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[RELz] Gildergreen Regrown


Arthmoor

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gildergreen-regrown-logo.jpg

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.

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Oh... the uniform.

I can't even use being tired as an excuse. Oh well.

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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.

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  • 1 month later...

Every time I open BASH I get an error message that it doesn't like the file because it is an unrecognized version.

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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? :P:whistle:

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Yep I guess I ought to post an update at some point :P

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.
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  • 2 months later...

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.

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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*

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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.

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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.

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:wallbash: 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. :facepalm:

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Yes, the quest actually starts this time and the massive stutter fest is gone :P

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  • 3 months later...
  • 1 month later...

Version 1.2.3

The 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.

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  • 2 months later...

Version 1.2.4

Updated LOD handling for the intermediate stages of the tree to match the new way the USKP handles things.

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  • 11 months later...

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