greyday01 Posted May 13, 2021 Share Posted May 13, 2021 I thought I found a way to turn ingredients into respawning flora by editing the coinbagsmall nif. It seemed to work. You can harvest it and it disappears, go away for 10 days and come back and it is back and can be re-harvested. So I thought great everything is working. The problem is if you save at that point after harvesting and waiting, then close the game and reload the save the custom flora is gone again as though it was harvested still. If you harvest these they change to their harvested appearance. If you wait 10 days they go back to their pre-harvest appearance. If you save at that point even if the camera is pointing at the flora so your save picture shows the unharvested flora, Once you reload that save the flora are all harvested again. I can not understand why or how to fix this. Please, can anyone say what is causing this and how I can fix it? The mod is GD Clutter As Flora at Skyrim Nexus - Mods and Community (nexusmods.com) The method I used is: 1. Open coinbagsmall with Nifskope then in the Block Listexpand BSFadeNodeexpand bhkCollisionObjectexpand NiSwitchNodeexpand the two NiNodes below the NiSwitchNode 2. Open giantstoe then in the Block Listexpand BSFadeNodeselect the NiTriShape (the Giant's Toe) - R Click - Block - Copy Branchclose giantstoe. Don't save. 3.In coinbagsmallR Click top NiNode below the NiSwitchNodeBlock - Paste Branch (On the NiNode, not below it)There will be 2 NiTriShapes in that NiNode nowR Click the Origional NiTriShape (the coin bag) - Block - Remove Branch 4. Now change some settingsIn Block List select BSFadeNode then in Block Details R Click Value column on Name line and Edit String Index to GiantsToe In Block List select NiSwitchNode then in Block DetailsR Click Value Column on Name Line and Edit String Index to SwitchNode In Block List select the NitriShape under the top NiNode then in Block DetailsR Click the Name line and Edit String Index to Toe{I understand its important to have unique names for each block to prevent crashes} In Block list select the NitriShape in the lower NiNode (Invisible Marker)R Click - transform - Edit - change scale value to .5(Probably not needed but I prefer it smaller) 5. Now to make it a Static object expand bhkCollisionObject in Block ListSelect bhkRigidBody. With that highlighted go down to it's Block Details A. Expand Havok Col FilterDouble Click Layer line, using the drop down change value from Clutter to Static B. Scroll down and expand Havok Col Filter CopyDouble Click Layer line and change value from Clutter to Static. C. Scroll down to Motion System, double click and change valueFrom MO_SYS_SPHERE_INERTIA to MO_SYS_BOX_STABILIZED from the dropdown. D. Scroll down and Change Solver Deactivation fromSOLVER_DEACTIVATION_LOW to SOLVER_DEACTIVATION_OFF E. Scroll down and Change Quality Type fromMO_QUAL_MOVING to MO_QUAL_INVALID. 6. Now to clean up and saveIn the menu bar at the topSpells - Optimize - Remove Unused StringsIf Nif vanishes, repeat this stepSpells - Optimize - Remove Bogus Nodes (Just in case)Spells - Sanitize - Reorder BlocksSpells - Sanitize - Check Links (Just in Case)File - Save As - GiantToeFlora in meshesNow just make a new flora in the CK and edit the mesh path to this nif. Link to comment Share on other sites More sharing options...
NexusComa2 Posted May 13, 2021 Share Posted May 13, 2021 Hmmm. Wild guess here but I would assume flora has it's own category within the game. With it's own triggers. You may have missed one simple switch/setting.I've seen other growing plants made by mod makers and they always seem to be pulling data from a hidden source or scripted actions.But, I myself really have never tried to do this. so ... My 1st step would be to take a look at how others have done it. Link to comment Share on other sites More sharing options...
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