs that i remember existing in the oldrim version and sweet trolls). no idea why its broken for me.
Yes, the regular version under Main files. The high-poly sweetroll requirement is ONLY if you use the high-poly addon under optional files. The requirement pops up because the addon requires it, but it is not required for the main mod.
Edit: I fixed the popup when you hit download, I didn't know I could change that :)
Hi, thanks for your reply! Hmm, I tried version 3.5.2, but it looks like it needs the high poly mod. I'm not sure. The sweetrolls are shaped like the ones from that mod but the textures aren't right.
If you have any mod that changes the default sweetroll, such as the high poly sweetroll by Kadraeus, it changes the default sweetroll mesh and also the normal maps, which my mod uses. If they don't match the standard assets, there will be some conflict. If you don't have a mod, maybe there is a loose file from a previous mod that you didn't clear out. Check data/meshes/clutter/ingredients/ and look for sweetroll01.nif
If, for some reason, you downloaded the high poly addon without the separate high poly sweetroll mod, it will be missing some required files and will also look strange.
You are right. I just had to check to make sure I didn't mess anything up with the last fix, and somehow I got the wrong mesh in this version :(
I was away from modding for a while, so I guess I forgot what I was doing. You did nothing wrong, my archive is wrong. I'll try to upload a fix this weekend
Edit: And by this weekend, I mean right now. File is updated.
Hello Darthhister, just so you know, you packaged your latest version wrong. everything that you had in the data folder you created needs to be in the main folder of the mod because that IS the data folder. Just thought I'd let you know because the sweetroll stone was completely not there at all and the MCM didn't appear at all either.
Edit: Also, just so you know I can't get the Sweetroll stone to activate at all. Could you please fix this? Thank you in advance.
Hello. I just checked the download, all the files are where they should be. the .bsa, .esp, interface and source go in the data folder. I also tried to install it with Vortex, and that worked too. How are you installing it?
If you are using any other mods that change the standing stones, there will be a conflict.
Hello again, Thank you for responding so quickly! I installed it exactly as you had it, but like I said before the sweetroll stone was not there at all. however the the other stones around it were there. when I took the assets that were in the data folder you created out of it, the sweetroll stone appeared, I just couldn't activate it. I had messed with the script for that, but I reset it to what it was and still couldn't activate it. Also, I don't have another mod that messes with the standing stone scripts at all.
The scripts in the source folder are non-compiled papyrus scripts, and thus do not affect the game. The compiled scripts to activate the stone itself would be in the .bsa archive file.
If moving files out of the data folder is making a difference, then I am wondering if the mod is installed properly. Your file structure should be [your install directory]/Skyrim Special Edition/Data/(all game and mod files such as .esp, .bsa, plus any loose files in separate folders)
So I thought I solved the problem but I didn't. I went into creation kit to try and fix it there and when I got to the sweetroll stone entry, I noticed the script that was entered to be used on it was written "powerShrineScript", where as the actual script was written "powershrinescript.pex". So I renamed it to match and it still didn't work.
I don't know how to help you. I just tried a clean install of the mod and everything worked. The standing stone is right where it should be and it works properly. Delete all the mod files and redownload it, make sure the files are in the correct place in your file structure. If you are installing manually, use vortex instead. If you are already using vortex, then check the settings because the fomod file will place the files in the correct place and I don't know what would cause files to be misplaced
I don't know exactly what kind of issues you were having with the Sweet Troll transformation effect, but if it involved crashing on attack, this is a common bug with transformation mods ported from LE to SE and a fix is available here if you're interested.
Also echoing what a few other users have said about the Sweet Trolls being invisible. In fact, not only do they seem to be invisible, they also have no hitbox and cannot move or attack. If it weren't for their health bar and the red dot popping up on the UI, I wouldn't have known they were spawning at all.
After poking at it for a bit in the creation kit I think the problem might be that the Sweet Troll's body data is set to use "Actors\SweetTroll\character assets\skeleton.nif", however there is no skeleton.nif packaged in the bsa, only a "sweettroll.nif". Either skeleton.nif was accidentally omitted from the bsa, or the esp is set to use the wrong skeleton mesh and was meant to use sweettroll.nif instead. I'm not sure which it is. All of this applies to the player version as well which may be another potential source of issues with the transformation.
Hope this helps. Love the mod, I'm a big fan of mods that add silly little concepts like this and this one in particular is very well designed. You find those things in the darndest places! Always gives me a chuckle.
Thanks, but I think transforming into a sweet troll didn't really add much to the game, so I'm fine with leaving it out.
As for the skeleton. If I recall, it only need the sweettroll.nif because the creature itself is based on the regular troll in-game and does not need a separate skeleton. If you use any creature mods that alter the original skeleton, or the original troll in the CK, that may cause issues.
That's too bad, I actually found the feature quite humorous, but oh well.
In regards to the "invisible sweet troll" bug users are having, I think you misunderstood what I was saying. The sweet troll race in the creation kit is not set to use sweettroll.nif, but skeleton.nif, which results in it having a missing mesh, like so, whereas if the path is set to use sweettroll.nif it works correctly, like so. However doing it this way causes it to be missing animations and "t-posing" when I spawned it in game. It's possible you intended to use the vanilla troll skeleton, but in that case the file path should be Actors\Troll\character assets\skeleton.nif, not Actors\SweetTroll\character assets\skeleton.nif. In any case the bug is with the file path being set incorrectly in the creation kit, not with the actual skeleton.nif file being missing or changed.
That is strange, the skeleton should be set to the original troll skeleton and the sweet troll nif is attached to the 'skin'. I have uploaded a fix, let me know if that resolves the issue.
