New version up now. Now includes an "A Forest.esp" that has removed all Worldspace Tree-Placement Edits. So this is now Treeless and LOD-less to make it compatible with other Tree mods, such as Another Pine Forest Mod.
the lod is too close. i can see total patches of land without grass even though its not too far. obv its not right in front of me but if i look into the near distance i see patches without grass. i tried to ignore it at first but it really bothers me so im uninstalling. too bad because i love the recolor of the trees n grass. its just the lod for me
Was wondering the same thing...and I'm still not sure I read the instructions right:
"Overwrite and replace any files with this mod. Remove any loose files that might interfere with this.
Load this mod late, so it overwrites other textures and meshes from other mods archives.
Load order: [- other mods -] A Forest.esp A Forest at Summers End.esp [- BostonFPSFix.esp / FO4_FI_FPS.esp -]
When you say "overwrite and replace", I am thinking "Merge mods" when I use MO2, right? Or does it not matter wether I put this in it's own mod foder or in the original A Forest's mod folder? How would mod tab and the plugin order have to look like to make this work properly with Tree Trim?
Big fan of the mod. But the billboards seem to be messed up. Green trees appear in the LODs as dark-reddish, but other yellow trees look fine if not slightly too bright. I notice this also in your 3rd screenshot maybe?
Personally, after running LODgen I just customized the LODs and manually changed the gammas on the different tree sets there so they all looked about the same (pretty bright tbh in the texture, but looks correct in game), also I gave them all backgrounds which matched the color so the mipmaps don't inherit those nearby black pixels. In game, it looks a lot better but I think but still sometimes the color seems just off... hard to do perfectly manually.
Hey with the comments saying the mod caused crashes, I would like to through my hat in the ring.
I gave this mod a look through Cathedral Asset Optimizer and I got no errors for textures when repacking the textures and meshes, which would be exclude if they did have an issue. An acquaintance and member of the Collective Fallout Modding discord, VishVadeva50 also gave the mod a look and haven’t found anything wrong in particular. I also gave a quick run around Concord and haven’t gotten any crashes on a relatively empty and fresh set up. (The Midnight Ride basically and nothing else). This was tested in Concord and Fort Hagen where people experienced the crashes. If you want i can send the mod repacked using CAO if that’s okay since you don’t have a PC atm. (Unless the loss textures and such were loose for a reason.
Ps, I placed this mod above PRP. This was also test using the full version.
Hi thanks for troubleshooting. Sorry for late reply.
I used the included Archive Tool from FO4 to pack mods. Maybe Cathedral is better now a days? Did my mod CTD when running it as-is? If the mod works flawless when repacked with CAO, but ctd's with my method, I will gladly upload your packed version.
97 comments
Now includes an "A Forest.esp" that has removed all Worldspace Tree-Placement Edits.
So this is now Treeless and LOD-less to make it compatible with other Tree mods, such as Another Pine Forest Mod.
I'll regenerate my own LOD's, and do you have any advice on LOD settings and setup for this mod for the best result?
Also just wondering what the Loose files are for?
"Overwrite and replace any files with this mod.
Remove any loose files that might interfere with this.
Load this mod late, so it overwrites other textures and meshes from other mods archives.
Load order:
[- other mods -]
A Forest.esp
A Forest at Summers End.esp
[- BostonFPSFix.esp / FO4_FI_FPS.esp -]
When you say "overwrite and replace", I am thinking "Merge mods" when I use MO2, right? Or does it not matter wether I put this in it's own mod foder or in the original A Forest's mod folder? How would mod tab and the plugin order have to look like to make this work properly with Tree Trim?
EDIT: sry I thought it was related, you can delete this msg
Personally, after running LODgen I just customized the LODs and manually changed the gammas on the different tree sets there so they all looked about the same (pretty bright tbh in the texture, but looks correct in game), also I gave them all backgrounds which matched the color so the mipmaps don't inherit those nearby black pixels. In game, it looks a lot better but I think but still sometimes the color seems just off... hard to do perfectly manually.
I gave this mod a look through Cathedral Asset Optimizer and I got no errors for textures when repacking the textures and meshes, which would be exclude if they did have an issue. An acquaintance and member of the Collective Fallout Modding discord, VishVadeva50 also gave the mod a look and haven’t found anything wrong in particular. I also gave a quick run around Concord and haven’t gotten any crashes on a relatively empty and fresh set up. (The Midnight Ride basically and nothing else). This was tested in Concord and Fort Hagen where people experienced the crashes. If you want i can send the mod repacked using CAO if that’s okay since you don’t have a PC atm. (Unless the loss textures and such were loose for a reason.
Ps, I placed this mod above PRP. This was also test using the full version.
I used the included Archive Tool from FO4 to pack mods. Maybe Cathedral is better now a days?
Did my mod CTD when running it as-is?
If the mod works flawless when repacked with CAO, but ctd's with my method, I will gladly upload your packed version.