I've updated the treepineforestlog01snow.nif and treepineforestbrokencluster01.nif files to resolve the reported bugs. I've uploaded the fix into the updates section. Because the changes were too minor.
I'm sorry for my long absense. My intentions were to resume to modding in the late September. But a lot of RL drama held me back.
Sorry that I had to update the patch. The engine applied the vertex alpha channel though the flag was disabled in the mesh.
Let's see, I had to uninstall this mod for certain reasons but there was a small detail, my game became dependent on the texture of the mod and now I get purple trees, do you have a solution?
This is easily investigated/resolved using More Informative Console to track down the tree meshes and the textures they require. Not an HLT issue though. If you are using Base Object Swapper or Seasons, things get much trickier.
I don't use any other mod that replaces tree textures other than HLT, I don't use Base Object Swapper or Seasons, and I used the More Informative Console to make things easier :'v With HLT --------------- Without HLT
It looks like you have the HLT NIFs still installed but not the textures. If you are using MO or Vortex, you should be able to find what mod is providing treepineforest02.nif. Then you can hide/remove the mesh so the vanilla tree is expressed again.
i have some little trees growing in the middle of Roads, as example the Road to Solitude. Is there a patch somewhere like No grass in Objects or no grass in caves, but with no Trees on Roads Or no HLT's on Roads??
It's probably caused by some other mod affecting trees, or your DynDOLOD output or your distance settings. Hard to say without a screenshot of the problem with More Informative Console.
This looks like a billboard problem in DynDOLOD ... I assume you use DynDOLOD? You should post on the support forum linked in the OP to resolve. It looks like the billboard textures are using the wrong trees, so I'd guess you may have billboard LOD assets that don't apply to HLT.
I like this trees, but 120% version small for me. I want result similar with Simply Bigger Trees SE - (formerly SkySight SBT) . Fable forest made similar, but it made trees more tall, I dislike this. I will be happy, if you create version for me, or patch
I managed to turn Treescale.esm into a simple Base Object Swapper ini file - works like a charm, no landscape edits or conflicts!
How would that, however, play when recreating LOD with DynDoLod? Does dyndolod load tree size data from treescale.esm making it look seamless? I'm guessing with a BOS ini file, there would be size pop in between trees and LODs as they load? I've never used dyndolod before so I figured I might as well ask before getting into it.
EDIT - I don't know how dyndolod works exactly BUT enabling treescale.esm during lod generation and then disabling it after might just work...right?
2193 comments
My skinned trees are using a different path now.
You don't need to rerun DynDoLod.
I've uploaded the fix into the updates section. Because the changes were too minor.
I'm sorry for my long absense. My intentions were to resume to modding in the late September.
But a lot of RL drama held me back.
Sorry that I had to update the patch.
The engine applied the vertex alpha channel though the flag was disabled in the mesh.
With HLT
---------------
Without HLT
i have some little trees growing in the middle of Roads, as example the Road to Solitude. Is there a patch somewhere like No grass in Objects or no grass in caves, but with no Trees on Roads Or no HLT's on Roads??
Just used this mod and I noticed half baked trees are sprouting up in the mountains was there a patch released to fixed this?
Its looks awesome btw but Im getting OCD'ed seeing paper trees on the top of mountains.
It just sprouts on the farthest distance which can still been by my fov but quickly dissipates when i go near it.
Friends, how can I fix it。These textures are not found in the MO data, and may be in the base game
错误:找不到文件 textures\dlc01\plants\soulcairntreebark03.dds。由 Meshes\dlc01\landscape\plants\soulcairntree01_l1.nif Dawnguard.esm TreeSoulCairnTree01 “æž ̄èŽçš”æ 'æœ ̈“ [TREE:02004332]错误:找不到文件 textures\dlc01\plants\soulcairntreebark03.dds.由 Meshes\dlc01\landscape\plants\soulcairntree02_l1.nif Dawnguard.esm TreeSoulCairnTree02 “æž ̄èŽçš”æ 'æœ ̈“ [TREE:02004333]错误:找不到文件 textures\dlc01\plants\soulcairntreebark03.dds.由 Meshes\dlc01\landscape\plants\soulcairntree03_l1.nif Dawnguard.esm TreeSoulCairnTree03 “æž ̄èŽçš”æ 'æœ ̈“ [TREE:02004334]
错误:找不到文件 textures\dlc01\plants\soulcairntreebark03.dds 使用。由 Meshes\dlc01\landscape\plants\soulcairntreegroup01_l1.nif Dawnguard.esm TreeSoulCairnTreeGroup “æž ̄èŽçš”æ 'æœ ̈“ [TREE:0200DDB5]
错误:找不到文件 textures\dlc01\plants\soulcairntreebark03_n.dds 使用。由 Meshes\dlc01\landscape\plants\soulcairntree01_l1.nif Dawnguard.esm TreeSoulCairnTree01 “æž ̄èŽçš”æ 'æœ ̈“ [TREE:02004332]
错误:找不到文件 textures\dlc01\plants\soulcairntreebark03_n.dds.由 Meshes\dlc01\landscape\plants\soulcairntree02_l1.nif Dawnguard.esm TreeSoulCairnTree02 “æž ̄èŽçš”æ 'æœ ̈“ [TREE:02004333]
错误:找不到文件 textures\dlc01\plants\soulcairntreebark03_n.dds 使用。由 Meshes\dlc01\landscape\plants\soulcairntree03_l1.nif Dawnguard.esm TreeSoulCairnTree03 “æž ̄èŽçš”æ 'æœ ̈“ [TREE:02004334]
错误:找不到文件 textures\dlc01\plants\soulcairntreebark03_n.dds 使用。由 Meshes\dlc01\landscape\plants\soulcairntreegroup01_l1.nif Dawnguard.esm TreeSoulCairnTreeGroup “æž ̄èŽçš”æ 'æœ ̈“ [TREE:0200DDB5] 使用
I managed to turn Treescale.esm into a simple Base Object Swapper ini file - works like a charm, no landscape edits or conflicts!
How would that, however, play when recreating LOD with DynDoLod? Does dyndolod load tree size data from treescale.esm making it look seamless? I'm guessing with a BOS ini file, there would be size pop in between trees and LODs as they load? I've never used dyndolod before so I figured I might as well ask before getting into it.
EDIT - I don't know how dyndolod works exactly BUT enabling treescale.esm during lod generation and then disabling it after might just work...right?