81 comments
It looks like something odd happened with the recent release. Somehow the high poly addon was added in to the main, and then later removed improperly. I have no Skyrim mod-making knowledge, this is just how it appeared on the surface level in my game. The sweetrolls were invisible until I had downloaded the 2k mod. Additionally, the marker for the standing stone appears on my map but the stone itself is not there (I have no mods that alter standing stones)
MO2 dosen't list it as a requirement, but it worked just fine for me after installing High Poly Sweet Rolls SE
Having that and the 'SRA High Poly Addon' is really the only fix for now, so no big deal. Unless you really, really don't want high poly sweet rolls for some reason
I am wondering if there is an issue with the fomod installer for vortex, because I installed manually. Let me know if you installed with vortex. I will try to get this update finished soon, and I will remake the fomod file and make sure it works properly with vortex.
At first, in the start of the new playthrough without the 2k mod, I could see the sweetrolls just fine. They may have taken a second or two to load in, but they showed up fine. Later in the save with no change in the load order, the models eventually stopped loading. I dropped a (now invisible) roll and it dissapeared from reality, like it had no model, that's when I went looking for a fix.
MO2 is short for Mod Organizer 2. All my past modding issues were solved after I ported over from Vortex to Mod Organizer 2. I installed everything through Mod Organizer 2 except for your high poly addon, which only has an option to install manually (still managed by mo2).
EDIT: The Sweetroll Stone issues are probably my fault. I picked up the rolls next to it, the actual stone isn't there, but I guarantee you it'll probably be there if I make a new save
EDIT 2: Surprisingly, in a completely new save I can see the rolls, the roll on a pedestal, the book of notes on rolls, and the three decoration stones, but no standing stone. Weird, but I don't really need the stone either
EDIT 3: Is there supposed to be an MCM menu? I don't have that either, now I'm really thinking it's some kind of odd, undiagnosed mod conflict
Even though I have it working for now, I'm glad to hear that this mod is still in development :)
I love Humor, Joke or Just for Fun mods like this that have actual utility, and I'm on the edge of my seat waiting to see what else you come up with
If the MCM menu is not visible either, then it is an even more confusing problem. Everything is in the BSA (the archive); all the proper models, textures, and scripts, one of which is for the menu. Somehow, your game is getting archive data for the sweet rolls, but not the stone or the menu? Yet if the game is looking for a .nif (the model) that is missing, it replaces it with a large red and white marker to show something is missing.
If there are no game breaking bugs, you might as well ignore it until the update comes out. But just a note, the scripts and functionality of the mod are getting radical changes, and it will likely require a new save, but I will explain more when the update is out. You can have a sneak peek; The stone is moving to an interior cell and is no longer a birthsign stone, it will instead handle other functionality of the mod (you can have a normal birthsign AND play with the mod as intended!). The MCM menu is also going away, because the functionality is handled elsewhere. The effects that sweet rolls provide are changing (with one new sweet roll!) and the addiction mechanics are getting a complete revamp again.
More than likely if the changes are that extensive, I won't have anything to worry about when the update comes out. Except maybe an 'interior cell' with a Sweet Troll or two.
I never thought I'd be growing a garden full of several different kinds of Sweet Rolls, so thank you :)
Not sure if I'll get around to another update, but I think I do need to look over the mod; My crash logger called it out a few times :(
Edit: I fixed the popup when you hit download, I didn't know I could change that :)
If, for some reason, you downloaded the high poly addon without the separate high poly sweetroll mod, it will be missing some required files and will also look strange.
I was away from modding for a while, so I guess I forgot what I was doing. You did nothing wrong, my archive is wrong. I'll try to upload a fix this weekend
Edit: And by this weekend, I mean right now. File is updated.
Edit: Also, just so you know I can't get the Sweetroll stone to activate at all. Could you please fix this? Thank you in advance.
If you are using any other mods that change the standing stones, there will be a conflict.
If moving files out of the data folder is making a difference, then I am wondering if the mod is installed properly. Your file structure should be
[your install directory]/Skyrim Special Edition/Data/(all game and mod files such as .esp, .bsa, plus any loose files in separate folders)
Also echoing what a few other users have said about the Sweet Trolls being invisible. In fact, not only do they seem to be invisible, they also have no hitbox and cannot move or attack. If it weren't for their health bar and the red dot popping up on the UI, I wouldn't have known they were spawning at all.
After poking at it for a bit in the creation kit I think the problem might be that the Sweet Troll's body data is set to use "Actors\SweetTroll\character assets\skeleton.nif", however there is no skeleton.nif packaged in the bsa, only a "sweettroll.nif". Either skeleton.nif was accidentally omitted from the bsa, or the esp is set to use the wrong skeleton mesh and was meant to use sweettroll.nif instead. I'm not sure which it is. All of this applies to the player version as well which may be another potential source of issues with the transformation.
Hope this helps. Love the mod, I'm a big fan of mods that add silly little concepts like this and this one in particular is very well designed. You find those things in the darndest places! Always gives me a chuckle.
As for the skeleton. If I recall, it only need the sweettroll.nif because the creature itself is based on the regular troll in-game and does not need a separate skeleton. If you use any creature mods that alter the original skeleton, or the original troll in the CK, that may cause issues.
In regards to the "invisible sweet troll" bug users are having, I think you misunderstood what I was saying. The sweet troll race in the creation kit is not set to use sweettroll.nif, but skeleton.nif, which results in it having a missing mesh, like so, whereas if the path is set to use sweettroll.nif it works correctly, like so. However doing it this way causes it to be missing animations and "t-posing" when I spawned it in game. It's possible you intended to use the vanilla troll skeleton, but in that case the file path should be Actors\Troll\character assets\skeleton.nif, not Actors\SweetTroll\character assets\skeleton.nif. In any case the bug is with the file path being set incorrectly in the creation kit, not with the actual skeleton.nif file being missing or changed.