Skyrim Special Edition

File information

Last updated

Original upload

Created by

Edmond Noir

Uploaded by

EdmondNoir

Virus scan

Safe to use

Tags for this mod

82 comments

  1. Pickysaurus
    Pickysaurus
    • Community Manager
    • 16,092 posts
    • 383 kudos
    Locked
    Sticky
    Hello there!
     
    Thank you for sharing your excellent new mod with the Nexus Mods Community!
     
    We like it so much we're going to promote your mod on our Social Media.
     
    Look out for your mod appearing on our Facebook or Twitter over the next few days!
     
    Keep up the awesome work!
     
    - Nexus Mods Staff
  2. Quantum3113
    Quantum3113
    • member
    • 18 posts
    • 0 kudos
    Locked
    Sticky
    For anyone using Expanded towns and cities you will get serious landscape tears in Riverwood if Official Unique Flowers and Plants esp has higher priority.
    1. EdmondNoir
      EdmondNoir
      • supporter
      • 2,295 posts
      • 412 kudos
      Thanks for pointing that out! Looks like you just need to prioritize expanded towns to resolve the issue ill sticky this.
  3. Joy2015
    Joy2015
    • member
    • 125 posts
    • 0 kudos
    How does this mod work with cutting room floor and arthmoors villages? Anyone tried?

    I am using Legacy of the dragonborn. Are this mod compatible?
    1. EdmondNoir
      EdmondNoir
      • supporter
      • 2,295 posts
      • 412 kudos
      there is no interaction the plants are mostly in the wilds lily pads can be found in water near a town if the town has water however thats all - worst case you may see clipping but I havent seen any. Also cliping does not mean they are not compatible. this mod just places objects in the world its compatible with everything.
  4. purplis
    purplis
    • premium
    • 730 posts
    • 3 kudos
    For me, combination of this mod and JK's Skyrim, in Riverwood opens small tear in the water(only if this mods plugin higher than JK's in load order)...
    Also means you must use ESL, or ESP versions, but not ESM(which is recomended for landscape mods), only then you are able to put ESL/ESP plugin lower than JK's and avoid tear/seam, but will this introduce some new problems ? Who knows...
    1. EdmondNoir
      EdmondNoir
      • supporter
      • 2,295 posts
      • 412 kudos
      I use JK's skyrim (and JK's Riverwood could be esl'ed if you wanted) and this mod in my load order is placed above JK's skryim and I have no issues. I have around 30 thousand people using this mod right now and have not heard of this issue nor can I replicate it because I have the exact set up you are describing unfortunately. This mod is a good candidate to be used as ESM you are right but unless you have a ton of mods that are editing landscape your are likely fine to use the .esp version of this mod if you need to.
    2. purplis
      purplis
      • premium
      • 730 posts
      • 3 kudos
      Well, I tested just with 2 mods in MO2, JK's and yours.
      This tear is in the water, not to big, so I guess harder to notice(right before the shack with training dummy in it, chained logs go into water nearby)
      https://imgbox.com/E2qYOPAi

      Cheers
    3. EdmondNoir
      EdmondNoir
      • supporter
      • 2,295 posts
      • 412 kudos
      I cant view the image I have to make a account or something - you are now saying "water tear" and not landscape tear which landscape tear is what you said previously - which makes things more complicated. So water tear happens when the flow logic of water in Skyrim SE is not applied to the water from a mod using the old water values (water from Skryim LE). If you use any water re-texture however like Realistic Water 2 (and I do use Realistic Water 2) that would correct it and you wouldn't notice it even if the values were not carried over. in most near all cases if the flow is not carried over it wouldn't matter as long as you are using a water retexture because they use their own system. In a game were ONLY two mods are active and neither is a water re-texutre mod and one has the water flows not carried over you would see it. Its a good catch it just means waterflows might have not been carried over and everyone uses a water texture mod these days so no one noticed it - but its not my mods fault let me explain.

      IF the issue is present when my mod is overwritten by JK's mod meaning JK's mod comes after my mod then that means JK's mod did not correctly convert his mod for Skryim SE and is using the old water flows and my mod in fact fixes it for JK as my mod has the correct water flows. So concerning the statement that "this mod" gives water tear my mod actually fixes it. it is JK's mod that has the issue but again most people wouldn't notice because a lot of us use a water retexture mod or version that uses its own water flow system.
    4. purplis
      purplis
      • premium
      • 730 posts
      • 3 kudos
      Hey thanks for explaining, and sorry for not being more correct with words.
      You don't need to create account, link should redirect you to a pic when copy pasted to google, here's another link
      https://ibb.co/mhXsZb7

      I use RW2 always(just for testing switched it off)
      So now checked game with combination of 3 mods(JK, your mod and RW2), RW2 loads last, the tear is still there, also tried with JK+RW2 patch, no change.
      For me it's ok to use your mod as ESL, I am nowhere near the reference cap, so all is good, no tear when plugin loads after JK's.
      Also, corrected my first comment little bit.
    5. EdmondNoir
      EdmondNoir
      • supporter
      • 2,295 posts
      • 412 kudos
      just go to JK's page and let them know they need to update their waterflows or apply the waterflow fix script in xedit.
    6. Katarsi
      Katarsi
      • supporter
      • 1,053 posts
      • 23 kudos
      Is this mod incompatible with JK's Skyrim, then? There are plenty of landscape conflicts... And JK's Skyrim isn't being supported anymore.

