Skyrim Special Edition

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NipNipBud

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NipNipBud

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25 comments

  1. NipNipBud
    NipNipBud
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    Version 1.5 is out. It simply fixes 4 floating trees. If any other problems are found please let me know so I can fix them. 
  2. cbaker19
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    Thanks for adding that fix. I did start moving all floating trees and objects I found using Jaxonz and eventually my save bloated up too big to work. I know that is not the only reason but I did that read touching and moving stuff does contribute, even knocking over a chair. It almost seems like it is recommended to play without looting or decorating or leaving dead bodies... I have not played since my save borked but one day I will try to start anew.
    1. NipNipBud
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      Yeah, no worries. I walked by those trees many times oblivious to the problem because my tree replacer had a longer trunk at the time. Mast last long running save I ran into the same issues as you. Back in LE we could use the resaver tool to reset havok and help alleviate this and I was able to naturally get a character to over level 120 and near completion of all quests. I haven't tested fallrim tools to see if it's experimental havok reset functions as well or not as the old one for LE. I mainly play to take screenshots these days anyway.

      Best of luck if and when you decide to start playing again. :)
    2. cbaker19
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      Thanks again. Been putting restarting because a ton of updates are needed and I should take out stuff I don't need much and start a new save. It just stinks because I was taking my time and still had lots undone, like the guilds and I was doing Stendarr Rising and Helgen Reborn for the first times. So I just started playing AC instead...nothing like chain assassinations to soothe one's annoyance.
  3. cbaker19
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    I have been using this for a while and always had a floating tree just outside Winterhold. I looked at it today with Informative Console and it days this mod was the editor. Any way to fix it, like with the ID and SSEedit?
    1. NipNipBud
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      You can change the position in SSEDIT, sure. just load up the file and I think you would search its editor ID that shows up in the console command when you click on it. You will want to change the "Z" position to lower the tree.

      I'm much less familiar with ssedit than creation kit, but I'm pretty sure that's how it would work.
    2. cbaker19
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      Thank you, I will try it.
    3. kyuukokunoten
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      How to just delete it then? Why is the tree there in the first place
    4. NipNipBud
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      You can use the console command "disable" to get rid of it or search the ID in xedit and delete the record. (you can use this mod to click on an object and find its ID- https://www.nexusmods.com/skyrimspecialedition/mods/19250)

      I haven't fixed them because only one person reported the problem and I assumed it was a small conflict with another mod. It turns out switching tree mods recently made it clear that there are a four(so far that I've seen) trees that are floating in the mod that I have now seen. Two in riverwood and two outside of winterhold. I'll update this in the near future to fix this problem.
  4. nonolepetitrobot
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    Hello,
    I may have misread, but even if we leave the winter season, is it compatible with Seasons of Skyrim? Seeing green foliage in the  middle of winter is... difficult for me.
    1. NipNipBud
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      I'm not sure to be honest. I've never used seasons and haven't bothered to see if it would be compatible or not. My mod uses only vanilla game assets so if I'm reading seasons of skyrim's mod page correctly it *SHOULD* work. But I really cant take the time to install another copy of skyrim and set it up to test it myself. I have too many other projects and I've long considered this mod finished and forgotten. If you do end up trying it and it works it would be cool to know. :)
    2. nonolepetitrobot
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      Thank you for your reply. I'll give it a try and see what it does in the middle of winter, I'll keep you posted.
    3. NipNipBud
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      Thanks, hopefully it works for you.
  5. Revnicutz
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    Hello! Please, can you add more shots with this mod for every city? I want to see them properly.
    1. NipNipBud
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      I can add some more screenshots, but it may not really help in seeing what my mod will look like in your own game because I use a couple different tree replacers. One of the tree replacers I use, Jedi trees, also adds some trees to areas. My mod is very subtle though and you may not even notice the difference from vanilla in some areas.

      If you are looking for very transformative changes you may want a different mod than mine, like the JK city mods, for example.
  6. Seigncor
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    I loved the mod so far. But now I have begun to add more and more city expansions and overhauls and start to wonder whether I trust LOOT, which loads MTiC later - or if I should load MTiC before the overhauls.
    I know there will be some trees I will need to disable, that doesn't bug me. I am just not sure whether it could harm to have it load after or not.

    Let me know your thoughts, thanks.
    1. NipNipBud
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      My mod does make a small landscape change by Rorikstead. That  is probably why it has my mod loading later in LOOT. if something overwrites that cell then you could end up with a seam in the landscape. So any overhauls for Rorikstead would probably need to load before MTiC. Otherwise, load order should not matter that much.

      I don't personally use overhauls though and I never tested the mod with any of them active since this was specifically being built for vanilla cities. If I did I would personally load this mod before overhauls except any overhaul that touches Rorikstead.
    2. Seigncor
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      Ok, I checked with modmapper and The Great City of Dawnstar and Riverwood Redeveloped are the only ones LOOT sets to load before MTiC (next to Rorikstead Village Overhaul) which overlap with your mod.
    3. NipNipBud
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      Honestly you will just have to test it out in game and see if there are any landscape seams or anything. I think I made one minor landscape adjustment outside of Dawnstar too. There may need to be a small patch made in SSEdit for the Dawnstar overhaul. There shouldn't be any crashes or anything though as my mod only adds static objects and makes a couple of small landscape changes. Any sort of problem that comes up from my mod being in a certain spot in the load order should be purely visual.
  7. Slifer1771
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    hey can u tell me which weather mod and enb do you use in the picture please?^^
    1. NipNipBud
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      I use azurite weathers and PI-CHO enb for azurite weathers.

      Its a patreon version of pi-cho enb but it is not paywalled. You can find the link  to his patreon on the mod page for pi-cho. 

      https://www.nexusmods.com/skyrimspecialedition/mods/35082
  8. infernalryan
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    Very nice. Subtle, but effective. +1
  9. NipNipBud
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    Put up a hotfix for version 1.2. Majestic mountains was not supposed to be added as a master file in the uploaded version of this mod. I don't use any assets from that mod, I simply need to have it as a master when I edit in the creation kit or else some of my rocks become transparent. That's the only change and it will be safe to update mid game.
  10. Atardecer
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    I think this is quite good. Gives some character, but is not overdone, and use appropriate tree model choices. There are a couple of odd placements though, like in the middle of the whiterun marketplace, and on the middle of the steps leading to the Palace Of The Kings. With vanilla models at least, it pretty much in the way.
    1. NipNipBud
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      Hey, thanks for the reply. This is very helpful information and I'll look into removing those trees or finding a new place for them with the next update. 

      EDIT: was able to update early :)