Skyrim Special Edition

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Wiseman303 and NeverLost

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MrNeverLost

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244 comments

  1. MrNeverLost
    MrNeverLost
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    Locked
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    Upcoming changes:
    Fixes for double faces on some fern meshes.
  2. sabrio204
    sabrio204
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    I'm guessing this is no longer needed if we have CACO ? (CACO  2.1.0 mentions it incorporated the fixes from this mod)
  3. monikaisnotavailable
    monikaisnotavailable
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    I don't know if this is an issue caused by me downloading the non-script version + KernalsEgg's Flora Fix and then uninstalling and installing the scripted version after re-reading the desc, but now every time I reload a save, every loaded harvestables are gone. I originally installed KernalsEgg's Flora Fix cuz I thought it should fix the problem i'm having: ingredient that is harvested in a newer save would also be harvested if I loaded an older save where I haven't done that. But I realize it didn't fix it, so i downloaded the non-scripted of this mod alongside KernalsEgg's Flora Fix, and after using it for just a while (not enough time for me to notice if it fixes my original problem) I got distracted and was wondering about the mountain flower name changes, therefore re-reading the description, and now having this problem of every single thing is harvested after uninstalling both and installing the scripted version. I really would just wanna continue playing my current save, so right now im not using this mod, back to square one. But can anyone help me with using this mod on my current save?
  4. Tenz81
    Tenz81
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    if usually I don't harvest, but only I sometimes misclick harvesting sometimes, this mod can help anyway?
  5. Greywynd
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    I'll be using CACO and Scrambled Bugs -  I want to be sure I understand how this mod (scriptless version) and those interact. 
    If CACO overwrites this mod's meshes and Scrambled Bugs overrides the respawn fix - then this mod will
    1. fix purse trigger pressure plates
    2. fix naming issues
    3. fix missing harvest behaviors.
     
    And the load order should be
    Scrambled Bugs
    Wiseman's 
    CACO

    Did I get that right?
    1. MrNeverLost
      MrNeverLost
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      Correct. Additionally it fixes some lighting inconsistency for flowers.
    2. Jdseese
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      Except the scriptless version does not come with the .ESP

      So if using that, we won't get the name fixes or the coin purse fixes or missing harvest behaviors, just the lighting fixes in the .NIF files.
      Hoping for confirmation before I attempt to remove the scripts from the .ESP so I can still use it alongside Scrambled Bugs.
    3. MrNeverLost
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      My bad then, I must have forgot to include an edited ESP. I'll upload a new version in a week or so.
    4. Mur4s4me
      Mur4s4me
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      Greetings! Any updates on that fixed file?
    5. Vlad254
      Vlad254
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      My bad then, I must have forgot to include an edited ESP. I'll upload a new version in a week or so.
      Hello MrNeverLost,
      Are you still planning to add the edited .esp?
    6. hamletsdead
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       I'm confused based on the comments here. Should this overwrite CACO or not? The compatibility notes say "CACO Users should overwrite the meshes and scripts from CACO, but not use the .esp from Wiseman303's Flora Fixes Revamped" . . . but then in response to @Greywynd you say load order should be (1) Scrambled Bugs, (2) Wiseman's, then (3) CACO? Could you please clarify por favor?
  6. 54yeg
    54yeg
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    To be honest... I think they look more beautiful when they glow a little bit.
    1. DEEJMASTER333
      DEEJMASTER333
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      They glow on purpose. They're made like that so you can see them easier for harvesting. Same with beehives and other harvestable objects.
  7. lilebonymace
    lilebonymace
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    fyi when harvesting hanging animals with this mod the collision still remains there, so for example you can shoot arrows at them as if they were still there but invisible, arrows that were shot before harvesting will remain there as well.

    edit: we fixed it in Fully Harvest Hanging Carcasses and Coin Purses
  8. EdmondNoir
    EdmondNoir
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    looks like there is no way to fix the respawn bug without the SKSE is that correct? I was hoping to use this mod in VR but the SKSE for VR is a different version then the one for SE. Also is this mod dependent on the SKSE for AE or SE? Also as I understand it the meshes are not requried for the respawn fix correct? I have custom plant meshes Id like to keep using.
  9. Trentckx
    Trentckx
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    I use Better Harvesting with WM. The former had a file version meant to go with WM. However I use scrambled bugs so downloaded the scriptless version of WM. I get a warning in vortex stating Better Harvesting.esp relies on WM. The scripted version of WM does not produce this error. Should I disregard the warning? From my test character the drops seem normal.

    Edit: It no work if not properly configured. Apparently due to the non-scripted version missing an esp. Unless you know how to make one yourself, advice to people with BH + WM + SB combo is to pick either between BH + SB or WM + SB. I personally went with the former combo, note for BH grab the main version (as suggested by the author in the posts on that page)
  10. GammaCavy
    GammaCavy
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    Hello author. I have a unique issue, or at least, I haven't' seen any documentation on it anywhere. Perhaps I haven't looked in the right
    places. I did read your documentation, but wasn't quite sure if your descriptions applied to my issue.

    The issue at hand: I have some areas whose flora simply never respawns. Ever.
    I'll leave for a month and half, sometimes two spent rambling the province, and they never come
    back.
    Offhand,  Arch-Mage's garden is a big one; and the only one I'm
    sure I never came back to after harvesting. There are a few mod-added
    gardens afflicted as well, but the issue appeared in my game before I
    ever tried to mod. Hearthfire planters behave just fine, it's only the
    fancy garden that doesn't.

    Does your Flora Fix cover plants that never grow back? or only ones that have other issues? Thank you in advance.
    1. logincogin
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      I think that this mod works as intended by original Bethesda devs. So it can not force flora to respawn in the non-respawnable cells. And all player houses are non-respawnable. And Arch-Mage's garden is basically a player house. The reason for that is that this mod respects game rules for respawn like reset timer rule and the respawn flag of a sell. In other words what you've described is not a bug. It's supposed to work that way. Flora in non-respawnable cell can not respawn as all the other content of such cell.

      There is another mod which forces respawn regardless of the game respawn rules. Try Flora Respawn Fix. It ignores all of the respawn rules. It ignores cell reset timer rule, it ignores 30 days respawn rule, it ignores non-respawn flag also. It just forcibly respawns any flora in 10 days period no matter what. Even in the player's houses including Arch-Mage's garden. The down side is that it would be too cheaty. When I used Flora Respawn Fix I've ended up with so many ingredients that it felt too cheaty.

      So I like this mod (Wiseman303's Flora Fixes - Revamped) a lot more. It makes flora to respawn in a more correct manner.

      Also keep in mind that Hearthfire Greenhouse planters (plots of fertile soil) work differently. Them have their own respawn rules. First harvest in a day, all the other harvests in 3 days. None of these two mods change this behavior.
    2. GammaCavy
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      I see. Thank you for the explanation; I am hazy on how these things work myself. And thank you for the pointer to the other mod. I don't actually harvest enough to feel like that re-spawn time would be a cheat; but it bothered me that the garden never looked right after I'd picked anything from it. I had also worked out that the garden planters had to behave differently than the rest, but did not understand the mechanism by which they didn't.

      I will consider carefully what I actually want in my game.
  11. MarinaHyde
    MarinaHyde
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    Hey there! I'm really at my wisdom's end. I'm using Flora Fix Revamped on a brand new game, I've installed the SMIM patch (mid-game though) and I'm obviously using SKSE. However, I'm still experiencing the respawn bug after loading a save game. I even searched for patch collections in case I've missed anything without success. What could possibly have gone wrong? Any help would be highly appreciated!