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  1. sialivi
    sialivi
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    Version 2.04.0 has been released:

    - SMIM Signs are now the default option in the installers
    - Updated bounds of the signs in The Haven From The Cold And Dark patch and removed an invalid flag on the sign records
    - Added missing textures for Expanded Towns and Cities (ETaC)
    - Reduced the size of the collision geometry on the Whiterun sign posts. The Signs of Skyrim version of the Drunken Huntsman sign will no longer hit the sign posts
    - Added a Open Cities / Signs of Skyrim patch that will correct the placement of the Drunken Huntsman sign when those two mods are used together. This patch should be used instead of the normal OCS patch rathar then in conjunction with it
    - Added sign support for Nordic Carriage Company
    - Added sign support for Helgen Reborn
    - Added lantern support for Helgen Reborn
    - Converted the Helgen Reborn patch to Skyrim Special Edition
    - Converted the Haven From The Cold And Dark patch to Skyrim Special Edition
    - Converted the Open Cities / Signs of Skyrim patch to Skyrim Special Edition

    Important note: The installers still show the full list of compatibility patches, even those that haven't been converted yet or mods that are unavailable for SSE. Selecting them will not do any harm though; the unavailable ones will simply be skipped. See the mod list under the description tab to see which patches have been converted. Sorry for any confusion.
  2. sialivi
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    I'm aware that version 2.03.00 had the wrong info.xml packaged, which meant clicking on the version number in NMM would bring you to the Oldrim version rather than the Skyrim Special Edition version. Sorry about that.
  3. KyreFrostfangs
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    More care is needed for this mod.

    Main file is named as Blowing in the Wind SSE.esp, while lots of compatibility‌ patches require Blowing in the Wind.esp as their master. Which means whatever patches you select in the last page of the fomod installer, will not actually be installed.

    Even if you manually install those esp-s, you need to convert them from form 43 to form 44, and correct their master link in Xedit. No offense to this mod but I personally think it's not worth the efforts.
    Do not think renaming the main esp works, some other patches like the SMIM one will start to cry about where their master went otherwise. Makes no differences in the end.
  4. de22is
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    the mod does so little but changes so much. love those
  5. budsmokah420
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    does the game crash when you use the open cities patch for anyone else??? i have open cities installed but if i enable the open cities patch the game crashes
  6. modmeca
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    To all those having comparability problems with this mod, it might be due to the simple fact that the mod wasn't properly ported over to the SE version of Skyrim. This post is based on a caution warning from Mod Organizer 2. The warning is as described below.


    You have one or more plugins that are not form 44. They are:

    • Blowing in the Wind - JK's Skyrim Patch.esp (form 43)      <--- So for me this is the problem. Description below. **
    • Blowing in the Wind.esp (form 43)         <--- Edit on this one. There is a Blowing in the Wind SSE.esp but not JK. still looking.

    Form 43 (or lower) plugins are modules that were made for Skyrim LE (Oldrim) and have not been properly ported to Skyrim Special Edition, which uses form 44 plugins. This usually results in parts of the mod not working correctly.

    To be converted, these plugins simply need to be opened and saved with the SSE Creation Kit but their presence can be an indication that a mod was not properly ported to SSE and so can potentially have additional issues.

    Online guides can have more information on how to correctly convert mods for Skyrim SE.


    Now I just only installed Skyrim SE just yesterday (as of posting this) so I haven't yet had a chance to install the creation kit to try this out. But I will report back here after I get this done to see if it's all fixed or not


    ** So despite selecting the Skyrim SE option in the first window of the Fomod installer. When I get to the compatibility patches section on the second page there is no JK Skyrim all in one SE version of the patch so when I selected the just JK Skyrim patch in the patches section,it also installed the Skyrim non SE version of the esp mod sense that patch is linked to the non esp version and that's why I had 2 esp's. Now this was/is my problem but for other's, it might be that the patches are not SE compatible that you're trying to use. I'm not sure but just a hunch.

    Hope this helps someone.
  7. Loran40
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    Hello,

    Seems not compatible with Lanterns of Skyrim II  !
    ( i had to remove it cause i made lantern deasappearing from where they should be !)

    Skyrim AE 1.6.1170.0.8
    1. SwissxPiplup
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      Hi there, stranger. On the Lanterns of Skyrim II modpage, WiZkiD mentioned that the lanterns will be affected by the wind, but you need their WiZkiD Signs mod as well; that mod comes with its own wind system, but if you have Blowing in the Wind installed, you can just place WiZkiD Signs after it and the lanterns should begin to react with the wind properly. If you have Static Mesh Improvement Mod (SMIM) installed as well, make sure the signs overwrite that too.
    2. Loran40
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      Thank you for the enlightment !
  8. sverrea
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    If you only want the signs that blow in the wind you technically only need the .nif files (found in the meshes folder) from this mod. You don't need the plugins, textures and the moveable lantern meshes (found in meshes\sialivi), so you can delete those after installation. The plugins place moveable lanterns in the world, and will conflict with other mods like Lux that provide their own (moveable) lanterns.

    1. Install mod as usual. Choose the SMIM signs and place the mod after SMIM. It's easier to see the signs moving if you choose "Light" sign weight, otherwise it needs to be quite windy before the signs start to move, so it's useful for testing.
    2. Delete the plugins (.esp files)
    3. Delete the textures folder
    4. Delete the meshes\sialivi folder

    Enjoy signs that move in the wind without as many compatibility problems. The only conflict that can happen is another mod overwriting any of the .nif files, but that's easy to check in mod organizer.
    1. subtleshade
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      I'm guessing you will of course need SMIM installed for it to work?
      (would be nice if it was just a simple replacer)
    2. VonNarancha
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      sverrea Thank you so much !

      just followed your instructions and it works flawlessly, simple as that
    3. 107117tg
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      Great solution
    4. loudeman
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      Love you mate !
  9. Modbr
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    I can see nothing moving.
  10. Garmagic
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    I see this mod has a patch for Lanterns of Skyrim but not for Lanterns of Skyrim 2. Can you make it?
    1. drlaackenstein
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      +1
  11. GlubTubus
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    Hey I have floating lanterns in whiterun and possibly other places aswell.
  12. petzzzz
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    My blowing in the wind mod is not working. The signs dont move and when i move them by hand it gets stuck almost horizontally. Why is this? I only have smim and I set blowing in the wind before smim in the load order.