Creep cluster laziness fix
Just a weird workaround for a weird bug. Creep cluster harvest fix.
Screenshots 5 screenshots
About this mod Machine translation
Just a weird workaround for a weird bug. Creep cluster harvest fix.
Ah, so you are an alchemist?
You may have noticed that when SSE (2016) was released, it added a new breaking bug:
Creep clusters planted in your garden or greenhouse are very difficult to harvest - their "activation nodes" are screwed down or something.
The vulnerability has been reported multiple times on the official Bethesda forums, but it's Bethesda and they can't fix the vulnerability. lol
I recently started an alchemist walkthrough and since I didn't find any workarounds I tried to do something about it...well, this actually happened.
Frequently asked questions:
Does this model look a little... different?
You're just thinking about things. :)
Why does it look like Jarrin root? ? ?
Look, it's a root, it's red, it's a creep cluster.
No, I'm pretty sure it's the root of canis/jarrin!
Good, you know me. This is not a damn creep cluster. Just Canis Root in a Halloween costume. Are you happy?
Why don't you use the Hearthfire 2012 model? Isn’t it bad?
Hearthfire and SSE already use the same model. For some reason the model tilts/moves once the SSE is full - which is weird.
That's just a simple swap model, it doesn't interfere with the number of harvested components, effects, game languages, nothing.
It also won't affect your Canis Root (nor jarrin's roots).
compatibility:
This mod only changes ByohHouseIngrdCreepCluster01.nif
I didn't find any mods that would affect this mod, it should be 100% compatible with USEEP, CACO, Wm Flora Fixes, Harvest overhauls, alchemy and food tweaks - etc. - none of which 'fix' this nif.
I also provide a model of the Ash Creep Cluster used by CACO.
No plugins, safe to install/remove anything you want.
This is only a temporary solution until real modifiers can correct the original model.
The USEEP team is aware of this bug, but no one has fixed it yet (October 19, 2019).
___________________
Ahh, so you're an alchemist then?
You probably noticed that when SSE was released (2016), it added a new great bug:
Creep clusters planted in your garden or greenhouse are extremely difficult to harvest - their "activation node" is screwed or something.
This bug has been reported several times in the official Bethesda forums, but it's Bethesda, they don't fix bugs. lol
I started an alchemist playthrough recently, and since I didn't find any fix, I tried to do something about it... and well, that's happened.
Frequently Asked Questions:
This model look kinda... different?
You're just imagining things.:)
Why does this look like a Jarrin Root???
Look, it's a root and it's red, it's a creep cluster.
No, I'm pretty sure this is a canis / jarrin root!?
Fine, you got me. This is not a damn Creep Cluster. It's just a Canis Root wearing a Halloween costume. Are you happy?
Why don't you use the Hearthfire 2012 model? Doesn't it work well?
Hearthfire and SSE already use the same model. For some reason, once SSE full loads that model gets tilted / shifted - it's pretty weird.
That's just a simple swap model, it doesn't interfere with the amount of harvested components, effects, game language, nothing.
It doesn't affect your Canis Root either (or jarrin roots for that matter).
Compatibility:
This mod only changes ByohHouseIngrdCreepCluster01.nif
I didn't find any mod that affects this model, this should be 100% compatible with USEEP, CACO, Wm Flora Fixes, Harvest Overhaul, Alchemy & Food Adjusments... etc - none of them "fix" that nif.
I also include a model for Ash Creep Cluster, used by CACO.
No plugins, safe to install / remove whatever you want.
This is only a temporary solution until a real modder can correct the original model.
USEEP team is aware of this bug, but no one managed to fix it yet (19 Oct 2019).
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.