So I've placed this mod in a low position, have the patches for both Northern Roads and NotWL, but I'm getting an issue where the water is clearly flowing the correct way now, but the landscape hasn't changed at all and there is very obvious clipping. I'm also using Cathedral Landscapes, weather and water, Tomatos Landscapes AIO, and Skoglendi grasses. Would those break the compatibility with the edits you've made? I wasn't sure if I should post this in bugs or not cause I'm pretty sure it's a user error on my end. Here's a visual if it helps
1) This looks like a really cool mod. I can't test it now as my game is down for maintenance.
2) This mod seems to be a good candidate for compacting/ESLing. It has no scripts or cells. I used ESPFE Follower - Eslify facegen and voices, which easily did it. While I can't test it right now, it should be fine.
Here is part of the ESL log:
Spoiler:
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Converted FaceGenData: 0, not converted: 0, missing: 0. Converted voice files: 0, not converted: 0. Deleted files: 0. Plugin Half Moon Creek.esp with 751 new records was turned into ESPFE by compacting FormIDs and adding ESL flag in TES4 header. Referenced records updated: 6. Overrided records updated: 0. [00:00] Done: Applying script "__ESPFEFollower", Processed Records: 1, Elapsed Time: 00:00 Skipped: Half Moon Creek.esp doesn't need sequence file [Create SEQ file done] Processed Plugins: 1, Sequence Files Created: 0
However; all the patches are made for the non-ESL version. It would be really nice if you could provide an ESLed version and have patches that match it. I can help with the ESLed main mod it you like.
3) I see that it is compatible with other water mods. Is it compatible with Simplicity of Sea?
Yes, so an ESLed version of this mod should have a slightly different ESP name. That way it would be obvious which version of this mod a patch was for.
Indeed, the plugin can be converted to ESL with two clicks, but patch authors will have to manually create the ESL version, I doubt that such a waste of time makes sense.
Hi! This looks like an excellent mod! I did want to mention that I get floating trees when using Traverse the Ulvenwald mod (full version). I am guessing it is likely compatible with the lite version, which only replaces vanilla trees, but I personally like the complete mod. I am sadly not a mod author myself so if anyone is interested, I am at least one who would be interested in a patch between these two mods :)
Hey there! I fell in love with this mod as soon as I came across it. Such a small change to the world can really make a huge difference in how the area feels, and I absolutely had to throw this into my load order. However, I immediately noticed some conflicts with the tree mod I'm using, Dark Forests of Skyrim, so I made a patch to resolve those conflicts, removing floating and clipping trees and other flora. The patch is currently posted on my profile, but I wanted to check in and see if you'd like to add it to the mod page here, have me remove it, or if it's fine as is. Thanks again for a great mod!
Thanks for making this patch. The link to your patch can be found on the DESCRIPTION page in the Requirements section. People looking for patches usually start their search there. So let it remain as it is. If you want, I can add another link somewhere in the Description, but this is unnecessary, because few people read it.
First off, this mod adds some much-needed immersion to the area. Like a lot of other people here, I never understood the layout of the creeks and so on. I also like the bridges you added, as well as the old stone ruins.
I was wondering if you could make a patch for "Wooden Bridges?" It replaces the vanilla stone bridge at Half-Moon Mill with a flat, covered wooden one. At the end of the bridge closest to the actual lumbermill, there's normally a dirt "ramp" that leads up from the road. With this mod installed, and with it being loaded after everything else that touches the area, that ramp is gone. It's only a few inches difference but Skyrim is a game where you get stuck on stairs and little pebbles sticking out of the ground, so those few inches require a jump to get on the bridge.
As I said earlier, this mod adds a lot of immersion, it's really fun to explore the area with that big creek running through there. It makes the creek make more sense, and it makes the whole area more alive.
I'm getting these strange yellow planes, they are only visible when viewed at certain angles. I'm using Simplicity of Sea, but same issue occurs even with vanilla water. Any idea what it could be. I haven't really installed anything that makes changes there other than your mod. At least not that I know of. Picture
Edit: To anyone else having this issue. I found the problem. EVLAS Underside causes it. I was able to select the plane in console and it gave me the info.
Do not use EVLaS Skyrim Underside. You need to create Underside Mesh via Dyndolod 3.0 The author of EVLaS recommends this method in the Installation section:
Download and install EVLaS with a modmanager of your choice
After that you have two choices:
Either download and install the Skyrim Underside mesh from the download section
Or (highly recommended) generate a load order specific terrain underside using DynDOLOD 3.0 or newer
127 comments
Thank you for this amazing mod
I'm also using Cathedral Landscapes, weather and water, Tomatos Landscapes AIO, and Skoglendi grasses. Would those break the compatibility with the edits you've made? I wasn't sure if I should post this in bugs or not cause I'm pretty sure it's a user error on my end.
Here's a visual if it helps
That aside, I had to put in some work to get this working on my load order, but it was worth it. This mod makes the halfmoon mill area look wonderful!
Auri - Half Moon Creek Patch
2) This mod seems to be a good candidate for compacting/ESLing. It has no scripts or cells. I used ESPFE Follower - Eslify facegen and voices, which easily did it. While I can't test it right now, it should be fine.
Here is part of the ESL log:
Converted FaceGenData: 0, not converted: 0, missing: 0.
Converted voice files: 0, not converted: 0.
Deleted files: 0.
Plugin Half Moon Creek.esp with 751 new records was turned into ESPFE by compacting FormIDs and adding ESL flag in TES4 header.
Referenced records updated: 6. Overrided records updated: 0.
[00:00] Done: Applying script "__ESPFEFollower", Processed Records: 1, Elapsed Time: 00:00
Skipped: Half Moon Creek.esp doesn't need sequence file
[Create SEQ file done] Processed Plugins: 1, Sequence Files Created: 0
However; all the patches are made for the non-ESL version. It would be really nice if you could provide an ESLed version and have patches that match it. I can help with the ESLed main mod it you like.
3) I see that it is compatible with other water mods. Is it compatible with Simplicity of Sea?
I haven't tested Simplicity of Sea, but I don't think there will be any problems with it.
Yes, so an ESLed version of this mod should have a slightly different ESP name. That way it would be obvious which version of this mod a patch was for.
The link to your patch can be found on the DESCRIPTION page in the Requirements section. People looking for patches usually start their search there. So let it remain as it is. If you want, I can add another link somewhere in the Description, but this is unnecessary, because few people read it.
I was wondering if you could make a patch for "Wooden Bridges?" It replaces the vanilla stone bridge at Half-Moon Mill with a flat, covered wooden one. At the end of the bridge closest to the actual lumbermill, there's normally a dirt "ramp" that leads up from the road. With this mod installed, and with it being loaded after everything else that touches the area, that ramp is gone. It's only a few inches difference but Skyrim is a game where you get stuck on stairs and little pebbles sticking out of the ground, so those few inches require a jump to get on the bridge.
As I said earlier, this mod adds a lot of immersion, it's really fun to explore the area with that big creek running through there. It makes the creek make more sense, and it makes the whole area more alive.
Edit:
To anyone else having this issue. I found the problem. EVLAS Underside causes it. I was able to select the plane in console and it gave me the info.
You need to create Underside Mesh via Dyndolod 3.0
The author of EVLaS recommends this method in the Installation section: