Thanks for letting me know. This is actually intended behaviour. You can't select more than one patch option because some of those mods are incompatible with each other. If you're using Mari's Mushrooms, for example, but also have Skyrim Particle Patch (SPP) installed, you choose one of those mods to overwrite the other in your load order. Mari's mushrooms alter the same settings as SPP does, so you have to choose one or the other.
SPP and High Poly Project's (HPP) meshes are intended to be used with vanilla textures. Rudy and Mari's mods are intended to be used with their textures, so the included meshes have their own changes to shader settings and geometry to match the new textures.
As the FOMOD options reflect, the only two mods that can be patched together are SPP and HPP. That's because they each change a different property of the mesh. HPP changes geometry, while SPP changes shader settings and adds a glow effect. The changes don't overlap, so they can be merged together.
When installing this mod, choose the patch option that matches what you've chosen to win the conflict.
Unfortunately, it seems like this change has been confusing, so I'll be looking into a different way of setting this up, if possible.
I know this mod is over a year since last updated, but any chance we can get an option that is compatible with Diverse Mari's Glowing Mushrooms (https://www.nexusmods.com/skyrimspecialedition/mods/99184?tab=description) so that users of that can have better collision meshes?
Hi, this mod doesn't change the shaders or textures from what is used in Rudy's meshes. I would suggest testing to see if your issue persists when you're not using Parallax Gen. Unless you have another mod changing the glowing mushroom textures to add parallax (which would be incompatible with Rudy's mod), the mushroom meshes should not be patched for parallax. You might also consult the Parallax Gen troubleshooting guide here.
If you're still having this issue with only Rudy's mod and this mod installed, then feel free to open a bug report and I'll look into it further.
This seems to mess with the placement of these mushrooms in vr. With this mod installed, mushrooms appear where they aren't supposed to be floating in the air where they shouldn't be. =(
Thanks for letting me know! I don't have the VR verison of Skyrim, so I can't test it myself. Would you be able to help me troubleshoot this?
There was a weird issue with mushroom placement that was fixed in version 1.2.1. Do you mind double checking that you don't have an older version installed? If you're using version 1.2.1 and the problem still persists, would you be able to give me some more information? The specific questions I have are collapsed into the spoiler tag below:
Spoiler:
Show
Can you give me an example of where you've seen floating mushrooms? Are all instances of the glowing mushrooms affected or only some? Are the same mushrooms always in the wrong position? If possible, the cell it's located in and reference form ID would be helpful.
Which patch option did you choose in the FOMOD installer when you installed this mod? ie.
None
High Poly Project
Skyrim Particle Patch for ENB
High Poly Project AND Skyrim Particle Patch for ENB
Glowing Mushrooms by Mari OR Mari's Flora
Rudy HQ - More Lights for ENB SE - Glowing Mushrooms
If you chose Mari's Flora, please also list your choices for the extra options (ENB mesh & Colour).
Does the issue persist on a new game with your current mod list?
Does the issue persist when only the base game plugins and this mod are installed? (Reinstall this mod and select the 'None' option under the optional patches.)
Are any other mods in your load order affecting the mushroom meshes or references? Please make sure that the meshes in this mod aren't being overwritten and any affected mushrooms aren't having their records modified by another mod (the Unofficial Patch should be fine though). If you have it installed, please check that the Base Object Swapper mod doesn't affect the mushrooms in any way.
Thanks for your help! You can also direct message me if you'd like. I get email notifications for those messages so I can respond a lot quicker — I usually get busy and don't check comments on the Nexus very often.
It will be a bit before I can check but the one I distinctly recall was in Nchuand-Zel, once you're in the next zone after defeating Nimue. In that large cavern with the falmer there was a mushroom just floating high in the air about where the the foward door is and the door to the right. At first, I thought a mod like ELFX was messing with it, but after checking it in xedit, I realized no mod was touching that record and removing this mod fixed it's placement. There were other mushrooms not where they should be but I don't recall those.
Ok, I think that's the same bug that was fixed in version 1.2.1. If I remember correctly it affected a mushroom in Nchuand-Zel. Here's a picture of it from the original bug report:
Spoiler:
Show
Do you remember if that's the same mushroom you saw?
Oh yeah, that's totally it! That floating mushroom was driving me nuts. Then there a room I would go to where a mushroom was just floating right in front of the door and it bugged the heck out of me.
I'm really curious how a mesh change could make these mushrooms go out of whack and appear in weird places. But if it's fixed, that's great! Picking mushrooms is a pain in VR due to their small hitboxes.
Thank you for your work! Well, honestly, I haven't been able to test it yet, but I'm assuming it's fine now =P.
Oh good. If you still see it in the wrong position when you get a chance to test with version 1.2.1 let me know!
It was a really strange bug. I think the special BSLODTrishape the single mushroom uses somehow caused the issue. Since Skyrim SE doesn’t make use of it, I could convert it to a normal trishape and have it act normally. But I have no idea why it’d affect only that one reference specifically and not any others. It’s just weird. ¯\_(ツ)_/¯
I contacted the author of that mod a couple years ago, and they chose to integrate my collision changes into their files (version 3.01 of their mod). I just totally forgot to add a note about that to this mod page. So I'll fix that.
