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Beelix

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jbudnick1540

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18 comments

  1. jbudnick1540
    jbudnick1540
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    If you ended up using my updated inis for the seasonal variants (optional file) i sent them over to BlameDragon to host with his mod that does the seasonal stuff to keep it all in one spot. https://www.nexusmods.com/skyrimspecialedition/mods/69130
  2. CozySienna
    CozySienna
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    This is going to be super helpful. Been having some issues around Ivarstead. 
  3. BuiltForSin29
    BuiltForSin29
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    Now we just need a version that disappears the plants during Autumn and Winter ;)
    1. jbudnick1540
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      I believe this already exists

      https://www.nexusmods.com/skyrimspecialedition/mods/69130

      Needs diff version for this (ESL not all FormIDs match) gimmie a moment ill do a misc file
    2. jbudnick1540
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      optional file live, will require https://www.nexusmods.com/skyrimspecialedition/mods/69130, then let the optional file overwrite
    3. BuiltForSin29
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      I didnt realize that version already existed, forgot to search for patches haha. Thanks so much, you put that together quick! Have any interest in making Waterplants seasonal too? haha
    4. jbudnick1540
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      maybe at somepoint but this one already existed and I had to change all of 10 lines in two ini files to get it working

      to get seasonal waterplants going its a lil more have to dive into which models belong in which season and decide where here I just banked on previous mod authors decisions. Assign an empty mesh. create the inis from scratch. There also seems to be like 3 variants for that mod.

      idk just for something im not personally using i dont see myself putting in the time for that at the moment sorry
      maybe in the future
    5. BuiltForSin29
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      Hey all good! I wouldn't expect it especially if there is a lot involved haha. Thanks a bunch for this mod and the patch!
    6. jbudnick1540
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      https://www.nexusmods.com/skyrimspecialedition/mods/84055 Looks like someone did what u were lookin for
    7. BuiltForSin29
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      I asked the author the the Seasonal Alchemy Add on to do it :)
  4. rotol
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    Why do I need the ESL Version of the Official Unique Flowers and Plants SSE when the file is overwritten by your main file anyway?
    1. jbudnick1540
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      I guess you only really neeed the main file for meshes/textures then this esp yes fair point i can edit desc just emphasizing i made esp replacer off esl version not esm nor regular esp
  5. Gonzeh84
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    Thanks for the shoutout!

    I should get around to updating my mod but I just don't have time right now. You have my permission to take your new found knowledge and tidy up my mod if you like LOL!
    1. jbudnick1540
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      hahaha iidk currently using yours as a halfway solution between Northern Roads and Seasonal Landscapes Unfrozen. Absolutely NEED his repaints of landscape up north to have seasons change without grass in everything. Might give the NGIO option a go to generate grass in every season, then bring Northern Roads landscape edits back overwriting everywhere. I think thatll just help with road areas though, theres still a ton of repainting thatd have to go in and around clutter/buildings like for example dawnstar has LSnow01 as a whole base which gets turned to full grass coverage. This makes sense for all the open snowfields but the same texture gets used and thus same swap like in and around every usable object or anything really in the north idk its a headache im sure youre aware
  6. HamsterSensei12
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    Comments are locked on the original page, so I'll have a go here: the ESL version appears not to be an actual ESL, but an ESPFE (ESL-flagged ESP). That means it's restricted to 2048 records (if memory serves). Yet the regular ESP version of the mod has 2600+ records. How is that supposed to work? Does the ESL-flagged version remove 20% of the placed plants, or..?
    1. jbudnick1540
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      youd prolly have to check in xedit to really compare but id assume so 
      when going thru the file i only left placed plants so if you feel like youre missing out on 500 or so placed then you can try this process on the main file over there but weigh it out most modders will opt for whatever esl version over having a lil extra especially with all the other grass and landscape mods.

      let us know if you do further digging
    2. HamsterSensei12
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      Ok. Thanks. I might have a go at removing conflicting landscape records on my own. A quick check showed that loading the ESP version at the top of my LO had only a handful of landscape records winning conflicts and changing vanilla.
    3. jbudnick1540
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      Yeah thats what the mod intends and will generally work for most LO, just like i said in my description some of those Landscape changes messed with what happened when i had seasons change. 

      If Seasonal Landscapes turns all FieldGrass LTEX into something in Summer, but Official Unique Flowers and Plants repainted the landscape for whatever reason with a new LTEX FieldGrassNew then that new repaint wont get changed. Will be the same base texture and probably not noticed in a normal game but when the season changes and all vanilla FieldGrass gets changed but everything Unique Flowers and Plants touches Landscape either doesnt change or changes to something that doesnt blend with whats nearby

      Theres probably another path to a patch that looks at what LTEX records Unique Flowers and Plants edits/adds and adds these to the inis for seasonal changes but with my LO this works way better and easier to patch/merge/move around. Plant doesnt fit? Click on it in console to get the ID and remove it in xEdit.  That'll literally be the extent of the issues whereas seams and repaints can open a different world of issues. 

      This worked super well for me with the Northern Roads version Gonzeh put out and that was pretty popular for many users that just wanted the clutter, so I tried it with this, for users who just want the plants
    4. jbudnick1540
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      In my head Unique Flowers and Plants shouldn't need to edit or resculp my landscapes if the method for putting the plants in the game is hand placing the assets. Even if its up at the top and only overwriting vanilla idk why this would need to adjust heightmaps or repaint the ground texture unless thats how theyre trying to implement/blend the plants. BUT thats not how the mods advertised its just handplaced new plants so this is just that: remove landscape touches for any berth of issues whether compatibility with stuff like Enhanced Landscapes or location mods that HAVE to readjust the ground height/foliage or seasonal changes like myself