      I also noticed conflicts with Landscape and Water Fixes; LOOT has placed this mod after it, so I wonder if I should alter its placement. I downloaded the .esm version.
    7. EdmondNoir
      EdmondNoir
      • supporter
      • 2,295 posts
      • 412 kudos
      It doesnt interact with JK's Skyrim - the issue is that JK's skryim creates defects not related to this mod at all. Any mod that offers an additional patch or improvement in skyrim can be placed after without any risk there is no conflict there - its just the vanilla values of land etc which are updated or improved on by landscape and water fixes. The vanilla values are only present because they kind of get carried with placing objects into the game. Feel free to overwrite the landscape and stuff the placement of the objects is all that matters with this mod. 
  5. orochimay
    orochimay
    • member
    • 380 posts
    • 8 kudos
    Great mod!
    i can't seem to find water plants wherever i go! is there specific places where i can find them, or the mod just conflicts with my water mod (Water for ENB)?
    1. EdmondNoir
      EdmondNoir
      • supporter
      • 2,295 posts
      • 412 kudos
      go to Riverwood and look in the wateraround there - they are everywhere in more or less bodies of water that would remain still.
  6. TheHessiJames
    TheHessiJames
    • member
    • 288 posts
    • 31 kudos
    What a brilliant mod! Thanks a lot :)
  7. Isipkamuna
    Isipkamuna
    • member
    • 386 posts
    • 0 kudos
    Any feedback on performance with this plants?
    1. EdmondNoir
      EdmondNoir
      • supporter
      • 2,295 posts
      • 412 kudos
      works fine on older PC's no performance impact.
    2. Isipkamuna
      Isipkamuna
      • member
      • 386 posts
      • 0 kudos
      thank you so much for your response I will download later
  8. purplis
    purplis
    • premium
    • 730 posts
    • 3 kudos
    Hey, so what benefits ESM version of this mod have over ESL ?
    I want to install ESL to save place, but if ESM is more beneficial in some good way, I'll install ESM then :)
    File size for ESL is also very small compared to ESM... confused :D
    1. Giboss
      Giboss
      • member
      • 1,700 posts
      • 9 kudos
      I guess the point is that you can either install the main file and esl (save space), or install esm itself.
      But what exactly esm gives (except for fewer references) - I don't know.
    2. EdmondNoir
      EdmondNoir
      • supporter
      • 2,295 posts
      • 412 kudos
      From the install instruction you install one or the other but not both. Also to answer your question mods that alter the landscape have a record cap. If you have to many mods that alter skryim landscape and they are not .esm your skrim can become unstable and crash. It is uausally a good idea to use a .esm if you are using a mod that alters landscape. If you dont have many landscape alteration mods then its not a big deal to use .esl. (or the new esl/esm plugin)
    3. purplis
      purplis
      • premium
      • 730 posts
      • 3 kudos
      Interesting information, thank you.
      Found 2-3 big ESM landscape mods + 1 big ESL mod(CG4 Trees and Bushes SE, number of records 1592), I hope I am safe... :)
    4. Giboss
      Giboss
      • member
      • 1,700 posts
      • 9 kudos
      Thanks for the detailed explanation ... so unfortunately I will have to use the esm version :)

      Best regards
    5. SaevaVeritas
      SaevaVeritas
      • supporter
      • 280 posts
      • 24 kudos
      The response from EdmondNoir is horribly mistaken. There is no record cap for landscape edits in any plugin, but there is a new form id limit for esl flagged plugins which is 2048 form ids. The advantage to using the esm version is that it will load before all esp files thus allowing their landscape edits to win the conflict and the temporary references in it will not count towards the reference cap. The esl version simply saves a slot in your load order. It should be noted that you can have this mod, and any other mod with less than 2048 new form ids, with both the esm and esl flag.
    6. EdmondNoir
      EdmondNoir
      • supporter
      • 2,295 posts
      • 412 kudos
      I've explained below what a large reference handle cap is since you seem to not be aware -

      I meant what I said and I am not mistaken.
      Spoiler:  
      Show
    7. SuzanoSho
      SuzanoSho
      • premium
      • 373 posts
      • 13 kudos
      The response from SaevaVeritas is horribly mistaken, as EdmondNoir has pointed out.

      The large reference handle cap can cause issues the closer it gets to 1048576, which is the limit. These are all the active temporary references in the game, added by your load order, which are loaded into the game before the main menu.

      Engine Fixes SSE will warn you of this limit while the game is loading up if you are over 800000. You can usually avoid this by scanning your load order in xEdit (with a script) and turning mods with a high number of temporary references into ESMs (also using a script, ESMifyer)...

