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Cl3mus33 edited this page Aug 20, 2026 · 4 revisions

FAQ

I ran AutoSeasons and nothing changed in-game. Why ?

You need Seasons of Skyrim installed and active — AutoSeasons only generates the plugin and ini data that mod reads at runtime. Make sure AutoSeasons' generated plugin is also enabled in your mod manager.

Some objects didn't get a seasonal duplicate. Is that a bug ?

Usually not — AutoSeasons only generates a duplicate when it finds actual seasonal art on disk for that object (by naming convention or an existing PBR rule). If no mod ships a winter/summer/spring/ autumn variant of a given texture, there's nothing to swap to. Check Naming Conventions if you expected a specific mod's files to be picked up. It could also be excluded by the default blocklist/EditorID-keyword list — see Limitations and Using AutoSeasons.

AutoSeasons skipped a record I wanted it to handle, and the log says "already covered by foreign mod."

Another mod in your load order already declares its own seasonal swap for that record via its own Data/Seasons ini, and AutoSeasons defers to it by default to avoid a conflict. If you'd rather AutoSeasons win instead, use Manage Season Mod Conflicts... — see Season Mod Conflicts.

Do I need to run PGPatcher too ?

If your modlist uses PBR or Complex Material (CM) at all, yes. AutoSeasons writes the plugin-side seasonal swap (and, for PBR, the PBRNIFPatcher rules a seasonal variant needs), but the actual mesh conversion to PBR/CM only happens when PGPatcher itself runs — after AutoSeasons (and after AutoBlend, if you use it), pointed at your full load order including AutoSeasons' own output. See PBR and Complex Material Support.

Is it safe to re-run AutoSeasons after installing new mods ?

Yes. Every run clears AutoSeasons' own previous output first, then rebuilds from scratch against your current load order. It never modifies anything outside the output folder you point it at.

Does AutoSeasons work with Vortex, not just Mod Organizer 2 ?

Yes — point it at Vortex's deployed Data folder the same way you would MO2's virtual view.

Why doesn't a grass mod's own seasonal grass show up even though AutoSeasons is generating a seasonal texture for the same landscape texture ?

Check whether that grass mod's own Data/Seasons ini is being respected (the default) — if so, AutoSeasons should be borrowing its curated grass list automatically for records where the texture itself is unchanged. If you unchecked that mod in Manage Season Mod Conflicts, AutoSeasons no longer borrows its grass list either.

My output plugin depends on TerrainHelper.esp — do I need that mod ?

Only if AutoSeasons is patching a vanilla (non-PBR) landscape texture's parallax/height slot — TerrainHelper is what unlocks that in the engine. A PBR-only landscape setup should never require it; if it's showing up as a master unexpectedly on a PBR modlist, that's worth reporting.

Where do I report a bug or request a feature ?

Open an issue on the GitHub repository. Include your AutoSeasons log file (shown in the summary after a run) — it makes diagnosing issues much faster.

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