



This is an "export" version of my mod for skywind flora, I've removed some things with tes5edit so there may be some bugs, I hope it will work.
https://mega.co.nz/#!JV1z2IiZ!d0RpvzUozDwIfmLrUSCTUm-RLBl3tVBxROLqCmpyCKI
You'll have extra trees if you have gkb green trees or tamira new plants. For now many trees don't have collisions, i've used a rudimentary method for conversion. Report me any missing mesh or texture please ; ) .
credits:
vurt for contless meshes and textures
ztree ressource
Gkb green trees

you from NZ? greetings from auckland :P yeah the mod looks great!
LASentry wrote:
Almost, only 20 000km away^^ (France). Thank you ; )
lol how come your uploading to a .co.nz site?
It's "Mega upload", aka Mr Dotcom new(ish) website.
How does one deal with objects (mushrooms) placed onto trees and new trees with a bigger tree trunk radius?
I used export/import obj with nifskope, then block/edit to move or rotate them (some trees are original from vurt, others are a mix of vurt/ztree to make them higher or more lush). The only problem is that you loose collision mesh : /
These looks really great!
How do i activate/install them?
like any other mod, drop it in data and tick the esp in skyrimlauncher => data files.
There wasn't a plugin in the download for your converted trees anthelius
Many thanks to happychappy, I just realized the link was wrong ( of course without esp it will be hard to have feedbacks :facepalm:).
https://mega.co.nz/#!JV1z2IiZ!d0RpvzUozDwIfmLrUSCTUm-RLBl3tVBxROLqCmpyCKI
The link in the first post was just the ressources I've uploaded a long time ago, some trees are completely new now (some of them are a mix of vurt and ztree trees).
Any thoughts ?
Well I love the general overhaul look and feel of this, but there are quite a few technical issues that would need to be sorted before we could make it part of Skywind.
The NIFs themselves need a clean up, redundant nodes and settings need to be corrected. There are some missing textures which I've listed below.
The problem with direct replacements is that unless you shape the trees, especially the bottom trunk part exactly to the original, that you will get clipping issues with other objects. Not so bad in a lot of case, roots going through rocks or whatever is not too bad, but when you have bunglers bane or hyper fascia for example attached to the trunk it gets misplaced.
Also sometimes might not be appropriate like talls trees in front of a lighthouse...
So my thoughts are that rather than do straight up replacements that we might be better to do some extra level design in the replacements. It actually might be just the bitter coast that needs this, and more specifically those that are just around settlements.
Also Sjors is looking at making morrowind replacements, so if this comes along nicely then i see that we just add in more variety. This overhaul certainly shows the advantages of varied and greater number of trees.
The grazelands looks excellent, and ascadian isles looks pretty safe for object clipping, but you can never tell until you have checked every single tree.
Also had one instance where a new tree is blocking a underground entrance (literally) so you can't access it.
I'm not a fan of the bamboo...maybe just a few select spots where there is a bunch of them rather than sparse single stalks.
missing textures:
textures\landscape\trees\treeoaktrunk02.dds
textures\vurt\mainpinebark.dds
textures\vurt\mainpinebark.dds
textures\landscape\trees\vurt_conifbranch01.dds
textures\vurt\vurt_pbranchg.dds
textures\vurt\vurt_pinebranches.dds
textures\landscape\trees\vurtpinebark01_1.dds
textures\landscape\trees\vurt_bristneedles2.dds
textures\landscape\trees\vurt_bristneedles1.dds
textures\landscape\trees\vurt_pine01.dds
textures\landscape\trees\TreePineForestBarkComp2.dds
textures\landscape\trees\vurt_pine02.dds
textures\landscape\trees\treepineforestbarkcomp3.dds
textures\landscape\trees\vurt_pine02.dds
textures\landscape\trees\vurt_ffleavesg2.dds
textures\vurt\vurt_jbark02.dds
Thanks for trying it, I know it can't be merged in this state, it was more a proof of concept to see how it looks (I really wanted the bitter coast to look like a real rainforest, which means you almost can't see the sky above you). Of course the trees have no animation, no collision and need to be adjusted in some case (it's doable though, those trees were made for the bittercoast in the original morrowind) but I've always played morrowind with them so they just look vanilla to me.
I'll look at the missing textures.
Oh I agree 100% with the look of this proof of concept. The picture below is how I imagine Bitter Coast. As a proof of concept we are much closer to what we want :)
And the grazelands trees add real atmosphere to that region.
When I get a bit of time I'll clean up the NIFs.
just wondering you were still working on this cuz I downloaded it and it definitely improves certain ereas and plants :p