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Herbalsim + Regrowing Nirnroot


Fonger

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The Herbalism Mod (using 3 alpha 2)

http://www.tesnexus.com/downloads/file.php?id=11068

 

and Quazzy's Regrowing Nirnroot mod

http://www.tesnexus.com/downloads/file.php?id=3585

 

just seem to refuse to play together.

 

If Herbalism is before Regrowing, the Nirnroot regrows, but cannot be auto-harvested.

 

If Regrowing is before herbalism, it will auto-harvest Nirnroot, but it absolutely refuses to re-grow

 

Guessing that Herbalism changes (or re-insists) the nature of nrinroot, but cannot find it in the mod myself to smack it into regrowing.

 

Need some help or otherwise humerous replies to get through this.

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Ahhh Nirnroot. The bain of my short life. It doesn't class as an ingrediant in COBL's sorters either, ever noticed that? Pain in the bloody ass it is.

 

On the bright side Fonger, means you have to get off your butt and physically harvest somet... hmmm... sounds like hard work... send a companion to do it. Hah. I new those bloody wizards had a use for something other than fireballing my a$$!

 

PS - kinda opted for the easy way of answering and going sorta humorous as I don't use either mod. ;)

 

Jenrai

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I haven't looked at the regrowing nirnroot, but I'm guessing it attaches a script to the nirnroot, which is what the herbalism mod does too (it attaches scripts to all the harvestable plants)......and typically you can only attach one script at a time to something so you have to choose which one you want.

 

I love herbalism, so I'm not dumping that just because I don't want the extra hassle of spending a couple extra seconds the few rare times I see a nirnroot.

 

I use Nirnroot Completion with herbalism, but I have to load it after herbalism so that the script from the Nirnroot Completion (map markers) overrides the script that herbalism attaches to the nirnroot (auto-harvest).

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