Arthmoor Posted March 6, 2012 Posted March 6, 2012 A small mod to allow the Gildergreen in Whiterun to grow back to full size from a sapling. Danica asked you for sap from the Eldergleam to revive the dead Gildergreen in Whiterun. Instead, Maurice convinced you to bring back a sapling. All is now well in Whiterun, except for one small thing. That sapling deserves to grow into a nice big healthy proper replacement for the dead tree you helped get rid of. For those who followed the path of renewal in Blessings of Nature, but missed out on seeing the full size live tree in all its glory, this mod is for you. Now you don't have to choose the path of violence and destruction if you don't want to. Your sapling will now grow over the course of 6 in-game months from a tiny bud into a full bloom tree you and the city can be proud of. Kynareth shall smile on you for your kind ways. Downloads AFK Mods Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. Installation - Wrye Bash BAIN Drop the archive into your Skyrim ModsBash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Gildergreen Regrown.esp and Gildergreen Regrown.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstall Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. Uninstalling this mod after the vanilla sapling grows one stage but before the vanilla adult tree grows in will result in there being NO tree, not even the dead one. You'll need to allow things to run their course before removing the mod. Remove the two files from the Data folder. Steam users need to be sure they unsubscribe first. Compatibility Compatible with Open Cities Skyrim. Does not overlap any changes in the Unofficial Skyrim Patch. Should work with other Whiterun mods so long as they do not also touch the Gildergreen. Contains no modified vanilla scripts. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
Dwip Posted March 6, 2012 Posted March 6, 2012 Topic title is a little...short for a stormtrooper, wouldn't you say?
Arthmoor Posted March 6, 2012 Author Posted March 6, 2012 Oh... the uniform.I can't even use being tired as an excuse. Oh well.
Arthmoor Posted March 11, 2012 Author Posted March 11, 2012 Version 1.1* Updated so that the initial phase will make sure the dead tree is removed so the sapling will be visible.* Switched from fixed properties to quest aliases to help with compatibility in case other mods end up using more direct access.* Cleaned out dirty edits using TESVSnip.
Ysne58 Posted April 17, 2012 Posted April 17, 2012 Every time I open BASH I get an error message that it doesn't like the file because it is an unrecognized version.
Thomas Kaira Posted April 17, 2012 Posted April 17, 2012 Every time I open BASH I get an error message that it doesn't like the file because it is an unrecognized version. Same. Did you forget to rebuild the header after cleaning the plugin, Arthmoor?
Arthmoor Posted April 17, 2012 Author Posted April 17, 2012 Yep, I guess I ought to post an update at some point
Ysne58 Posted April 17, 2012 Posted April 17, 2012 Yep I guess I ought to post an update at some point I would never have noticed this one if I hadn't made the switch to BAIN. It doesn't affect anything in game, and really really enjoy watching that tree grow over time.
Arthmoor Posted June 18, 2012 Author Posted June 18, 2012 Good thing I came back to check on this one. Turns out Snip destroyed the VMAD record on the quest script, which in turn dropped the property setting for the Whiterun location. That of course means this mod has been out there since April and simply doesn't work at all. Fucking program.Version 1.2* Rebuilt the mod from scratch after TESVSnip destroyed the script properties which rendered the mod useless. It will actually work now.
AndalayBay Posted June 18, 2012 Posted June 18, 2012 I was wondering about that. On my other play-through, I didn't think the tree grew, but I wasn't sure if enough game-time had passed. Well it is called Snip - it's just doing its job. :biggrin: *flees*
Arthmoor Posted June 24, 2012 Author Posted June 24, 2012 So. A weird problem has arisen, out of nowhere, and without my having editing the mod even. While testing in Solitude, crossing certain cell borders is causing a massive amount of stutter lag. Stripping my load order and readding one mod at a time, I was surprised when it turned out to be this one causing the trouble.My suspicion is something wrong with the change location event, but it was working before when I was testing in Whiterun, but it's certainly not happy now and it doesn't matter where the player is as long as it's outdoors somewhere.
AndalayBay Posted June 24, 2012 Posted June 24, 2012 Strange. I've been too busy with DBC - haven't even opened Skyrim in over a week, so I haven't run any of these updates.
Arthmoor Posted June 30, 2012 Author Posted June 30, 2012 It was the change location event. I had created the node, but didn't attach a quest to it, so apparently the engine was going nuts checking it over and over again until it gave up.Oh yeah. That means the mod STILL wasn't working. At all.
AndalayBay Posted June 30, 2012 Posted June 30, 2012 I think the expression is three times and you're out! Got it all sorted now? :tongue:
Arthmoor Posted June 30, 2012 Author Posted June 30, 2012 Yes, the quest actually starts this time and the massive stutter fest is gone
Arthmoor Posted November 19, 2012 Author Posted November 19, 2012 Version 1.2.3The script will no longer attempt to disable the dead tree. Use the USKP in order to correct this issue now.Note: Skyrim Patch 1.8 is now required to run this mod.
Arthmoor Posted February 18, 2013 Author Posted February 18, 2013 Version 1.2.4Updated LOD handling for the intermediate stages of the tree to match the new way the USKP handles things.
Arthmoor Posted March 18, 2013 Author Posted March 18, 2013 Version 1.2.5Reverted LOD changes made in 1.2.4.
Arthmoor Posted February 24, 2014 Author Posted February 24, 2014 Version 1.2.6Minor updates for USKP synchronization.
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