Skyrim Special Edition

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Preeum

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preeum

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  1. preeum
    preeum
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    LATEST UPDATES

    • Update 1.4 -  Birds now have DyndoLOD rules for distant lod - re-run Dyndolod to benefit, otherwise sight range is still farther than original release. Removed wild edits and flags from hawkes.
    • Update 1.3 - New features! Thanks to JaymzPaul, now birds have lod (re-run Dyndolod to benefit from this) and disappear from 9pm to 6am, as well as improved audio. All I did was decompile/recompile the script to change the script name, which we received permission to use! Go give JaymzPaul a kudoes for their work, and to KongeMeier, IamHovah and Cipscis for the bird-disappearing script! This version also removed the 'jerky-moving' birds no one was fond of, so no worries about renaming anymore nif files! Also uploaded a 'Riften Version' of seagulls that hang around Riften's docks (and some even inside the city) as well as just a few around Half Moon Mill (and we all know why).
    • Update 1.2 - Removed USSEP dependency/forwarded records (thanks wskeever!), as well as removed the textures folder hidden inside the mesh folder. Thanks Reddit! :)
    • Update 1.1 - Cleaned the file in SSEedit.
    • 1.0 - Official release.
  2. Meruline
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    This is a great mod, it really improves the ambiance at the seashores. In case anyone else is looking to replenish the bird life in their game: here are crows, pigeons, ducks & swans, geese and the ever so tranquil sound of birds singing. So you don't have to live with only chickens.
  3. ForRedwall
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    Can I use both the main file and riften version together??
    1. preeum
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      The riften version has ALL the same things as the original, just now there are birds in Riften/Half Moon Mill as well. I'll sticky this for clarity. :)
    2. disitinerant
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      Had to read down this far to find this. Thanks so much for the mod. Please sticky this.
  4. Maxoxpower
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    lod not working. did i miss a file? crow mod is working but not this one :(
    1. preeum
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      You need to generate lod via Dyndolod for it to work properly. There's an ini built in to generate it during dyndolod generation.
    2. Maxoxpower
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      ok ok i did generate dyndolod with that crow mod and it was auto.
      forget to add this .ini. i will thk you
    3. Maxoxpower
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      i run dyndolod but it seems like they dont see the .ini.... did i need to move it?
      LODGen1=Beyond Skyrim\Mr_Siika\Seagulls\SKY_SeagullFlapX.nif,,,,Far LOD,Unchanged,0
      LODGen2=Beyond Skyrim\Mr_Siika\Seagulls\SKY_SeagullAnimLeft.nif,,,,Far LOD,Unchanged,0
      LODGen3=Beyond Skyrim\Mr_Siika\Seagulls\SKY_SeagullAnimRight.nif,,,,Far LOD,Unchanged,0
      LODGen4=Beyond Skyrim\Mr_Siika\Seagulls\SKY_SeagullCircleACW.nif,,,,Far LOD,Unchanged,0
      LODGen5=Beyond Skyrim\Mr_Siika\Seagulls\SKY_SeagullCircleCW.nif,,,,Far LOD,Unchanged,0

      there is only beyond skyrim..is that normal?
      im not a dyndolod professional but every mod with lod was auto when i use dyndolo but not this one.
      i just want to know where i put this file or what i need to do.. i saw another post after mine that ask the same thing !  :(
    4. preeum
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      Oh looks like you're right, for the ini file I compared it to flying crows and realize I need a couple adjustments to the lod inis. I will reupload with a fix for this soon! Thank you maxo for figuring that out for me!
      If you don't want to wait, you can instead change your ini file name to "DynDOLOD_SeagullsofSkyrim.esp" and instead of the ini lines that are present currently, replace with these lines instead and should do the trick:
      Spoiler:  
      Show
      [Skyrim LODGen]
      LODGen1=Beyond Skyrim\Mr_Siika\Seagulls\SKY_SeagullFlapX.nif,,,,Far LOD,Replace,0
      LODGen2=Beyond Skyrim\Mr_Siika\Seagulls\SKY_SeagullAnimLeft.nif,,,,Far LOD,Replace,0
      LODGen3=Beyond Skyrim\Mr_Siika\Seagulls\SKY_SeagullAnimRight.nif,,,,Far LOD,Replace,0
      LODGen4=Beyond Skyrim\Mr_Siika\Seagulls\SKY_SeagullCircleACW.nif,,,,Far LOD,Replace,0
      LODGen5=Beyond Skyrim\Mr_Siika\Seagulls\SKY_SeagullCircleCW.nif,,,,Far LOD,Replace,0
  5. Giboss
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    Hello...

    Is there any way to turn off seagulls on Solstheim?

    They fly through the RavenRock buildings.
    1. Kulharin
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      I can look in the plugin.
    2. preeum
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      Someone has already made a patch for the solstheim birds - here
  6. Gyoni
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    Endorsing, but I have to say the seagulls in the Riften version are weirdly loud for about 20 seconds, then they take a 20 second break, and then loop back to being weirdly loud. Love the mod tho
  7. sporaeternum
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    Hi! Sorry to ask it like that but is the mod compatible with AE/last version of Skyrim?

    It worked like a charm with the 1.5.9/SE edition and now that i've upgraded i can't manage to get the seagulls flocks. I did Dyndolod, changed the line in Dyndolod.ini like sticky post say and all that seems necessary, put the mod to last place of the load order to see if something conflicted but the result still the same: i don't have the seagulls flocks.

    What can i do?

    Edit: How can i add seasonal variants like no seagulls during winter?
  8. Sineastra
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    Couldn't hold it, sorry.
  9. hamletsdead
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    @preeum, what exactly does the INI need to be renamed to for generating LOD? The INI for the Flying Crows mod works and is named "DynDOLOD_SSE_FlyingCrowsSSEesp.ini" so should we just follow the same format and change the seagulls INI to "DynDOLOD_SSE_SeagullsofSkyrimesp.ini"? (It's currently named "DynDOLOD_SeagullsofSkyrim.ini" - which doesn't get picked up when running DynDOLOD). Any help would be greatly appreciated.
  10. toostruus
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    Gulls are flying thru buildings of Raven Rock. Is there a fix for it? Great mod otherwise
  11. RDubon
    RDubon
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    Pairing this mod with gb waves creates such a nice coastal ambience, good job on boosting the immersion factor of what used to be plain areas.
  12. Ygnlight16
    Ygnlight16
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    fps?
  13. Rusey
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    Hmm, I still have some flying around at 11 p.m. in Solstheim anyhow. Do I need to run DynDoLOD before the time triggers take effect, or ...?
  14. Kulharin
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    was just curious about the light switch script, as I have other mods that seem to include it.  Is it the same?  Kojak's version of Legend of Eagle Nest for instance.
    1. preeum
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      Hey Kulharin! Yes, it's the same, but I renamed the script to avoid conflicts. Even if it conflicts, I was told that it works just fine regardless, and in my testing there have been no issues. Hope that helps.