the enb light for this mesh is stationed at its base, i found that putting the light at the center of the mesh caused it to be dim, since the mesh is multi layered. Putting the light at the base also makes a cool cascade effect into the liquid.
For anyone who show vanilla model after installing this mod. This possibly you have Gourmet or other food mod that affecting this. Example like Gourmet mod, the path of the nif file is magus->gourmet->.nif file, and this mod file is diffrent so it will not overide the gourmet. So you need to change to folder name to suite the path of Gourmet to make it overide. Hope this help
I noticed this yesterday. Had to return. It really is lovely work - the step up to true Craftsmanship. But I am another with the XxAwesome_PotionsxX problem - until this is patched for that mod, your superlative creation remains singularly unattainable to us ardent admirers... Okay, okay, laying it on a little thick, but truly, it's an issue. It simply fails to be visible. Something certainly seems to be pointing, or failing to point, at something.
Right. SSEEdit. Only, if it has no esp, I have no idea how to patch it - not even which executable I would use. Beyond me I'm afraid. Simple conflict patches in xEdit is the limit of my capabilities. Maybe someone could put up a basic explanation...
Hello! I can help you out a little bit with that if you haven't figured it out as of yet. This might be a 'dirty' way to get the job done, but it has worked in my game. Disclaimer - I'm not any sort of good at modding.
Bring up your load order in SSE. Once everything is loaded in, put the sleeping tree sap id into the FormID search box in the top left above where your plugins are listed. For convenience, the ID is 000AED90. This should bring up every plugin record that makes edits to the "Sleeping Tree Sap." In my case, I deleted the sleeping tree sap record from the potions.esp by right clicking the top of the record over potions.esp and clicking remove. If you have other esps that edit the record, check under Model -> MODL - Model Filename for Clutter\Quest\SleepingTreeSap01.nif, which is the default for the tree sap model. Carrying over the model from Skyrim.esm is as simple as click+drag from the Skyrim.esm Model section to the esp that needs updated, which will keep a model address compatible with this replacer while also retaining any changes made from the esp you're copying the address into.
Thank you so much, I've been trying to get my ElSopa potions skooma bottle and a sleeping tree sap model replacer to work with this for days, this did the trick :) <3
ty for this cool looking mod. looks pretty good, i always like this small mods that always givs me a wow when i se them, ty for he mod. looks great together with rustic potions i think
Awesome work! Could you, by any chance, add a 50% scale non-ENB light mesh? The thing is huge in VR, hehe. I tried to do it myself, but I can't get the collision to scale in NifSkope...
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But I am another with the XxAwesome_PotionsxX problem - until this is patched for that mod, your superlative creation remains singularly unattainable to us ardent admirers...
Okay, okay, laying it on a little thick, but truly, it's an issue. It simply fails to be visible. Something certainly seems to be pointing, or failing to point, at something.
So, yes, hopefully...
Beyond me I'm afraid. Simple conflict patches in xEdit is the limit of my capabilities. Maybe someone could put up a basic explanation...
Bring up your load order in SSE. Once everything is loaded in, put the sleeping tree sap id into the FormID search box in the top left above where your plugins are listed. For convenience, the ID is 000AED90. This should bring up every plugin record that makes edits to the "Sleeping Tree Sap." In my case, I deleted the sleeping tree sap record from the potions.esp by right clicking the top of the record over potions.esp and clicking remove. If you have other esps that edit the record, check under Model -> MODL - Model Filename for Clutter\Quest\SleepingTreeSap01.nif, which is the default for the tree sap model. Carrying over the model from Skyrim.esm is as simple as click+drag from the Skyrim.esm Model section to the esp that needs updated, which will keep a model address compatible with this replacer while also retaining any changes made from the esp you're copying the address into.
I hope this helps!
I will definitely be trying that shortly.
Great appreciation...
You ROCK!!
Kudos!
I've been trying to get my ElSopa potions skooma bottle and a sleeping tree sap model replacer to work with this for days, this did the trick :) <3