      Safer than either one of those methods, is waiting for the mod author to release an ESM version of their mods, such as this mod author has done. However, it's normally safe to turn mods into ESMs as long as you aren't just blindly turning temporary references to quest dialogues/triggers into permanent ones (something ESMifyer manages to do safely)...
    8. EdmondNoir
      EdmondNoir
      • supporter
      • 2,295 posts
      • 412 kudos
      damn dude. Kuddos. That was amazing. You did your research you contributed to the conversation, you gave great help and input to the community. That was a excellent response.
    9. Gawad
      Gawad
      • premium
      • 197 posts
      • 5 kudos
      OMG, EdmondNoir, it's like you've lifted Alduin himself from my shoulders. Reference handle cap ! You've finally provided the explanation for this problem I was struggling with in Skyrim LE as far back as 2016. For me the definitive trigger was DynDOLOD as well. Sheson even developed a script and patched DynDOLOD to minimize persistent references as a result. DavidJCobb also created a similar script and took a dig at this (https://www.reddit.com/r/skyrimmods/comments/6mbmib/infinite_loading_screen_too_many_large_quest_mods/). We thought it was persistant references PER worldspace (with the limit being 65 535) at the time, though that wasn't exactly consistent with the results I was getting from running Sheson's script on variations of my load order, and another member on the DynDOLOD forum, Ariannae123, found the ESMifying workaround. I moved to SSE only a couple of months ago (been out of the loop for a while) and was wondering if the SSE engine still had the same limitation. Go figure that I would finally find the answer to this problem while padding my SSE load order...with a plant mod ! :-)

      My posts describing the original problem:

      25 August 2016: https://forums.nexusmods.com/index.php?/topic/4795065-ctd-on-any-save-load-or-new-game-when-over-modding-skyrim-aka-are-you-a-member-of-the-67e-bait-modders-club/

      22 July 2016: https://www.reddit.com/r/skyrimmods/comments/4u3uj7/help_possible_new_capacity_bug/

      I've had this issue haunting me and my load order for FOUR YEARS. My God man, you've just made me feel like a 17th century alchemist being handed a Periodic Table...or something like that...

      And there I was at the time hoping Meh321 would go into the ring with this "bug". Am I glad to find out at least aers - Nukem - Ryan – and YOU – have some kind of a handle on it ! Wow ! Just WOW !

      Oh, yeah, so I absolutely 100% guarantee this also affects LE.
  9. Finelarme
    Finelarme
    • member
    • 10 posts
    • 0 kudos
    Ok I have asked to the main author. I am not sure he is online anymore.
    1. EdmondNoir
      EdmondNoir
      • supporter
      • 2,295 posts
      • 412 kudos
      Well you have a couple options - check his permissions page to verify what he will and will not allow - if he says you absolutely have to ask but hasnt been online in say a year plus you could ping one of the Nexus staff and see if there are any workarounds.
  10. Finelarme
    Finelarme
    • member
    • 10 posts
    • 0 kudos
    Hello. As I have asked on the main page : Thank you for this mod/update. Can I use some (5) of your nif/dds for my mod please ? I will notice that these nif/dds come from your mod + the main mod page (and let a link/nicknames). My mod will be uploaded only here on nexusmods.
    1. axebeardbeardaxe
      axebeardbeardaxe
      • member
      • 179 posts
      • 2 kudos
      Just do it, who cares.
  11. BaptainBacardi
    BaptainBacardi
    • premium
    • 203 posts
    • 1 kudos
    is there any point in using this in conjunction with waterplants? https://www.nexusmods.com/skyrimspecialedition/mods/6092
    1. EdmondNoir
      EdmondNoir
      • supporter
      • 2,295 posts
      • 412 kudos
      Well they are 2 different mods with different texture assets so it would diversify what water plants you see if you use both. But you also run into the possibility that both mods may have dropped assets into the same location so you may get clipping. I cant speak for that mod but this mod is just base world edits dropping in some static object plants so you can install this or uninstall anytime. You could try both and see if you like them.. but also the waterplants mod does not cover as much plantlife as this mod.
    2. BaptainBacardi
      BaptainBacardi
      • premium
      • 203 posts
      • 1 kudos
      awesome, I kind of figured as much! Thanks for the quick response
  12. Toasterwithagun
    Toasterwithagun
    • supporter
    • 62 posts
    • 1 kudos
    Is this supposed to edit the landscape mesh at all? There are a lot of landscape records but the few I looked at are just copies from the base game.
    1. EdmondNoir
      EdmondNoir
      • supporter
      • 2,295 posts
      • 412 kudos
      Probably just left overs from the removed flower. See the screenshots for what the mod looks like in game though!
    2. Toasterwithagun
      Toasterwithagun
      • supporter
      • 62 posts
      • 1 kudos
      Cool I thought so. Definitely going to have a look at these in game (just busy troubleshooting my current build) because the screenshots look very nice.