If you select the "HitBoxFix by sync67" option in the FOMOD installer for Animated Tentacles for the Glowing Mushrooms, then you should be good to go!
The files in this mod already include the blood splatter decal fixes on the meshes that use ENB lights. You can select the particle patch option to get ENB lights if you just want the vanilla appearance. This mod doesn't change the ingredient you see in the inventory, so the Inventory Centering Fix from that mod doesn't need a patch.
You may also be interested in ENB Light Inventory Fix (https://www.nexusmods.com/skyrimspecialedition/mods/66411), an SKSE plugin that fixes the centering and zoom issue for meshes using ENB lights without requiring compatibility patches.
This mod doesn't include the rotation fix, though. Regarding ENB Light Inventory Fix, it doesn't fix the issue at all. It only applies a band-aid solution. If you spin enough it still goes off screen and it also introduces other issues such as items superscaling. Skeever's fix, however he did it, actually fixes the issue.
@Thijmen2017 As stated in the mod description, Glowing Mushroom Collision Fixes doesn't affect the ingredient mesh, which is what you see in the inventory preview. Making changes to the ingredient mesh would be outside the scope of this mod, since altering the ingredient mesh is not required to fix mushroom harvesting or selection.
If you prefer wSkeever's mod to fix the inventory issue, simply load it before this one and allow the meshes contained in this mod to overwrite. Where wSkeever has made changes to the same meshes included in this mod, his changes are carried over.
If you're experiencing issues with ENB Light Inventory Fix, I would suggest opening a bug report on that mod page to help the author solve the problem.
thanks for the bug fix, my god was that a pain, without this i used the "tcl" command so that i can pick it up if its not detecting a solid activation prompt, it was hideous 👍
116 comments
SPP and High Poly Project's (HPP) meshes are intended to be used with vanilla textures. Rudy and Mari's mods are intended to be used with their textures, so the included meshes have their own changes to shader settings and geometry to match the new textures.
As the FOMOD options reflect, the only two mods that can be patched together are SPP and HPP. That's because they each change a different property of the mesh. HPP changes geometry, while SPP changes shader settings and adds a glow effect. The changes don't overlap, so they can be merged together.
When installing this mod, choose the patch option that matches what you've chosen to win the conflict.
Unfortunately, it seems like this change has been confusing, so I'll be looking into a different way of setting this up, if possible.
is this because of Parallax Gen??
I would suggest testing to see if your issue persists when you're not using Parallax Gen. Unless you have another mod changing the glowing mushroom textures to add parallax (which would be incompatible with Rudy's mod), the mushroom meshes should not be patched for parallax. You might also consult the Parallax Gen troubleshooting guide here.
If you're still having this issue with only Rudy's mod and this mod installed, then feel free to open a bug report and I'll look into it further.
There was a weird issue with mushroom placement that was fixed in version 1.2.1. Do you mind double checking that you don't have an older version installed?
If you're using version 1.2.1 and the problem still persists, would you be able to give me some more information? The specific questions I have are collapsed into the spoiler tag below:
ie.
- None
- High Poly Project
- Skyrim Particle Patch for ENB
- High Poly Project AND Skyrim Particle Patch for ENB
- Glowing Mushrooms by Mari OR Mari's Flora
- Rudy HQ - More Lights for ENB SE - Glowing Mushrooms
If you chose Mari's Flora, please also list your choices for the extra options (ENB mesh & Colour).Thanks for your help! You can also direct message me if you'd like.
I get email notifications for those messages so I can respond a lot quicker — I usually get busy and don't check comments on the Nexus very often.
Do you remember if that's the same mushroom you saw?
I'm really curious how a mesh change could make these mushrooms go out of whack and appear in weird places. But if it's fixed, that's great! Picking mushrooms is a pain in VR due to their small hitboxes.
Thank you for your work! Well, honestly, I haven't been able to test it yet, but I'm assuming it's fine now =P.
It was a really strange bug. I think the special BSLODTrishape the single mushroom uses somehow caused the issue. Since Skyrim SE doesn’t make use of it, I could convert it to a normal trishape and have it act normally. But I have no idea why it’d affect only that one reference specifically and not any others. It’s just weird. ¯\_(ツ)_/¯
Animated Tentacles for the GlowingMushrooms
Thank you
I contacted the author of that mod a couple years ago, and they chose to integrate my collision changes into their files (version 3.01 of their mod). I just totally forgot to add a note about that to this mod page. So I'll fix that.
If you select the "HitBoxFix by sync67" option in the FOMOD installer for Animated Tentacles for the Glowing Mushrooms, then you should be good to go!
If you prefer wSkeever's mod to fix the inventory issue, simply load it before this one and allow the meshes contained in this mod to overwrite. Where wSkeever has made changes to the same meshes included in this mod, his changes are carried over.
If you're experiencing issues with ENB Light Inventory Fix, I would suggest opening a bug report on that mod page to help the author solve the problem.