If you open the spid ini of the version with random size you see scale(0.95/1.05) at the end of the lines. You can change that to scale(0.7) to have a fixed scale of 0.7 or put a new lower and upper range to have variety.
That should work, maybe put a small number that the difference is visible just to test ... A transform line would work as well but you need to add a line for every ID in the exchange list. Another option is to open the meshes and scale them manually. I'm on holidays now and cannot test, if these didn't work let me know and I'll check it after 19th when I'm back home. Edit: Also as PO3 wrote "Check po3_BaseObjectSwapper.log in My Documents/My Games/Skyrim Special Edition/SKSE, for more information about the process."
I unfortunately have not but I admittedly haven't fiddled with it that much. Sometimes this sorta stuff goes right over my head. Baby steps with learning lol. I'm not sure why I'm not seeing the change by simply changing the value to 0.7.
This is cool. Does anybody know how this would interact with Seasonal Landscapes?? From other similar mods I think it would just need a seasons distribution ini added, il try and do some research
To do it perfectly right, you would need duplicates of the winter/autumn meshes from Seasonal Landscapes with different textures (take a look at my folder structure) and different editorIDs in the esp. But if you only want diversity during summer/spring, you can simply find the editor ID of those in the esp and replace it with the one in my SWAP.ini. (in the rest of the year they would look like the version of dragon tongue you have installed).
Hiya! Sorry to be a bother, but any chance you'd add an option in the fomod to let us pick which versions we want? Just because I'm only really wanting the 2 shades of orange.
Hi, well it's actually very easy and I don't think it needs an update: Just open SPID ini and remove the ones you don't want (according to your installation it might be different ones) Or Copy and paste the content of the two orange texture files into the other two.
Is a patch needed for WeldingMan's glowmaps/no enb light option? It appears to still have enb light when using this mod. I only want to use the glowmaps. Thank you!
I read the installation instructions on the description page and says nothing unusual, but I saw that the requirements was the cathedral 3d dragons tongue mod. So do I need to download and install all 4 versions of that mod to get this mod to diversify Dragon's Tongue?
Hi there! I'm using the glowmap version and I would like only glowing variations to show up but as of now I'm getting some that glow and some that don't. Can the file be set up for this? Thanks so much for your time!
Would that also work with the ENB lights? Just wondering before I go ahead and update this instead of using my makeshift 'throw these meshes into this folder' method lmao
As far as the logic of the SWAP ini - the end results are about the same.
The chanceR(100) ensures a randomness with each game load. The scale adjustment gives some variety, which is most noticed when plants are clustered together. (Solitude is a great location for testing this.)
The only benefit which might be gained from a REF ID perspective, is the ability to isolate specific areas for adjusting specific colors. I know the BOS does have the ability to adjust forms based on location [Forms|LocationEDID], though I'm not sure if those names get adjusted via esps...
Still happy to chat via discord if you'd like: LordMithro#3875
The FOMOD for version 1.1.0 says it's still version 1.0.0, is this just a typo? Asking because I knoe Nexus has a bug where it will upload the old version instead of the new one.
thank you very much! you could make a version of diverse nightshade with this mod: nexusmods.com/skyrimspecialedition/mods/81709?, I tried to do it but I'm a denial with technology, I don't even know how I can play with mods kk
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[Transforms]
TreeFloraMountainFlower01Blue|scale(0.7)
But I'm not sure what the right name is for Dragons Tongue
A transform line would work as well but you need to add a line for every ID in the exchange list.
Another option is to open the meshes and scale them manually.
I'm on holidays now and cannot test, if these didn't work let me know and I'll check it after 19th when I'm back home.
Edit: Also as PO3 wrote "Check po3_BaseObjectSwapper.log in My Documents/My Games/Skyrim Special Edition/SKSE, for more information about the process."
But if you only want diversity during summer/spring, you can simply find the editor ID of those in the esp and replace it with the one in my SWAP.ini. (in the rest of the year they would look like the version of dragon tongue you have installed).
Just open SPID ini and remove the ones you don't want (according to your installation it might be different ones)
Or
Copy and paste the content of the two orange texture files into the other two.
Great job on the ini.
Recommend: scale (0.95/1.10)|chanceR(100) for variety
I saw your message yesterday, was going to answer today. Should we discuss it?
As far as the logic of the SWAP ini - the end results are about the same.
The chanceR(100) ensures a randomness with each game load.
The scale adjustment gives some variety, which is most noticed when plants are clustered together.
(Solitude is a great location for testing this.)
The only benefit which might be gained from a REF ID perspective, is the ability to isolate specific areas for adjusting specific colors. I know the BOS does have the ability to adjust forms based on location [Forms|LocationEDID], though I'm not sure if those names get adjusted via esps...
Still happy to chat via discord if you'd like: LordMithro#3875
I tried to do it but I'm a denial with technology, I don't even know how I can play with mods kk