Definitely wasn't fixed in the last patch. I started fresh with 1.4 and have very obvious glow stacking.
Fastidiously going out of your way to pick every nirnroot in every cell you venture into really shouldn't be forced on players who want a non-nuclear Skyrim.
Agree on both statements.
I re-started my 4 base characters fresh with 1.4 and the stacking is still a major bloat issue.
On the second point: I've taken to planning my routes to destinations based on root locales. If it's been 10+ game days since traversing a particular area, I know I'll have to swing through and pick them. Frustratingly, some roots are near enough to create a daisy chain effect.
As an example, this is especially tedious around Solitude's exterior.
The nirnroot SE of Haafingar Stormcloak Camp
(near the falls) ? Pick it and you now have to grab the one on the isle SSW of Solitude Sawmill.
Shucks, now you have to grab the root WSW of the Blue Palace...and then the 1 almost beneath it.
Whoops. Now obliged to head due East and grab the 3 between the Abandoned Shack and the Wreck of the Ice Runner.
Remember when you grabbed the 1 a few minutes ago under the Blue Palace? Guess what?
Yes indeed. That small isle due North of the Palace near the Western shoreline has spawned a nirnroot...and a glow to be snuffed.
And now that you're on the Western shore due South of the Dainty Sload?
Yep...forced to head North and continue around to Broken Oar Grotto, grabbing about a dozen as you go. You cannot stop, since the root you just picked has placed you in proximity of the next. svck it up and keep picking. Forget about why you originally headed for Solitude.
And woe to the traveler who misses the ones on the small islets offshore.
Not to mention any visit to Dawnstar requires a jaunt NNE for the 5 just offshore.
Nor dare we mention the 14 nirnroot run from Whiterun to Rorikstead. Don't miss one or it
will stack.
...or the 3 in Lake Ilinalta...which trigger the 4 SW of Half-Moon Mill...which trigger the 1 at Evergreen Grove.
...or the 22 in all gauntlet run from Ivarstead to Riften
. Don't forget the one NW of Ivarstead by the bodies...which triggers the one on the opposite bank NW of the crossing. Back to Ivarstead and grab the 2 to Sarethi Farm, careful to remember the one under the bridge. 2 more nearing Treva's watch then 2 across from Heartwood Mill. Now due South the the 1 in line with Largashbur, turn toward Goldenglow and get the 2 just East and North of the hives...and, of course, remembering to scoot under ESE for the 1 beneath the wooden bridge. Emerge out the other side and get that 'lil bugger due North of Snow-Shod Farm.
See? That wasn't so bad. Not a chore at all to keep one's game atomic-glow free.
Touch a zone and trigger a glow, pick the nirnroot which then puts you in proximity of the next. Spend far too much time minimizing unnecessary game bloat instead of actually playing the game. Not a bug at all. And certainly not fixable by Beth based on the successful elimination of this problem by numerous community PC mods.
(Removes previously-planted tongue from cheek and wishes for an actual acknowledgement AND FIX from Beth)Edit: In all seriousness, this is one of the most frustrating game bugs in all my years of enjoying the Elder Scrolls. If someone at Beth could, at a minimum, acknowledge they are aware of this problem and plan a fix.
Please. Pretty please with a sweet roll on top.