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  1. grazman
    grazman
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    UPDATE Version 2.2

    1) 2 changes were made to the FoodGoatMeat and FoodDogMeat from the latest Unofficial Skyrim Special Edtion Patch 4.1.1 changes.

    2) Added Flora Respawn Fix versions of Better Harvesting to the main and optional files. Load Better Harvesting after Flora Respawn Fix in your load order.
  2. Oblitus
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    Bash is trying to merge Flora Respawn Fix into the patch. Is it okay? Not sure, because you say FRF should be loaded before BH, but the bashed patch is supposed not to break anything.
    1. darkdiashi@yahoo.com
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      I have the same question
  3. EdmondNoir
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    May I patch your and my mod together? I made a immersive needs mod and love your death item settings. only bear, sabre cat, mammoth, and wolf would need to be patched and your mod would be a master and required for my mod.
    1. grazman
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      Yeah, that's no problem.
  4. Mereinid
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    Hey fellas, how does this work with Hunterborn? Will this affect the items you get from skinning and butchering an animal of its parts?
    1. grazman
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      Put hunterborn after this mod in your load order, hunterborn will overwrite this mod for the animal harvesting.
    2. Mereinid
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      Copy that. Thank you.
  5. skyesfury
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    I don't know why, but I'm only getting one ingredient from all the plants I harvest. I have checked my load order more times than I count and I can't find anything that would touch alchemy or harvesting that loads after this. The biggest frustration about the issue is that it worked fine before I dumped all my mods and reinstalled all of them and I haven't installed anything new that has anything to do with harvesting or alchemy.

    Any idea why this might be happening?

    I prefer your mod over Harvesting Overhaul because yours is much simpler for the player to install and set up.

    -- EDIT --
    I found the culprit. For some reason Flora Respawn Fix was loading after this. I don't know why since it didn't do that previously.

    Love the mod, thank you for the awesome work.
  6. phpones
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    Great mod! Just a suggestion: I jthink the reward is a little too much, could be tunned down a litte, specially because this is alchemy ingredients (the main source for gold). I got 3 toes from 1 giant, I usually get 7 flowers from a bush (mountain flowers), I got I think 3 tusks from a mammoth...
    1. grazman
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      Thanks, glad u like the mod. You're probably finding it too much because you're running around picking everything you come across, its kindof a habit you get into from playing vanilla. My advice, play it more immersively, harvest stuff only when you need to harvest and the mod makes more sense.

      This mod is really aimed at players who want a more immersive, realistic playthrough. The aim of the mod is to make numbers more random and more realistic rather than balance the game. Any harvesting mod will unbalance the game as there is way too many ingredients now available, so its up to the player to change how you're playing if you want a balance. Harvest when you need to harvest rather than pick everything you see. You also enjoy the game more as you're not rushing about everywhere picking flowers.

      For the amounts you mentioned, you can only get either 1 or 2 giants toes, so you may have a mod conflict there or made a mistake. 3 mammoth tusks is fine, as the mammoths have 4 tusks (you can get between 1-4). 7 flowers on a bush, its realistic but yes if you harvest like crazy its going to feel too much, but like i said pick em when you need to pick em and it feels balanced. Also, SSEedit is great tool if you want to tweak numbers yourself.
    2. phpones
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      Lol, indeed I do walk like a chicken, picking everything on the floor. I do like the immersion of your mod but it could be immersive and also more balanced. I like the idea of random and that explanation you gave in another comment: the alchemist will want only the best of a harvested node, discarding the rest. You could push this a bit further and reduce the max cap of flower bushes and, if possible (since I don't know how you implemented this, I'm a game programmer but I don't know anything about gamebryo modding), apply weight to your randoms, something like this: In case of the giant, for example, you'd have 70% of getting 1, 30% of getting 2. You could even rewrite the Green Thumb perk to modify the weight on those random for an even more immersive (and balanced approach). Just a suggestion, of course!

      About the toes, now I don't quite remember, maybe I made a confusion at the time... My memory is saying 3 (I don't have any other mod that would interfere with that) but I don't trust my memory much nowadays...
    3. grazman
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      Thanks. Yeah it does apply something like that on everything you loot or harvest, not only is it random but you are more likely to get a certain amount and less likely to get other amounts. For example harvesting a snowberry bush, i think it ranges from 1-6 snowberries per bush, you are more likely to get 3 or 4 berries, less likely to get 2 or 5 and even less likely to get 1 or 6. Same sort of thing with giants toes, 33% chance you get 1, 66% chance of 2.

      The green thumb perk is the same as it works in vanilla, but in my opinion changing it to work differently is not needed, the perk is pretty much made redundant if you are using any harvesting mod. The mod is essentially doing the job that the perk does (ie) giving you the ability to harvest more goodies.
  7. CreepyFriki
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    Does this work with the Green Thumb perk?
    1. grazman
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      Yes.
  8. Telessia
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    Really a great realistic mod , didn't work at start but i sent it lower in my load order (under "SkyTest" and "simply bigger trees") and all works fine now! Thanks !
    1. grazman
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      Thanks, glad you like it. If you ever find mods aren't working as they should, a great tool to use (in fact every person that heavily mods there Skyrim game should use it) is SSEedit. You get a good view of what mods in your load order are overwriting others and which mods are preventing other mods from working as they should.
  9. Jambo11
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    Getting varying quantities of flowers makes sense, because not all plants are exactly the same.

    However, NOT getting both giant toes 100% of the time doesn't make sense, especially since they would have trouble walking if they didn't have both of them.

    Otherwise, this is an excellent mod that I only wish I had downloaded sooner.
    1. grazman
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      Thanks, glad u like the mod. Well it kind of makes sense if you imagine your character is harvesting for only top-quality ingredients, anything that isn't good enough quality to make potions or to eat, your character doesn't bother collecting it, hence there is a chance you only get one giants toe instead of two--maybe the giant had a big wart on his right toe ;o). Same logic applies to sabre cat eyes or mudcrab claws or goat legs etc.
  10. Jambo11
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    How much does this mod conflict with "Hunterborn?"


    never mind.

    Just saw that this question was already answered...heh heh
  11. fiskin1
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    Hello grazman,
    Just a quick question for you. I recently ported over Freshly Picked from Oldrim to SSE:
    https://www.nexusmods.com/skyrimspecialedition/mods/17259

    I had a user ask me if your mod would be compatible with mine. I told him technically it should but I wanted to get your opinion on it first. Thanks for any help in advance. I might send a PM in case your busy and can't check the comment section as often as you would like.

    Update: I went into SSEEdit and I didnt see any conflicts with this and mine and another user confirmed all was ok as well. Thanks.
    1. grazman
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      Thanks. Yes, all looks ok to me and I don't see any conflicts.
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