Turn of the Seasons should work fine with any tree or plant replacers. However, if you have Reach tree or aspen tree replacers they will only be active for the Autumn season. During the other seasons the replacer will be changed to our own custom seasonal variant of those trees and our seasonal variant is based on the Vanilla asset. The same thing applies to a few bits of miscellaneous foliage like certain types of shrubs and ferns.
Will this mod work grass replacer?
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Probably. However, you might get strange behavior due to how Turn of the Seasons handles ground texture swaps.
Can you port this to Legendary Edition?
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It is impossible to port this mod to Legendary Edition because the dependancies for this mod aren't available on that version.
Can you port this to console?
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This mod is dependant on SKSE64. It is imposslbe to run SKSE64 on console.
This was a really fun mod to make after I got through the .ini Hell. I absolutely could never have done with without Jelidity. So pelease show her some love, she's got some great mods of her own!
hello. thank you for making a more compatible alternative to seasonal landscapes .... ironically , do you have any idea what specifically makes nature of the wildlands (or at least it's seasons patch?) incompatible with turn of the seasons?
https://www.nexusmods.com/skyrimspecialedition/mods/39998?tab=posts The third pinned post here should help you with this. I myself going to test this out with different mods
So... I have to ask because I'm a bit slow on the uptake: Turn of the Seasons is compatible with grass mods (like Folkvangr or Skoglendi) ? How is this possible? Does it remove the grass and replace it with vanilla grass or something like that, say in autumn or winter?
I was reinstalling my mods by small chunks and this grass showed up right after installing the Seasons mods. So I guess it's one of the seasonal grasses, but it's weird and Idk if it's an issue related with LOD generation - I didn't generate grass LOD because in the DynDOLOD website it said it wasn't supported or something
I have the same problem. The problem is solved when removing turn of the seasons, and the grass reverted back to spiky grass that Shrubs of Snow uses. Is it possible to just use the grass provided in Shurbs of Snow instead? I'm also on AE version, if that helps. I only use this:
Great mod! I was waiting from over two years ago for the seasons change mods to work well, and though I think they did, there was the rare hiccup here and there. Now this mod seems to work great. The Rift is amazing!
Hi there! Thanks for this awesome mod, it's a gamechanger. I'm having an strange issue on a long playthrough, when swapping seasons, some campfires disappear, I thought it was because campfires doesn't have a "winter" model, but going forward on the playthrough and swapping again to spring doesn't fix this issue. There are some structures that disappears depending on the seasons (specially on winter), like the arks in the way from Morthal to Dawnstar. This structures do "respawn" this model when a "non winter season" starts. Maybe an issue with DynDOLOD? Sorry for my English and thanks again for this mod.
Hi! I'm using Realistic Water 2, do I need a patch to make the Ice Floes appear? Because i set everything up (Even set the .ini in Seasons to be always winter) but they ice floes don't appear at all. I clearly remember them in the Riften cannal on a previous installation of the game, a year ago. :(
i'm having an issue where this mod is applying snow shaders to a weapon from LOTD that crashes my game hard. If anyone can point me in the direction to alter the .ini file to adjust how snowshaders are applied to items, I'd greatly appreciate it.
Well that was a pain in the ass to do, but now I have a problem, I'm supposed to load Dyndolod.esp early but vortex wont allow me to and keeps complaining about cyclic rules
You're never supposed to run DynDOLOD early in your load order. It's probably prompting you to do this because DynDOLOD is overwriting a ton of files in your load order. DynDOLOD.esp should win pretty much all conflicts. It might be DynDOLOD.esm you are thinking of. That indeed loads early in your load order, and is a dependency for DynDOLOD.esp.
I'm running into a lot of floating trees and missing cliff faces with this one. I don't have any other tree or landscape mode installed other than Season of Skyrim, which is a prerequisite.
Disabling this mod fixed it. It's seemingly random cliffs in the Rift that just aren't there. Ran into another one between Ivarstead and Riften via the south road.
I had trouble with this at one point too. Re-install the mod and make sure the Invisible Mountain Slopes Fix in the Optionals section of the fomod is enabled. That fixed it for me.
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Frequently Asked Questions (FAQ)
The third pinned post here should help you with this. I myself going to test this out with different mods
(That's somewhere between Dawnstar and Winterhold)
EDIT: Link restored
All you have to do is open the Turn of the Seasons_SUM.ini file supplied by Turn of the Seasons.
Then under [LandTextures] you will see:
;LSnowGrass|LTundra01
0x894~Skyrim.esm|0x24E30~Skyrim.esm
Just remove those lines, this will prevent Turn of the Seasons to swap those, and that should fix the issue.
There are some structures that disappears depending on the seasons (specially on winter), like the arks in the way from Morthal to Dawnstar. This structures do "respawn" this model when a "non winter season" starts. Maybe an issue with DynDOLOD?
Sorry for my English and thanks again for this mod.
I'm using Realistic Water 2, do I need a patch to make the Ice Floes appear? Because i set everything up (Even set the .ini in Seasons to be always winter) but they ice floes don't appear at all. I clearly remember them in the Riften cannal on a previous installation of the game, a year ago. :(
Does anyone know how to prevent snow shaders from being applied to items we can pick up and equip? Some examples are the woodcutting axe and pickaxe.
Cheers.
Cheers.